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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2178038 times)

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1965 on: June 14, 2012, 01:36:36 am »


Mitch's reforms helped, but the fortress is sealed in and with only 88 dwarves , we've got very little we can do. The undead army outside is not led by a necromancer, but we're badly outnumbered.


Actually, there is a necromancer stealthed out there. Also, I made plenty of slabs. Also also, LEAVE MY SMILEY FACE ALONE. Barrack beds don't even work properly, I don't think.

Also also also, how many games do you have in League?

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Mitch cancels sleep: Interrupted by Clowns

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1966 on: June 14, 2012, 01:40:46 am »

The solution is simple then. When everyone is geared and a novice in basic skills, we have them do a sweeping assault.

Or dig a long long tunnle to the refuse pile lined with weapon traps.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1967 on: June 14, 2012, 02:04:15 am »

Or wait a month or so for the Spawn invasion.
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Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1968 on: June 14, 2012, 03:13:43 am »

I think that we should at least attempt to take on the zombies ourselves. I didn't put the Spawn in so that they could be our babysitters, dammit.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1969 on: June 14, 2012, 03:18:00 am »

Gotta admit, I think we accidently'd the spawn quite nicely. Either that or thier timing is disturbingly impecable.

 But my tube to refuse land idea still stands. Necro gets diced, zombies get diced. but more importantly, necros get diced. Once we get rid of them the zombies are no trouble for our armydorfs to handle.

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1970 on: June 14, 2012, 11:53:04 am »

Yeah, zombies are weaksauce when they can't be re-raised. Unless its dragon zombies.
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Paintbrushturkey

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1971 on: June 14, 2012, 12:33:21 pm »

don't bother sending novice weapon/dodge/block/armorusers out... they'll just get killed....
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Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1972 on: June 14, 2012, 09:36:31 pm »

Zooombeeehz. Sorry, very tired.
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stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1973 on: June 14, 2012, 11:16:24 pm »


Mitch's reforms helped, but the fortress is sealed in and with only 88 dwarves , we've got very little we can do. The undead army outside is not led by a necromancer, but we're badly outnumbered.


Actually, there is a necromancer stealthed out there. Also, I made plenty of slabs. Also also, LEAVE MY SMILEY FACE ALONE. Barrack beds don't even work properly, I don't think.

Also also also, how many games do you have in League?

600-650 not exactly sure.
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Karakzon

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1974 on: June 15, 2012, 06:13:43 am »

What ever you decide to do, an airlock system would be wise. Unless you wish to find out your zombie killing path let spawn in.

88 Dwarves is not allot if your popultion isent growing fast.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1975 on: June 15, 2012, 07:13:20 am »

Well early on we had a few.... Mishaps with migrant waves. And only recommended it to get rid of any necromancers running around, and when taken care of, wall it up.

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1976 on: June 15, 2012, 05:20:16 pm »

I'm gonna spend about 6 hours in a car tomorrow, I imagine DF will run quite slowly, but I should get a few months in.
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1977 on: June 15, 2012, 09:13:26 pm »

Anything is better than nothing. :)
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Frying Doby

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1978 on: June 16, 2012, 03:40:41 pm »

Hi, dwarfes of Spearbreakers.

I read and amused myself reading the story.
Can I get a dwarf? Frying Doby Profession: Cook or something to do with food/booze.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1979 on: June 16, 2012, 03:41:24 pm »

Of course! Welcome aboard the crazy train.
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