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Author Topic: Nations of Dolusil 2 (6/6) OOC thread  (Read 12640 times)

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #15 on: November 01, 2013, 09:57:51 am »

I hate the list tag with quite a passion. It's much harder to read when editing, and messes up quite badly.

Anyways, all missing information has been added. I think.
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Terenos

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Re: Nations of Dolusil 2 (0/6)
« Reply #16 on: November 01, 2013, 10:02:32 am »

Iffin theres space, if not, I'll just be watching.

Spoiler:  T'Ango (click to show/hide)
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But despite what you've been told, I once had a soul. Left somewhere behind...

Patrick Hunt

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Re: Nations of Dolusil 2 (0/6)
« Reply #17 on: November 01, 2013, 10:24:04 am »

Can an idea be used multiple times? Or does it need to be levelled up for each new use?
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #18 on: November 01, 2013, 10:25:44 am »

Ideas can be used as many times as you like.
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GreatWyrmGold

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Re: Nations of Dolusil 2 (0/6)
« Reply #19 on: November 01, 2013, 10:27:22 am »

I hate the list tag with quite a passion. It's much harder to read when editing, and messes up quite badly.
Whoo!
All OK with Aura?
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #20 on: November 01, 2013, 10:56:27 am »

I hate the list tag with quite a passion. It's much harder to read when editing, and messes up quite badly.
Whoo!
All OK with Aura?
You miss a tech,  have no description, no villages, and quite a lot of other missing things.

Also, those airships will be quite unreliable.
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tryrar

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Re: Nations of Dolusil 2 (0/6)
« Reply #21 on: November 01, 2013, 11:05:34 am »

How about Kingdom of the Bright Sea? (I'm wanting to know if the ship-mounted ballistae are ok)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #22 on: November 01, 2013, 11:08:42 am »

How about Kingdom of the Bright Sea? (I'm wanting to know if the ship-mounted ballistae are ok)
Yup, though you will start of with a -3 food/turn.
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GreatWyrmGold

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Re: Nations of Dolusil 2 (0/6)
« Reply #23 on: November 01, 2013, 11:09:46 am »

I hate the list tag with quite a passion. It's much harder to read when editing, and messes up quite badly.
Whoo!
All OK with Aura?
You miss a tech,  have no description, no villages, and quite a lot of other missing things.

Also, those airships will be quite unreliable.
Aside from that? The techs I have are fine?
Fine by me. I hope to fix that.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #24 on: November 01, 2013, 11:16:08 am »

Auran fire would require Chemistry, at least. And yeah, they're fine, but you're making inventions based on ideas that are still in negatives range, so it'll all be quite unreliable.
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tryrar

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Re: Nations of Dolusil 2 (0/6)
« Reply #25 on: November 01, 2013, 11:16:47 am »

How about Kingdom of the Bright Sea? (I'm wanting to know if the ship-mounted ballistae are ok)
Yup, though you will start of with a -3 food/turn.

....would I be able to found a couple more fishing villages during my first couple turns, or should I rework it?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Ukrainian Ranger

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Re: Nations of Dolusil 2 (0/6)
« Reply #26 on: November 01, 2013, 11:18:14 am »

What about my idea of whale-based economics? Will it work?
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #27 on: November 01, 2013, 11:19:55 am »

Each village must be worked by at least 1 pop unit. You start with enough resources to build 2 (which would put you positive), but don't have the people to man them.

Your choice, you can always send your troops to hunt/raid.

What about my idea of whale-based economics? Will it work?
Yup.
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tryrar

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Re: Nations of Dolusil 2 (0/6)
« Reply #28 on: November 01, 2013, 11:23:49 am »

hmmmm, how much food would a farming village net me? I can always drop the mine....
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: Nations of Dolusil 2 (0/6)
« Reply #29 on: November 01, 2013, 11:25:49 am »

2 food, as you don't have the requisite technology. Considering the port produces the same, and allows for trade, I'd go for that one.
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