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Author Topic: Lords and Kings (OOC) Full up  (Read 45742 times)

obolisk0430

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Re: Lords and Kings (OOC) Full up
« Reply #435 on: February 27, 2012, 07:16:47 pm »

You posted a bunch of shit about breeding animals earlier.  Can animals be bread to be bigger?  Failing that, could I use Havae Bakar to pull chariots?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #436 on: February 27, 2012, 07:24:51 pm »

You posted a bunch of shit about breeding animals earlier.  Can animals be bread to be bigger?  Failing that, could I use Havae Bakar to pull chariots?

You can breed things to be one size bigger or one size smaller, but that's it, you can't make a small thing large, but you can make a large thing huge, or medium.

Yes, after you build chariots, which... wouldn't be an industry...  It'd probably be, I use a lumber to build chariots, bam there's some chariots, no waiting.
« Last Edit: February 28, 2012, 09:10:04 am by King_of_the_weasels »
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #437 on: February 27, 2012, 07:41:29 pm »

Will there be limits to a crop's maximum productivity through artificial selection?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #438 on: February 27, 2012, 07:43:47 pm »

Will there be limits to a crop's maximum productivity through artificial selection?

Probably only a +1 to yield, there may be other modifiers later though.
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Dragor23

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Re: Lords and Kings (OOC) Full up
« Reply #439 on: February 27, 2012, 07:45:27 pm »

Maybe crossbreeding with other types of the  plant...
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #440 on: February 27, 2012, 07:47:55 pm »

Maybe crossbreeding with other types of the  plant...

That would simply make a hybrid plant, which is useful for places with limited farmspace.
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obolisk0430

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Re: Lords and Kings (OOC) Full up
« Reply #441 on: February 27, 2012, 08:59:45 pm »

You posted a bunch of shit about breeding animals earlier.  Can animals be bread to be bigger?  Failing that, could I use Havae Bakar to pull chariots?

You can breed things to be one size bigger or one size smaller, but that's it, you can't make a small thing large, but you can make a large.

Yes, after you build chariots, which... wouldn't be an industry...  It'd probably be, I use a lumber to build chariots, bam there's some chariots, no waiting.
Yoink, I think I found something for you to work on.  ADVENTURE!!!!!!!11!!!!!1!
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #442 on: February 27, 2012, 09:04:53 pm »

You posted a bunch of shit about breeding animals earlier.  Can animals be bread to be bigger?  Failing that, could I use Havae Bakar to pull chariots?

You can breed things to be one size bigger or one size smaller, but that's it, you can't make a small thing large, but you can make a large.

Yes, after you build chariots, which... wouldn't be an industry...  It'd probably be, I use a lumber to build chariots, bam there's some chariots, no waiting.
Yoink, I think I found something for you to work on.  ADVENTURE!!!!!!!11!!!!!1!

Do you have a stable?
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obolisk0430

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Re: Lords and Kings (OOC) Full up
« Reply #443 on: February 27, 2012, 10:19:09 pm »

No.  Hell, I don't even have a pasture yet.  I'm telling him a long term goal that allows for adventure and can be reached (somewhat) quickly.
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Yoink

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Re: Lords and Kings (OOC) Full up
« Reply #444 on: February 27, 2012, 11:34:43 pm »

Damnit, I'm so sorry guys-- I didn't realise I'd be without internet for two whole days. :-[
So, what's the plan? Am I building a stable, or what? Also, Weasel: Your avatar is broken.
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Terenos

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Re: Lords and Kings (OOC) Full up
« Reply #445 on: February 28, 2012, 02:01:05 am »

If I might weigh in here briefly.. You appear to be spending a rather large amount of effort defining a rather large amount of things. Also, since what players can and cant do is still a bit murky, your players may be concerned about what they can and cannot do. Leading to more questions and answers here in the OOC thread, and less turn posts getting done.

You need to scale things back. By placing limitations on the capabilities of people, you reduce the amount of questions they can ask. In a system like this I'd likely define things in terms of Age (Stone, Bronze, so on up) so players are reasonably assumed to have the capacities of their age. So as to do away with pesky research needing to be defined. In addition by limiting things due to age, you limit some chunks of territorial definition until later (Think revealing resources in the Civilization games).

I'd also scale back hero capacity, but strengthen the value of heroes. Everyone, right now, is rushing buildings to grant more heroes, so they can get more actions happening for their side. More actions -> More progress -> Greater ability to subjugate everyone. By making buildings that grant hero slots harder to obtain, you can prevent people from endeavoring to game the system in this way.
Maybe break it up, have the heroes do completely different things. Slay great monsters for prestige, explore the lands, acquire wealth for their nations, defeat small-medium threats. Have the leaders administrate what gets built where, founding new cities.. Empire type things.
---
On the other hand, Loving the definition work. It makes the world feel more varied. And I like the way you've simplified resource collection (and thusly tracking).
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #446 on: February 28, 2012, 06:26:54 am »

If I might weigh in here briefly.. You appear to be spending a rather large amount of effort defining a rather large amount of things. Also, since what players can and cant do is still a bit murky, your players may be concerned about what they can and cannot do. Leading to more questions and answers here in the OOC thread, and less turn posts getting done.

