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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 2197116 times)

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3855 on: August 03, 2012, 12:07:55 am »

No, splint, they infect like zombies, which is very different from (and much slower than) the Infection Form, which is a unique lifeform that can INSTANTLY infect any sentient species (source: Halo's Flood).
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soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3856 on: August 03, 2012, 12:08:16 am »

Just had a thought; since traces of spoilerite ran through the veins of spawn according to Syrupleaf canon (if I remember correctly at least), would spawn-bone have traces of spoilerite in it too?  Not enough to be able to harvest, but enough to make it stronger than other bones?  (perhaps as strong as steel?)
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Corai

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3857 on: August 03, 2012, 12:09:06 am »

Just had a thought; since traces of spoilerite ran through the veins of spawn according to Syrupleaf canon (if I remember correctly at least), would spawn-bone have traces of spoilerite in it too?  Not enough to be able to harvest, but enough to make it stronger than other bones?  (perhaps as strong as steel?)

This is true, spawn bones should be pretty damn invincible against stabby/cutty weapons because of this.
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Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3858 on: August 03, 2012, 12:12:33 am »

ANd yet silver hammers could break thier bones. ANd no, the infection forms would be overkill. It's already bad enough that if someone gets bitten and theres a tear they might be dead anyway.

Corai

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3859 on: August 03, 2012, 12:13:35 am »

Bluemetal is worthless against blunt weapons, I believe.
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Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3860 on: August 03, 2012, 12:19:06 am »

Here is my idea for what they would look like and how they would work. A small fleshy mass attached to an obsidian heart, and moving around on little tentacle legs. It attempts to infect people by stabbing a penetrator tentacle (one with a bone tip) into the heart or spine. After a few seconds of burrowing into the victim, the heart is popped, the obsidian one inserted in it's place, and the infector dies. Then the body becomes a Spawn.
Ninja'd
Don't bitch about them not being badass then say this would make them too badass. There is no such thing as a spawn being too overkill. This would ONLY work if the heart is peirced or the spine damaged (if that is possible).
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Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3861 on: August 03, 2012, 12:27:13 am »

NEW RULE: Do not tell me or anyone else what to mod. Do it yourself, and don't discuss it unless you can show us a fully-functional prototype. If you don't know how, learn how. I'm getting annoyed at all the 'oooh, let's have X for Spearbreakers 2!', where X is some random object or concept that probably can't even be satisfactorily-implemented. It's basically useless clutter disguised as OT.

That said... @james: Good idea.

@Corai:

Candy's lightness makes it bad as an intermediary layer for absorbing the force between a hammer and soft tissue, but as a solid internal body mat... well, it's perfectly-rigid and has a breaking point roughly equivalent to being hit by a meteor. You aren't breaking adamantine bones anytime soon.
« Last Edit: August 03, 2012, 12:31:38 am by Mr Frog »
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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

soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3862 on: August 03, 2012, 12:33:18 am »

NEW RULE: Do not tell me or anyone else what to mod. Do it yourself, and don't discuss it unless you can show us a fully-functional prototype. If you don't know how, learn how. I'm getting annoyed at all the 'oooh, let's have X for Spearbreakers 2!', where X is some random object or concept that probably can't even be satisfactorily-implemented. It's basically useless clutter disguised as OT.

That said... @james: Good idea.

I didn't mean to sound as if I was telling you what to mod, just coming up with ideas.  Though, the fact that spawn have traces of cotton candy in their body is definitely varied in what it can lead to.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3863 on: August 03, 2012, 12:34:00 am »

The complaint is tyhat my directions werent followed. There's more crossbow dwarves than actual soldiers, and more axe dwarves than pikedwarves. The only reason that I didn't decommision them is because they'll be running solo drills more often than being useful now.

The infection form is too much because it's interaction would basically be instant fatal, compared to the spawn bite that at least give some hope of keeping that dwarf. These aren't the flood, these are demons. They steal shit because at the time we didn't know how to auto hostilate them and keeping them as building destoryers broke thier pathfinding.

