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Author Topic: [ISG] Dungeon Defiender  (Read 9224 times)

Weirdsound

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Re: [ISG] Dungeon Defiender
« Reply #45 on: September 27, 2014, 09:20:11 am »

Start tunneling west from x11y14, eventually going about 7-8 tiles in. Put half the goblins on this, and see if we can invoke an unholy blessing of strength and stamina(in exchange for the ones so "blessed" constantly feel as if they were being lashed, giving a bit of an impact to morale). Meanwhile, half of the remaining goblins work of a couple outdoor farms, and when completed make sure they are manned. The remaining workers will come in behind the diggers and start digging side tunnels to build bat caves and goblin camps in.

As for our warriors, we'll have them escort us to the Lizardkin and introduce ourselves to our neighbors/erstwhile allies. Contact the agent, go through the polite greetings, and see where he is pressed most and see if we can pull some pressure from him.


He said don't waste the Hydra's time. Lets not bug them until we need something, or until we are ready to help. Lets put the Warriors and Hunters on training the untrained Direbats in various combat and hunting arts.
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Generally me

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Re: [ISG] Dungeon Defiender
« Reply #46 on: September 27, 2014, 09:57:10 am »

Start tunneling west from x11y14, eventually going about 7-8 tiles in. Put half the goblins on this, and see if we can invoke an unholy blessing of strength and stamina(in exchange for the ones so "blessed" constantly feel as if they were being lashed, giving a bit of an impact to morale). Meanwhile, half of the remaining goblins work of a couple outdoor farms, and when completed make sure they are manned. The remaining workers will come in behind the diggers and start digging side tunnels to build bat caves and goblin camps in.

As for our warriors, we'll have them escort us to the Lizardkin and introduce ourselves to our neighbors/erstwhile allies. Contact the agent, go through the polite greetings, and see where he is pressed most and see if we can pull some pressure from him.


+1 but without the meeting lizard kin bit
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Armok

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Re: [ISG] Dungeon Defiender
« Reply #47 on: September 27, 2014, 11:20:36 am »

> Bat cave at x19y18, with that nice and easily missable corner entrance, and far away from most everything else.

Can't just make a sade for it form the mian tunnel, rememebr?
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escaped lurker

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Re: [ISG] Dungeon Defiender
« Reply #48 on: September 27, 2014, 11:31:41 am »

> Bat cave at x19y18, with that nice and easily missable corner entrance, and far away from most everything else.

Can't just make a sade for it form the mian tunnel, rememebr?

For the sake of realism, there will only be 4-directional digging and movement. Nice try though.  :P

Also, just that it has been said, we can always "dig deeper" - if we get too close to the edges of the map, it will expand. But maybe, yes, just maybe... maybe we don't want to dig too deep and greedily, if you know what I mean?
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Parsely

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Re: [ISG] Dungeon Defiender
« Reply #49 on: September 27, 2014, 12:51:48 pm »

Let's swap the High Cleric's skin for something more purple.
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ShadowHammer

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Re: [ISG] Dungeon Defiender
« Reply #50 on: September 27, 2014, 01:44:25 pm »

Start tunneling west from x11y14, eventually going about 7-8 tiles in. Put half the goblins on this, and see if we can invoke an unholy blessing of strength and stamina(in exchange for the ones so "blessed" constantly feel as if they were being lashed, giving a bit of an impact to morale). Meanwhile, half of the remaining goblins work of a couple outdoor farms, and when completed make sure they are manned. The remaining workers will come in behind the diggers and start digging side tunnels to build bat caves and goblin camps in.

As for our warriors, we'll have them escort us to the Lizardkin and introduce ourselves to our neighbors/erstwhile allies. Contact the agent, go through the polite greetings, and see where he is pressed most and see if we can pull some pressure from him.


+1 but without the meeting lizard kin bit
+1

edit: wrong quote
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tryrar

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Re: [ISG] Dungeon Defiender
« Reply #51 on: September 27, 2014, 01:59:53 pm »

Eh, I guess I'll drop the meeting part then :P
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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.

