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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!
- 52 (72.2%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 15 (20.8%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.9%)

Total Members Voted: 72


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Author Topic: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.  (Read 1534919 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2820 on: July 15, 2012, 03:09:07 pm »

Ehh... I get that alot. I was just wondering, if it made you a little sick it must've been pretty bad is all.  :P

Didn't mean anything by it.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2821 on: July 15, 2012, 03:13:26 pm »

Dismal Depressing Hellhole. That pretty much sums up every succession game i've read. I am glad this site is designed to work with cell phones, otherwise, my life wouldn't be very nice...
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2822 on: July 15, 2012, 03:15:13 pm »

Most dismal depressing hellholes dont have mugs piled to the cieling and get sieged by eldritch abominations and the undead on a bi/tri-monthly basis. And titans/FBs don't count they're just... Wierd.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2823 on: July 15, 2012, 03:26:01 pm »

The mugs is new, i admit. I say, MOAR. Though, i do remember one game that was drowning in bone flutes. They really did make that the currency there. Also, please tell me you have the mugrifle worked out.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2824 on: July 15, 2012, 03:31:37 pm »

Going to make it and stonecraftable mug ammo. Might just find a reaction to copycannibalize.

Spoiler (click to show/hide)

A little peice of crap in commemoration of our great victory over the undead. And the Skulers are official now. I'll have to carve them out a little space.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2825 on: July 15, 2012, 04:40:27 pm »

Must.. Resist... Urge... To... Ask... For dorfing... Must... Use... Shatner... Voice... To aid... Resisting! Seriously, though, last post equals epic. I gotta read faster! Curse this phone's poor battery life!
« Last Edit: July 15, 2012, 04:42:22 pm by Xahnel »
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2826 on: July 15, 2012, 07:12:24 pm »

Xahnel, you've been added to the dwarfing list.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2827 on: July 15, 2012, 07:16:24 pm »

Um, well, i really wanted to wait. o.o; well, whatever. Okay! Request: Female, name her Rose, and tell me if there are any deserts on the continent, and if there are, what they are called, so i can use one in her backstory. I'll go read this last year. Oh, and make her smash things with a hammer.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2828 on: July 15, 2012, 07:25:37 pm »

Ask and ye shall recieve. And anyone else who requested one and you havent beend dwarfed and aren't on the list, please forgive me.

bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2829 on: July 15, 2012, 07:29:07 pm »

back from vacation, will post story later.

also welcome Xahnel to the clusterfuck of spawn, zombies , mugs, and possibly clowns!
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I mean for the love of god! There's hair trying to kill a dog!
back to professional martinis with bukitodinos!
---
Put the flag in the martini and were done!
siggy!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2830 on: July 15, 2012, 07:34:29 pm »

Them clowns don't have shit on us! And welcome back Bukit.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2831 on: July 15, 2012, 07:41:13 pm »

Oh thank armok, you didn't find the keys to the clown car which i totally didn't hide like a ninja in one of the coffins. Also, just found that modding convo regarding the sequel to this. I think a good mod would be chanhing the immigration to include a small percentage of non dwarves. With any high wealth community, you get migants of all kinds, no matter the dangers. No hippies or greenies or mawfaces allowed, though.
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bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2832 on: July 15, 2012, 07:45:00 pm »

Oh thank armok, you didn't find the keys to the clown car which i totally didn't hide like a ninja in one of the coffins.

this
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I mean for the love of god! There's hair trying to kill a dog!
back to professional martinis with bukitodinos!
---
Put the flag in the martini and were done!
siggy!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2833 on: July 15, 2012, 07:46:01 pm »

I've seen in the copy that has spawn, Mawfaces everywhere. Because they're capable of speech when among other species, they can be found anwhere. Most in places outside holistic hives were abductees while still in a larval form though.

And I may well do that, but It'd have to be through the caste system. Dfusion cana ccomodate it, but it doesn't always work. Hell I got a freaking demon in my first migrant wave once, mixed in with dwarves, goblins and humans. She was imediatly appointed as head of the army.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2834 on: July 15, 2012, 07:49:40 pm »

A demon migrant, huh? See, told you. Though... I may wanna take back my "no mawfaces" comment. Having some immigrate to the fortress, betray their unholy mother, and kick large amounts of ass with teeth, claws, and weapons the game thinks they can hold would be AMAZAH.
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