You need to scale things back. By placing limitations on the capabilities of people, you reduce the amount of questions they can ask. In a system like this I'd likely define things in terms of Age (Stone, Bronze, so on up) so players are reasonably assumed to have the capacities of their age. So as to do away with pesky research needing to be defined. In addition by limiting things due to age, you limit some chunks of territorial definition until later (Think revealing resources in the Civilization games).

I'd also scale back hero capacity, but strengthen the value of heroes. Everyone, right now, is rushing buildings to grant more heroes, so they can get more actions happening for their side. More actions -> More progress -> Greater ability to subjugate everyone. By making buildings that grant hero slots harder to obtain, you can prevent people from endeavoring to game the system in this way.
Maybe break it up, have the heroes do completely different things. Slay great monsters for prestige, explore the lands, acquire wealth for their nations, defeat small-medium threats. Have the leaders administrate what gets built where, founding new cities.. Empire type things.
---
On the other hand, Loving the definition work. It makes the world feel more varied. And I like the way you've simplified resource collection (and thusly tracking).

Just a minor addition: going by the game's current ruleset having certain resources only be revealed from a certain age onwards would turn out fairly problematic; developing  a tile automatically destroys all of its old features, hence, players might have severely curbed their access to late age resources in the process of automatizing their economy. On ther hand, since said advanced resources would probably be of mineral nature, one could make a case for ores not to be affected by a tile's development, more likely than not altogether solving the issue.
« Last Edit: February 28, 2012, 06:39:48 am by Azthor »
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #447 on: February 28, 2012, 07:46:08 am »

If I might weigh in here briefly.. You appear to be spending a rather large amount of effort defining a rather large amount of things. Also, since what players can and cant do is still a bit murky, your players may be concerned about what they can and cannot do. Leading to more questions and answers here in the OOC thread, and less turn posts getting done.

This is really more of a beta, hell alpha play through, I want all these questions being asked, it helps me think since my best ideas come from when I'm rambling, and I can't ramble to myself, that would be crazy.

You need to scale things back. By placing limitations on the capabilities of people, you reduce the amount of questions they can ask. In a system like this I'd likely define things in terms of Age (Stone, Bronze, so on up) so players are reasonably assumed to have the capacities of their age. So as to do away with pesky research needing to be defined. In addition by limiting things due to age, you limit some chunks of territorial definition until later (Think revealing resources in the Civilization games).

Tech wise I never plan on this game getting up to gunpowder, it's pretty much medieval but each kingdom starts off small.  I don't want to have to keep track of everyone's tech, in the next version to save time, stone/ore/gem resources that start off in your area will already be defined, simply put, I'm not going to do ages, since player characters do age and die, and it'd suck to be stuck in the stone age for 20 years because we play turns weekly/monthly.

I'd also scale back hero capacity, but strengthen the value of heroes. Everyone, right now, is rushing buildings to grant more heroes, so they can get more actions happening for their side. More actions -> More progress -> Greater ability to subjugate everyone. By making buildings that grant hero slots harder to obtain, you can prevent people from endeavoring to game the system in this way.
Maybe break it up, have the heroes do completely different things. Slay great monsters for prestige, explore the lands, acquire wealth for their nations, defeat small-medium threats. Have the leaders administrate what gets built where, founding new cities.. Empire type things.
---
On the other hand, Loving the definition work. It makes the world feel more varied. And I like the way you've simplified resource collection (and thusly tracking).

Heroes are going to be nerfed yes, they probably won't be able to use their influence for anything until they actually obtain a position of power (mayor, priest, king, lord, general, etc) but they'd be limited to influencing only their town, religious followers, kingdoms, fiefs, soldiers under their command.  Not to mention the soon to be coming skill system will define heroes much more then being the leader's lackey.  They'll probably also have more chances to be independent, such as purchasing and trading goods between nations, being mercenary, etc. I'll probably also add npc threats as well.  Not sure how I'm gonna handle heroes joining, but one guaranteed way would be current players having children, seeing as when they reach 16 they become playable, their skills will be based on how they were raised though, and not by the new player's choice.

Quote
Just a minor addition: going by the game's current ruleset having certain resources only be revealed from a certain age onwards would turn out fairly problematic; developing  a tile automatically destroys all of its old features, hence, players might have severely curbed their access to late age resources in the process of automatizing their economy. On ther hand, since said advanced resources would probably be of mineral nature, one could make a case for ores not to be affected by a tile's development, more likely than not altogether solving the issue.

Stone/ore/gems aren't destroyed when places are clear cut (since they aren't plants), if flat lands had ore, you could build 2 farms, a pasture, and a mine on the same spot.

Also season's are gonna be taken seriously, so when it's winter time, you better hope you had food stored up, or at least some livestock that can supply you.  Lots of foods go bad now, still working on that mechanic though.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #448 on: February 28, 2012, 11:52:21 am »

Does that also translate to mines not destroying the local flora and fauna?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #449 on: February 28, 2012, 12:02:20 pm »

Does that also translate to mines not destroying the local flora and fauna?

Sure that makes sense.


edit- got distracted with animal mobility when I remembered some things dig,  took wings off traits and added flying to a secondary mobility, now I'm thinking about getting on to working on racial charts, though I don't know what I'd do with them besides size, maybe longevity?  Though that would effect players more then pop, I might just scrape racial charts, or leave that as an alternative rule stuff.

anyway, gotta finish ores


edit again- why has no one mentioned the lack of rivers.
« Last Edit: February 28, 2012, 12:32:56 pm by King_of_the_weasels »
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