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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 2178148 times)

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2925 on: July 16, 2012, 01:18:37 am »

Wear such a abdge with pride. It means we fear you ina respectable manner.

I always thought PopCulture!Machiavelli was a pretentious asshat, but I'll take what I can get.
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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 #2926 on: July 16, 2012, 01:20:25 am »


And you're not the big bad. That's the Spawn, and by extension, Joseph, Ballpoint, Parasol, and Eris. Also, the zombies. But the true big bad behind the big bads is the dreaded hospital...

Hans, we're in the tinychat if you'd like to join us.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2927 on: July 16, 2012, 01:22:55 am »

Hans, we're in the tinychat if you'd like to join us.
Linkie? I'm bored right now and booting up Skyrim would require effort on my part.
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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

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2928 on: July 16, 2012, 01:22:59 am »

If you guys are off to tinychat, i suppose i'll get back to reading. since, you know, i'm being left alone. -sniffles- ... I'm joking, i'm joking. I seriously gotta get back to the reading i've got a hundred and fifty five post pages to read. -prolly ninja'd- EDIT: What is tiny chat? Voip or text?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2929 on: July 16, 2012, 01:25:01 am »

Text. i can send you a link- oh right. *Facepalm*

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2930 on: July 16, 2012, 01:25:35 am »

I'm kind of starting to worry that we're using the thread as a chatroom when we shouldn't be... this morning, we were behind Hellcannon in page count. We are now 4 pages ahead and counting :V
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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

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2931 on: July 16, 2012, 01:26:59 am »

Eh, we're killing time til PBT updates.
We've got a lively community 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.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2932 on: July 16, 2012, 01:27:15 am »

This is what happens when we need to kill time.

EDIT: Hans ninja'd me.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2933 on: July 16, 2012, 01:27:58 am »

You could email it. You still haven't sent that promised stuff about the secret awesome. EDIT: Stop burning my retinae with images of us falling to fourth! (just kidding, he's right.)
« Last Edit: July 16, 2012, 01:29:54 am by Xahnel »
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2934 on: July 16, 2012, 01:29:12 am »

It's an IM. And since I'm between failed adventurers I'll cobble the email out now.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2935 on: July 16, 2012, 01:34:02 am »

No, nevermind. TC will not work for me, i need java, no has. -sighs- geek squad, why did you betray me?! -begins cursing about inept techs breaking a laptop- EDIT: Only one chat site works for me, and that's Mocospace. So, unless everyone wants to go there, friend me, and wait for me to set up a chat room... EDIT II: Turns out, i'm a moron. I found my pm inbox. It was at the bottom of the main menu.
« Last Edit: July 16, 2012, 01:50:38 am by Xahnel »
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Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2936 on: July 16, 2012, 01:35:25 am »

Le download, she works.

Paintbrushturkey

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2937 on: July 16, 2012, 02:36:20 am »

This is the diary of Paintbrushturkey, earlier pages are missing or are charred to the point of unreadability.
Granite:

Mitch just came running at me giggling somewhat manically and handed me a key… and told me it was all in my hands now he then ran off giggling somewhat manically, not quite sure what he meant with that, but knowing this hellhole it can’t be good

Wanted to go and see splint about some work orders but he was shouting something at someone in his office I only gathered 34.07 atom smashing and overseer, I wonder what atom smashing is but it sounds bad…. I think I will visit him once he has calmed down to try and find out what this is all about, I shall instead have a look at our military.

