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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 2178182 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7200 on: January 08, 2013, 07:49:57 pm »

We do truly need a way for the thread to leap again.

Splint, was the game you designed the cover for as a college thing copywritten in any way?
And is anyone good at programming?

As an original idea I own the copyright to it.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7201 on: January 08, 2013, 08:08:50 pm »

As an original idea I own the copyright to it.

Ok. So we have (rudimentary) programming knowledge, voice actors, legal copyright and research.

Anyone for making Spearbreakers into a game of its own?

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7202 on: January 08, 2013, 08:10:48 pm »

Actually I wanted to make the project based on the timewar(I had ideas for both RTS and FPS/TPS,) but I couldn't concieve of a good enough name.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7203 on: January 08, 2013, 08:15:46 pm »

Excellent, the one thing I'm halfway decent at!

Names, names...

Ok, here are a few:
  • Timewar
  • Tempora
  • Falling Across Time
  • Parasol (or Ballpoint, depending on who you play as)

I'll think of more.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7204 on: January 08, 2013, 08:30:39 pm »

Here's a random string of different traits for an RTS.

SRA
  • Zerg rush army.
  • "Unshakable" immune to morale damage and supression.
  • Reduced ranged damage.
  • Increased melee and fire damage.
  • More area effect abilites.

Eris
  • Elite/tech force.
  • "Martyrdom" Immune to morale damage, reduced supression effects.
  • Very few vehicles, tough modular ones to make up for it.
  • Improved ranged damage, reduced melee damage.


You know, crap to that effect, with the antithesis being certain factions (Ballpoint's the one to Parasol, Eris to the SRA) and as such abilities and what not. (These weere randomly tossed together off the top of my head mind you.)

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7205 on: January 08, 2013, 08:32:08 pm »

Mr Frog, the reason the fortress update was a week ago is because I'm waiting for DF to run above 20FPS.

It ran at about 20fps for me. 2.0ghz processor, 4GB ram

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7206 on: January 08, 2013, 08:56:08 pm »

@Splint Very nice, this could go places!

@Reudh OK then, those are about the specs of my computer, so I probably should just suck it up.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7207 on: January 08, 2013, 09:00:15 pm »

DFHack has a few binary patches and tweaks that should improve performance a little. Also i recommend using its clear dead command. Most of it is just random goblins who don't matter anyway and just cluttering up the list (it keeps important things like dwarves though)

And thank you, thank you very much. if someone can doodle me up a rough outline of a cover I can try to make it.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7208 on: January 08, 2013, 09:04:34 pm »

@Lolfail, Splint:

Hold your horses, now. I specifically said I wasn't volunteering until I knew more, and now that I do I can pretty firmly say that this is looking to be very, very far beyond my present programming capabilities. A little while ago I started writing a very simple Pokémon clone -- ASCII graphics, no music -- and it took me 3 weeks just to get out a half-finished alpha. There is absolutely no way I can make a full-fledged RTS with all the bells and whistles on my own, let alone without being paid.

Feel free to plan it out all you like, but don't make plans beyond your current resources.
Logged
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Spawn of Holistic, and other mods

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I so want your spawn babies

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7209 on: January 08, 2013, 09:06:19 pm »

Hey, I'm just trying to stimulate discussion. And if I could pay you I would.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7210 on: January 08, 2013, 09:09:47 pm »

This was just an idea to get the thread more active. Although if it could happen, I'd support it.

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7211 on: January 08, 2013, 10:47:51 pm »

Suddenly, a wild Hans appears.
That is all.
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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.

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7212 on: January 08, 2013, 11:09:13 pm »

Suddenly, a wild Hans appears.
That is all.

Reudh uses Sweet Scent. A wild Urist Story appeared!

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7213 on: January 08, 2013, 11:09:45 pm »

Shit. Now I have to. One minute, let me re-read where I was at.

Edit: I may have to do this tomorrow. I'm off then.
« Last Edit: January 08, 2013, 11:26:36 pm by Hanslanda »
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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.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7214 on: January 08, 2013, 11:44:51 pm »

Hanslanda used Teleport!

Hanslanda fled from battle!
Logged
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
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