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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


Pages: 1 ... 208 209 [210] 211 212 ... 812

Author Topic: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.  (Read 1343967 times)

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3135 on: July 18, 2012, 10:19:40 am »

Quote
Well, unless it was Armok... then we'd likely die gruesomely in a sadistically hilarious manner, but I tried not to think about that possibility. Somewhere up there, someone was looking out for us.

I lol'd. :)

Awesome Talvieno. 

Also, I recently realized that we've been writing fanfics about fanfics that are about an RP succession game thats the fourth installment in an RP succession series.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3136 on: July 18, 2012, 11:23:06 am »

Xahnel, awesome depiction of Chestnut. :D    Am I correct in thinking that you were the one who drew the original Rose?

Well, technically, the original sprite was Sam from Advanced Wars. But yet, I modified it to make Rose. This included changing her minigun to a shotgun. My photobucket has a few more variations on Rose. I'll post her journey journal once we get immigrants. Only cause I wanna date her journal entries, and I'll have no idea what the date they got there is til it happens.
« Last Edit: July 18, 2012, 11:25:15 am by Xahnel »
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3137 on: July 18, 2012, 02:04:04 pm »

Bukitidonos,  Weaponsmith

Frying Doby, Herbalist/Farmer

Jack Magnus, recently promoted Axelord and

Zombi, Leatherworker (There were no stonecrafters or masons availlable man, sorry! So I went with a general craftsdorf.)

All of these players are dorf'd or confimred to be dorf'd.

OOC Update: That fucker is really starting to piss me off, if only because I have to micromanage the soliders' movments more than usual. When the hunting parties showed up he mass ressurected a number of bodies, so I have an idea of where he is. But the axelords need enough time to move unto the hill to push him into Fischer's squad, and the zombies aren't allowing that because they absolutly have to attack them.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3138 on: July 18, 2012, 03:43:01 pm »

This is what I was worried about... necros are hard to catch in an open area.

Are there any convenient dead ends anywhere for you to corral him into? If not, we may need to break out the necrotrap.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3139 on: July 18, 2012, 03:54:24 pm »

I have to keep Fischer and her men on permanent zombie killing detail, not that it seems the civvies actually care anymore. Literally, they're just walking right by the undead and not even paying them any mind. Until all of the corpses have been cleaned up I can't do anything about it. And one of the ones that got run off appears to have come back, and a Mountain barbarian officer is trapped in the spike walk's loop-o-death stairwell under a hatch that's been locked.

I know the general area he's in, but unfortunatly the AI is working against me, as I need the soldiers spread out and they tend to move as a cluster, giving the necros ample escape time/room. They're hanging out around the wagon tunnel, that much I know. If I can get the mess cleaned up, I'm going to rout them into the old garbage dump and trap them there. Fischer will be able to deal with it from there.

bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3140 on: July 18, 2012, 05:54:30 pm »

use water to push them off the map!

YOU SAID NOTHING ABOUT WATER WEPONISATION!
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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!

bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3141 on: July 18, 2012, 06:26:29 pm »

And so I double post! >:D

Bukit Made it! he and his group collapsed from exhaustion at the gates.

Logged
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!

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3142 on: July 18, 2012, 06:45:00 pm »

..........
dot dot dot dot dot dot dooooot.
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Voted SpearBreakers Meatpieologist by Mr Frog
DADeathinacan has Videos
An Indeterminate Arms Race, where the players choose to be cults with technological artifacts alone in the world.

Warning, may appear to be angrier than intended

bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3143 on: July 18, 2012, 06:59:20 pm »

I post a poem

For Spearbreakers we fight, for Spearbreackers we die.
We brandish our pikes, axes ,and bows.
For the spawn at the gates we do not fear!
Through goblins, Spawn, zombies, and necros. We persevere and fight.

We are brothers and sisters in arms.
And die by the sword we shall.
When other forts say "FOR THE FORTRESS"
Spearbreakers says "FOR THE MUGS"

Large they may be, strong they may be.
But when this fort falls,
THEY FALL WITH US!

So, brothers and sisters in arms.
Brandish your weapons!
AND FIGHT!
FOR SPEARBREAKERS!
« Last Edit: July 18, 2012, 07:15:27 pm by bukitodinos »
Logged
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!

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3144 on: July 18, 2012, 07:02:45 pm »

YAY!
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Voted SpearBreakers Meatpieologist by Mr Frog
DADeathinacan has Videos
An Indeterminate Arms Race, where the players choose to be cults with technological artifacts alone in the world.

Warning, may appear to be angrier than intended

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3145 on: July 18, 2012, 07:09:46 pm »

Spearbreakers.

Spearbreackers.

Which one looks right.

(No offense. I let typos slide usually, but repeat offenders bring out Splint the Grammar Nazi.) Otherwise, quite the funny poem Bukit.

bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3146 on: July 18, 2012, 07:14:17 pm »

Spearbreakers.

Spearbreackers.

Which one looks right.

(No offense. I let typos slide usually, but repeat offenders bring out Splint the Grammar Nazi.) Otherwise, quite the funny poem Bukit.

Sorry. I have hard time with the word Break...
Logged
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!

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3147 on: July 18, 2012, 09:09:10 pm »

I have to keep Fischer and her men on permanent zombie killing detail, not that it seems the civvies actually care anymore. Literally, they're just walking right by the undead and not even paying them any mind. Until all of the corpses have been cleaned up I can't do anything about it. And one of the ones that got run off appears to have come back, and a Mountain barbarian officer is trapped in the spike walk's loop-o-death stairwell under a hatch that's been locked.

I know the general area he's in, but unfortunatly the AI is working against me, as I need the soldiers spread out and they tend to move as a cluster, giving the necros ample escape time/room. They're hanging out around the wagon tunnel, that much I know. If I can get the mess cleaned up, I'm going to rout them into the old garbage dump and trap them there. Fischer will be able to deal with it from there.

For some reason, this strikes me as badass. We're actually being forced to work to kill something. Its not a usual DF instawin-lose battle, its some RTS shit at this point.
Logged
Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3148 on: July 18, 2012, 09:21:39 pm »

I know right? It's a pain in the ass though. I wish I had runesmith. This is the one time I would cheat to get rid of them, if only to bring the little fuckwits out of hiding.

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3149 on: July 18, 2012, 09:23:48 pm »

Patience, Splint. Patience. Soon the Necromancer will make a mistake, and when he does, its all over. One mistake is all it takes with Fischer roaming around.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.
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