It appears that the military is in and even worse condition than I could have possibly imagined, I shall need to do something about this….
Finished drafting the initial drafting and “re-equipping” our glorious military all those shiny adamantine battle axes are now actually getting used, the roster is as follows, I did drag some unlucky sods from their workbenches and threw them at the respective commanders, Fisher muttered something about spawn fodder, I wonder what he means:

Fisher is leading the 10 pike dwarves
Pokonic was the first guy I found so he has command of the first squad of reservists, our 10 axe dwarves
And Feb has command of the remaining reserves, 10 hammerers that is….
I have also designated a danger room to be dug out and some training spears to be carved

Lastly on my agenda there is the issue or refuse, it just seems to be piling up, so I have:
Designated a garbage dump – couldn’t find one :-S
Reworked refuse orders

I have also found that we have a whole pile of useless crap lying around in our armory, have told the guys down at the forges to melt it down…
Just had a look out of the window it’s crawling down there….. blimey, our watch kiwi died, too courtesy of some undead risen in the watchtower...

I have ordered fisher and his squad to clear it , just had the report that some of the suckers just didn’t want to stay dead and literally had  to be turned into a sieve to stay dead, ah well dead is dead, none can withstand out glorious  military, have ordered the bitz to be cleaned up, also have told people to clean up the trade depot, what will others think of us. Fisher is staying in the tower for now just in case there any fakers.

Just checked on the progress of our training spears and they still have not been approved… SPLINT STOP MAKING FUCKING MUGS AND APPORVE THE BLOODY WORK ORDER… was it 3411 mugs he was shouting about? I hope not ….. hmm I think he head me, just spied him sneaking back in his office.


Slate:

A forgotten beast has come a skinless frog that secretes deadly dusk… thankfully it’s locked down there in the caverns and can’t do any harm…

I’m suspicious of Splint, I think he is up to something, I’d swear he is hoarding mugs in his room, too. I think someone needs to keep an eye on him, at least until I know what he is planning. I have thus expanded our Fortress guard to 10 members, this has the additional benefit of taking our “trained” military up to 40 dwarves, I have also assigned stations to them, 2 to the EIDS (Early Intruder Detection System), somehow the kiwi got killed by some undead that wandered in after being resurrected inside our guardtower, they have crossbows so can fire at any intruders below, 2 more in the guard tower above it, and another 2 in the guard tower outside the trade depot, this should hopefully keep the map reasonably safe once I have cleared all the zombies and should allow me to focus on securing and exploring the caverns. It also has occurred to me that whoever gave the military has been rather harsh on them, they don’t even get time to eat, how are hungry soldiers meant to fight effectively, I have reduced the minimum number of soldiers required to be on duty to 8.

A somewhat breathless guard has just burst into my office yelling something about migrants, I wonder what they were thinking… I have ordered the drawbridge outside the depot to be lowered, but it appears to be broken, I think we have been sabotaged, this confirms my earlier call for more personnel in the fortess guard, however when I asked the captian of the guard if anyone of them had seen anything I only got a replies along the lines “No, they’re busy and have to pick up my equipment” I think he should pull the other one, it’s got bells on…., how long does it take to put on some armor? I mean seriously, if he doesn’t get hit bunch of guards organized I would see to it that he’d spend the rest of his life cleaning out the animal pens!

Anyways, I have been forced to have the migrants make camp, it appears that zombies don’t understand speech, but miraculously can sense if someone left a door unlocked, I think this is something that needs investigating as it may allow us to combat the zombie threat more effectively.



I have to commend our miners they are either incredibly efficient or incredibly bored, I had barely mentioned where an escape tunnel neded to be dug when they started swinging their picks, the migrants rushed in and certain members of the fortress guard had to be physically restrained from running out there and picking up equipment, I think I may have been a little to harsh with their commander. On the bright side most of them are now equipped and ready for action. So long Brainsuckers…., speaking of the undead the ghost that was wandering around the fortress has been put to rest, good riddance I say. I have also noticed a rather hollow clonk when I examined the hospital, closer examination leads me to believe that there is a stairway in the way of the bucket as it travels towards the water in the caverns….. I have fixed this by shifting the stairway to allow the bucket to move freely.

Felsite:
On my way back to the barracks I passed Corai who running throught the corridors babbling about animal skins, he also refuses to let anybody inside his workshop, I have sent Fisher to investigate, I’m told she has previous experience in treating the violently insane….