Weirdsound

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Re: [ISG] Dungeon Defiender
« Reply #52 on: September 27, 2014, 02:46:12 pm »

Come to think of it, we might be better off using the warriors to escort us for introductions to Rhiannon's kin. We need to examine the path, and determine how much protection our second in command will need when delivering trophies. We can also see what they would be willing to sell us in the meantime; We have gold, and little to spend it on.

Also, is worth considering sending the hunters to scout for neutral settlements in the area. We could use eventual allies, trade partners, and/or soft targets.


Also, GM, do we not get magical buildings? We are a mage, and we have mage mooks. Actually, we don't know much about how magic will work mechanically come to think of it...
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Mr. Strange

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Re: [ISG] Dungeon Defiender
« Reply #53 on: September 27, 2014, 03:15:34 pm »

Also, if you want Acherza to have a slightly different colour from the "normal" watchers, do say so. Or rather, your opinion please ;3[/size]
Make it glow!

I'm actually in favor of meeting the lizard folk leader, even if it's just to let them know they have help and to get info on our enemies and where their live in. We're not in any hurry to meet them though, it would be better to scout around with our forces for now.
Keeping low profile for now seems like a smart thing to do.
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Then you get cities like Paris where you should basically just kill yourself already.

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escaped lurker

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Re: [ISG] Dungeon Defiender
« Reply #54 on: September 27, 2014, 03:41:13 pm »

Also, GM, do we not get magical buildings? We are a mage, and we have mage mooks. Actually, we don't know much about how magic will work mechanically come to think of it...

Well, yeah. Like I mentioned in the last turn, it is a bit bare-bones right now. I have not revealed stats and abilities for Troops nor Fiends, and only mentioned the most basic buildings for now. So, sure, there will be magical buildings, but they won't appear as a realistic option untill a couple of turns have passed. Bascially I plan on revealing - and thinking of, to be honest here - further buildings as we go, instead of throwing options at you, that won't come into use for quite some time - if ever. Less unneccessary reading and confusion for the players, less unneccessary work for me that I'd rather put into the work the game actually needs right now.

As for magic, in buildings you can get about as creative as you like with it, in battle the common mage will be far more one-sided. He basically has a limited ranged attack, that packs a nice punch to it. Further down the line, Variant-Class-Mages can do healing, protection, stun effects and curses - the right variants of them, that is.


Right, talking about the game itself, I decided to put the turns into two phases. Far easier to update, and less of a wall of text. Well, more about that on the next turn.


So yeah, I tried that speed drawing thingy. Despite a few glitches in perspective, here it goes. At the very least, it should give a somewhat clearer picture of Acherza than the 16x16 pixel icon.
Spoiler (click to show/hide)
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Urist Mc Dwarf

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Re: [ISG] Dungeon Defiender
« Reply #55 on: September 28, 2014, 08:23:42 am »

Use the stone produced to build a barricade along x8. Where will our enemies be coming from?

GiglameshDespair

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Re: [ISG] Dungeon Defiender
« Reply #56 on: September 28, 2014, 08:39:51 am »

Start tunneling west from x11y14, eventually going about 7-8 tiles in. Put half the goblins on this, and see if we can invoke an unholy blessing of strength and stamina(in exchange for the ones so "blessed" constantly feel as if they were being lashed, giving a bit of an impact to morale). Meanwhile, half of the remaining goblins work of a couple outdoor farms, and when completed make sure they are manned. The remaining workers will come in behind the diggers and start digging side tunnels to build bat caves and goblin camps in.

As for our warriors, we'll have them escort us to the Lizardkin and introduce ourselves to our neighbors/erstwhile allies. Contact the agent, go through the polite greetings, and see where he is pressed most and see if we can pull some pressure from him.


+1 but without the meeting lizard kin bit
+1

edit: wrong quote

Yeah, no visit, but the first bit is good.
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tryrar

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Re: [ISG] Dungeon Defiender
« Reply #57 on: September 28, 2014, 09:45:25 pm »

just bumping this
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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.

cheesemcmuffin88

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Re: [ISG] Dungeon Defiender
« Reply #58 on: September 29, 2014, 08:01:40 pm »

PTW
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tryrar

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Re: [ISG] Dungeon Defiender
« Reply #59 on: September 30, 2014, 09:04:01 pm »

ummm, lurker? Bump
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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.
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