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PULL THE LEVER? [Y/N]

Y
- 281 (87.8%)
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Total Members Voted: 319


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Author Topic: FailCannon: No Rest for the Wicked (or anyone else) (Succession: Battlefailed 2)  (Read 896463 times)

Teneb

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2445 on: October 23, 2011, 07:47:13 am »

still in summer, low FPS isn't helping
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2446 on: October 23, 2011, 11:12:59 am »

Low FPS: The one thing deadlier than the HFS.

ThatAussieGuy

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2447 on: October 23, 2011, 06:50:15 pm »

Low FPS: The one thing deadlier than the HFS.

The HFS is deadly?  Nobody told me... *whistles nonchalantly*

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2448 on: October 23, 2011, 07:06:27 pm »

Low FPS: The one thing deadlier than the HFS.

The HFS is deadly?  Nobody told me... *whistles nonchalantly*

Oh you.

Eric Blank

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2449 on: October 23, 2011, 07:08:48 pm »

I would look forward to your turn with Failcannon, Aussie, but you haven't taken a place on the list yet.

Not like this fort, or any other succession fort so labyrinthine, could EVER afford to have an open passage to hell, though. Even if your plans defeated the first wave, you'd have to seal it off because that slow trickle of demons would inevitably be ignored by one player, perhaps just by a passage not being properly blocked or trapped, and suddenly the end would arrive.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2450 on: October 23, 2011, 07:10:41 pm »

I would look forward to your turn with Failcannon, Aussie, but you haven't taken a place on the list yet.

Not like this fort, or any other succession fort so labyrinthine, could EVER afford to have an open passage to hell, though. Even if your plans defeated the first wave, you'd have to seal it off because that slow trickle of demons would inevitably be ignored by one player, perhaps just by a passage not being properly blocked or trapped, and suddenly the end would arrive.

The thing is, we already have a slow trickle of demons. Have you met Andreus III-XIII yet?

ThatAussieGuy

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2451 on: October 23, 2011, 07:30:24 pm »

I would look forward to your turn with Failcannon, Aussie, but you haven't taken a place on the list yet.

Not like this fort, or any other succession fort so labyrinthine, could EVER afford to have an open passage to hell, though. Even if your plans defeated the first wave, you'd have to seal it off because that slow trickle of demons would inevitably be ignored by one player, perhaps just by a passage not being properly blocked or trapped, and suddenly the end would arrive.

Actually, that's incorrect.  After the first wave, they spawn on the map edge in groups of 3-5 and rarely roam from where they spawn (though one of the fliers might rarely make it to the breaching point on their own, I must admit)

And I don't really have time to run a year of Failcannon.  I'm busy with my own fortress of madness at the moment.

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2452 on: October 23, 2011, 07:32:53 pm »

Ok, why the hell not? Sign me up for a turn, if the fortress doesn't die by the time my turn comes up. If it does, I'll start Battlefailed III in Eric's regen. I have a story idea worked out, too.

Eric Blank

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2453 on: October 23, 2011, 07:39:13 pm »

Note that that regen has NONE of the things that people have asked for. Pure vanilla. Not to mention we'd want it genned in the new version (and there's no way this fort will die THAT quickly anyway.)
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

ThatAussieGuy

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2454 on: October 23, 2011, 07:46:23 pm »

Note that that regen has NONE of the things that people have asked for. Pure vanilla. Not to mention we'd want it genned in the new version (and there's no way this fort will die THAT quickly anyway.)

God dammit:  Tempting fate like that is why we cant have nice things!

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2455 on: October 23, 2011, 08:12:37 pm »

Note that that regen has NONE of the things that people have asked for. Pure vanilla. Not to mention we'd want it genned in the new version (and there's no way this fort will die THAT quickly anyway.)

Except that I have modded in the bone brick, blood brick, and oar->cannon changes, and can always try regenning it again in the new version.

gamewizardinnc

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2456 on: October 23, 2011, 10:19:35 pm »

So is their any way we can remove those mods regen the world then mod it again without damaging anything? Or, since this is a different version, is there no way to get the same world ever again? Sorry for popping up after vanishing for 60+ pages. I'm still going to take my turn.

Edit: After looking at this message again I believe what I just said has already been said. Sorry.
« Last Edit: October 23, 2011, 10:21:21 pm by gamewizardinnc »
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I probably won't be the 13th player with the Curse of Failcannon likely hanging in the air like a particularly pungent dog fart

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2457 on: October 23, 2011, 10:23:42 pm »

Well, I'm pretty sure the blood brick reaction doesn't require a regen, and I know the bone brick and oar->cannon mods don't, so the save I made will do. The save Eric posted can simply be modded and opened in .25.

Eric Blank

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2458 on: October 24, 2011, 12:31:14 am »

Well yes, but I figured the objective was to include those things such that it wouldn't be replacing anything in the regen, but adding instead...
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2459 on: October 24, 2011, 06:00:35 pm »

I'm not sure if that made sense or not.
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