Fischer just Reported back to me and it appears that Corai has created a masterfull suit of leather armor, I can’t bring myself to tell him that we don’t use that anymore and are capable of using metal, even adamantine, but he seems happy enough.



Corai has been pestering me to come and examine his leather armor *sigh* I suppose it will keep him happy….
It has just struck me as to how dirty this place is I have ordered Splint to see to it that this place gets cleaned up, he is the manager after all so I think this is part of his job description, I wonder how he got the job in the first place, I think he is up to something.

I have just had a very excited Simon run into my office and tell me that we really should be starting to haul some mugs to the depot as some elves had been sighted on the horizon, I think watching them try to sneak through the horde of undead at our trading entrance will be fun, I have declared this day to be a holiday with free drinks and complimentary crossbowbolts for everyone. I think at the very least 50% of us just want to see what happens when an elf get startled in the middle of a horde of zombies *HEHEHE*

Dam these elves, it looks like they lead a bunch of goblins right to our doorstep, although I admit that it was to general entertainment, the odds of the elves actually reaching our gates currently stand at 100 to 1 so I do suppose Simon stands to make a lot of money if he wins his bet, which I suppose is a fair enough incentive to sympathize with the elves, at least I hope that this is reasoning…..
The spawn are here, I count 9 (1 of whom appears to be riding a war grizzly bear)on the horizon, the race is officially on, several posters advertising ongoing bets have appeared throughout the fortress, I’m not sure who is responsible for this but it certainly has heightened morale, I have included a transcript of one of the posters for reference purposes:

Quote
WHO SHALL REACH THE GATES OF SPEARBREAKERS?
Palce your bets now!
-   ELVES  (100:1)
-   SPAWN (1:1)
-   GOLDINS (10:1
-   UNDEAD (1:1)
-   NONE (1:100)

After all bets had been placed we spied a further 7 spawn that joined the fray beneath the tower, there was some disgruntlement about the unexpected reinforcements and some dwarves decided to give the goblins and zombies a hand as it were by firing their crossbows into the melee. It was not long until it became apparent that the weight of numbers of the undead would win the battle, the hidden necromancers kept raising their dead, even though the corpses were little more than bloody mush, yet every dismembered body part rose again with a life all of it’s own and started clawing at every living thing possible even the fearsome spawn shrieked in something approximating fright when they were torn limb from limb by the horde, their black hears eventually laid bare by the sheer weight of attacks, before being torn from their mutilated bodies. The battle lasted well over a month dampening the initial excitement and resulting in a routine of sorts setting in, however I insisted on a guard being maintained in all of the watchtowers.






Hematite:
Mr Frog has just informed me that the Danger room has been completed, he said he “improved it”, Upon inspection I could see no improvement, but alas I shall let the dwarf have his enthusiasms.
I shall take the dangerroom into operation today. All of our standing military squads will be required to have a training session.
It appears that the the dangerroom is more dangerus than I had initially anticipated, I have heard reports of dwarves fainting and often breaking thumbs and toes, this is something I must investigate myself. I have scheduled myself to train with Sus III and Fisher today.
Upon beginning the session I noticed a foul smell emanating from the holes containing the spikes, there also appears to be some powdery discharge coming from the walls and ceiling of the room, Sus III got a blast to the stuff full in the face and immediately fainted, it was then that I noticed the room getting a bit blurry, so I imeediately took steps to suspend the operation of the room until the cause of this can be investigated, I only found the emergency shut off with fisher’s help, who seemed strangely unaffected…
I have started questioning Mr Frog about his improvements and he told me that Hans had given him some mind and body enhancing substance to try out on us soldiers….. I have confronted Hans about this substance and he told me it was Fairy dust or some such nonsense. I believe he may need counseling.
Further investigation into the SusIII incident has revealed that he was wearing neither gauntlets nor boots whilst he was in the danger room, I have explained the matter to him, and he seems to understand now that the danger room is only to be used in full kit.