I'm all for making the spawn themselves stronger. they don't need help propagating thier species because all they do is kill things and fuck like rats. As I recall, Mr Frog already has an adjusted version where chopping thier head off isn't fatal (how they're of any use without any sensory organs to track prey is beyond me though.)

This is in regards to Paintbrush and the army he built- while I appreciate you killing the zombies, you went WAY overboard on the axedwarves. Likewise, the sheer number of civil defense troops outnumbers the regular soldiers ina military installation. SInce I won't have the time since I'm building a pointless monument to fix this, one of you guys has to.

The miltary is thus - Pikedwarves hsould outnumber ALL other weapons by 3:1.
None pike weapons 2:1 aginast crossbows.
Only exceptions are when sheer numbers are absolutly needed. Barbarins don't feel pain nor do Spawn, and spawn can't  bleed out. Crossbows are useless against them except for mobility hampering that's only if they hit something.

As it stands the military was to be composed of 5 man squads, with specialists (hammerers, axelord, and the like) in groups of 3. I'll let the crossbows pass as they are little more than a peasent levy to be used in an emergency.

Sorry I've flipped out and all but the sheer number of  of DELIBERATE organizational disregard infuriates me (I have a nigh insatiable administration lust for no reason i can pinpoint, and when regulations I've set down are deliberatly given the finger I get angry. VERY angry.)

I apologize for my ouburst, but I am now in a very cranky mood and it's going to take forever to reoganize the military properly.

On Bones - They had traces of it in the wrist to strenthen it from what I understand; Having nigh indestructable wrists for a creature that relies on clawing and biting sound advantagous to me.

Also: I AM DISMANTLING THE DANGER ROOM. We don't need it anymore as the emergency has passed.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3864 on: August 03, 2012, 12:34:28 am »

@james:

Not you... that was directed more at *shifts eyes* other people.

E: Ninja'd by Splint

@Splint:

Spawn's hearts emit ultrasound (if it wasn't canon before, it is now). It's like radar. And I guess they can still flail about randomly and hope they hit something.
« Last Edit: August 03, 2012, 12:36:54 am by Mr Frog »
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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

soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3865 on: August 03, 2012, 12:39:06 am »

@james:

Not you... that was directed more at *shifts eyes* other people.

When in brainstorm mode I often don't realize if I'm sounding demanding, but nice to know that I wasn't provoking you this time.

In other news, I'm going to bed now.  G'night for now.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3866 on: August 03, 2012, 12:40:46 am »

@ Mr Frog - The image of sheer horror in my mind as a headless Megaspawn flailing around trying to hit something was beautiful. Any many buildings were leveled.

@ Xahnel - Rose likes Tetrahedrite, Adamantine, Banded Agates, the color pale blue, and turkeys. She prefers to eat tiger meat, clownfish, and drink honeybee mead.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3867 on: August 03, 2012, 12:49:09 am »

@splint: if the axedwarves piss you off so much, just decommision them. If a rule has been broken, then it's time to rectify the fault. I agree with dismantling the danger room, as it is taking advantage of something that wasn't meant to exist.
@Mr Frog: i will agree to that, and get a hold of the required information to mod myself, if you promise not to complain anymore about the spawn sucking. This is a video game, and in the end, no matter how big the big bad, players will make it their bitch. We know now how to beat them easily. Learning it couldn't be helped, and would have happened anyways. What was that quote... I think it was "i think you think we're playing a game besides dwarf fortress. No matter what you make, we'll figure out how to kill it. Then we'll figure out how to use it."
No idea how, but the line just instantly cured the bad mood i've been in all day.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3868 on: August 03, 2012, 12:51:23 am »

You clearly didn't read that part about them running solo drills more than being useful. Because they're inactive right now and that's what they've been doing. Nothing but solo drills with breaks to eat and such and occasionally hauling things.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3869 on: August 03, 2012, 12:58:23 am »

The point wasn't what they were doing, the point was a rule was broken. That's what you said, right? Fix the broken rule. Make a small axe squad, and move everyone else either into the pike squads or remove them from the army altogether. You hate having them, they aren't supposed to be what thwy are anyways, so fix it. Attribute it to dorf!Splint entering a strange mood in the administration job line.
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