Galena
A Human caravan has come, I have ordered our soldiers to escort them in as there are still many undead outside the gate, the spawn seem to all have died off. I have also just been advised that the humans are beign chased by approximately 30 mountain barbarians. I have ordered our entire military to assemble in the trade depot. It appears that we were to slow, our dwarves are still donning their armor, most of the humans are dead. The barbarians seem to have killed the vast majority of the undead, they seemt to not be getting  up, I hope the necromancer may have been killed, I have ordered the barbarians to be let in…. through the spike bridge…..it is with gread sadnss that I have to report that the mountain barbarian invaders (who have all died a range of deaths from being turned into kebab (SPIKES / FISHER) to being reduced to splatters in the pits to the left and right of our spike bridge (DODGED THE SPIKES AND LANDED ON THEIR HEADS OR SOME VARIATION THEREOF)

Limestone
I have organized for more training in the now unimproved Danger room (no incidents since)and have set up the forges to produce addy suits of armor (legendary armorer s only). Other than that the fortress is being cleaned up bit by bit and most of the corpses have been removed from the caravan depot.

Timber
This is it “The invisible walls” are going necromancer hunting, I would like the dwarves caravan to survive and perhaps even the outpost liason….
Thus far the Necromancer hunt has proven unproductive, I have however identified a number of spawn hiding in the shrubbery just outside out fortress. They were killed without a single injury on our side. Whilst fighting the spawn we also found a necromancer who regrettably got away. However it appears that there is yet another as the dead are still restless


Opal:
There are only a few undead remaining on the map, I have opened the gates to the civilians, This has regrettably resulted in a few (minor injuries) we really need to find that necromancer before somebody dies. What happy coincidence one of our military dwarves went to investigate a sound in the bushes after he relieved himself…..
Damn there is another necromancer lurking around somewhere… sigh

Obsidian:
Ah well I shall put ashabar and softa out of their misery, their endless howling is starting to get on my nerves, I’ve asked fisher to give me a hand, she doesn’t seem to thrilled about the prospect and said something about them being old friends, but then came around and said that if it had to be done it would be best if a friend did it.
I suppose the spawn have somehow gotten wind of my plans, we are under spawn siege and what a siege 31 mounted spawn wrestlers, everyone back inside the spiketrap will have to handle this… I hope….

It seems I left the backdoor open, I have ordered everyone else back inside, looks like everyone else made it, too, but what do I spy with my little eye, looks like someone left a battleaxe out for everyone to take, I just have to have that, there are a couple of spawn and other things around, time to make a name for myself. Thankfully the spawn were mostly busy with the undead, except for one that I got my hands on, now they are running for their lives (Out of character: Crap I wanted to die a glorious and gory death here but alas it was not to be)

Shit that still needs to be done:
Finish the two guard towers outside the depot
Also finish building and linking the flood gates at the ieds and then unsuspend the construction of the fortifications
kill the last necromancer who ocassionally raises a swarm of dead, the dead are easily kept down by stationing one of the military dwarves outside the caravan path entrance (civilian darves can then roam and do whatever surface work they fancy)
Splint i recon you will have a breeze of a turn and if you manage to loose more than 2 dwarves THERE WILL BE TROUBLE ;-)

http://dffd.wimbli.com/file.php?id=6671

Pics to come as i update this post
« Last Edit: July 16, 2012, 04:23:38 am by Paintbrushturkey »
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Some People are like Slinkies. Not really good for much, but they still bring a smile to your face when pushed down a flight of stairs.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #2938 on: July 16, 2012, 02:46:25 am »

Quote
skinless frog

...Nothing to see here, move along...
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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 #2939 on: July 16, 2012, 02:47:46 am »

Post the link to the save then. I'll get started.
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