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Poll

Dead or not dead?

Dead
- 0 (0%)
LIVE!
- 4 (50%)
Eh. Dont care.
- 0 (0%)
Asea, you lazy git...
- 4 (50%)

Total Members Voted: 8


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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104456 times)

3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #855 on: November 24, 2015, 09:39:37 am »

Maegil, you are a GOD of management! +1 to everything!!!!
Seconding god-ness goodness of the plan.
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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #856 on: November 24, 2015, 10:10:38 am »

Maegil, you are a GOD of management! +1 to everything!!!!
Seconding god-ness goodness of the plan.
+1 again
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #857 on: November 24, 2015, 10:21:58 am »

Maegil, you are a GOD of management! +1 to everything!!!!
Seconding god-ness goodness of the plan.
+1 again

+1 from me as well. Pretty impressive assignments.
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Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #858 on: November 24, 2015, 12:11:23 pm »

Maegil, you are a GOD of management! +1 to everything!!!!
Seconding god-ness goodness of the plan.
+1 again
+1 from me as well. Pretty impressive assignments.

Aw shucks! ??? ;)


Laborers only come in unskilled, basic, skilled, and godlike forms, just a note.
All right, then ignore the (middling?) tags on the laborers. As for the "masterful" laborers,  I just compiled them from the list you posted yourself...

Since we're at it, I also found engineers and architects without a quality tag, so I put them down as (middling?), i.e., average. If I were wrong and it means something else, please correct the assignment lists.

By the way, isn't there a key for the map? Some stuff is clear enough, but what is a North American indian tribal totem doing in a South Atlantic archipelago? I'm quite certain it isn't a totem at all, and other stuff can also be confusing, so a complete key would be in order.
« Last Edit: November 24, 2015, 05:21:59 pm by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #859 on: November 24, 2015, 02:40:25 pm »

Maegil, you are a GOD of management! +1 to everything!!!!
Seconding god-ness goodness of the plan.
+1 again
+1 from me as well. Pretty impressive assignments.

Aw schucks! ??? ;)


Laborers only come in unskilled, basic, skilled, and godlike forms, just a note.
All right, then ignore the (middling?) tags on the laborers. As for the "masterful" laborers,  I just compiled them from the list you posted yourself...

Since we're at it, I also found engineers and architects without a quality tag, so I put them down as (middling?), i.e., average. If I were wrong and it means something else, please correct the assignment lists.

By the way, isn't there a key for the map? Some stuff is clear enough, but what is a North American indian tribal totem doing in a South Atlantic archipelago? I'm quite certain it isn't a totem at all, and other stuff can also be confusing, so a complete key would be in order.

If we're thinking of the same thing, then it's a hospital. A lot of the stuff that I wanted to put onto the map wasn't in the Hexographer files so I had to improvise (ie the gray railroad tracks with the jet liner on top to represent an airfield). I planned to release a key shortly after making the map, but I completely forgot. If I remember, I'll make one in a few hours.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #860 on: November 25, 2015, 07:32:40 pm »

Maegil, you are a GOD of management! +1 to everything!!!!
Seconding god-ness goodness of the plan.
+1 again

+1 from me as well. Pretty impressive assignments.
One plus stuff.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #861 on: November 25, 2015, 11:47:20 pm »

Quote
If we're thinking of the same thing, then it's a hospital. A lot of the stuff that I wanted to put onto the map wasn't in the Hexographer files so I had to improvise (ie the gray railroad tracks with the jet liner on top to represent an airfield). I planned to release a key shortly after making the map, but I completely forgot. If I remember, I'll make one in a few hours.

Fun fact, I didn't remember to do it yesterday!

I'll get on that right now and it will be posted soon.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #862 on: November 26, 2015, 12:18:55 am »

Quote
If we're thinking of the same thing, then it's a hospital. A lot of the stuff that I wanted to put onto the map wasn't in the Hexographer files so I had to improvise (ie the gray railroad tracks with the jet liner on top to represent an airfield). I planned to release a key shortly after making the map, but I completely forgot. If I remember, I'll make one in a few hours.

Fun fact, I didn't remember to do it yesterday!

I'll get on that right now and it will be posted soon.

Spoiler (click to show/hide)

It's really big for some reason ( ;) ;) ;) ;) ;) ), but here it is.
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #863 on: November 28, 2015, 08:44:53 am »

There's one thing I'd like to use the between-turn time to discuss, which is the way proposals work.
Currently, we have subproposals and proposals. For example,
D.1.1: Build a mars rocket: 4 votes
D.1.2: Build a moon rocket: 3 votes
D.2: Build sharks with lasers on their heads: 5 votes
Here, D.1.1 and D.1.2 are the same subproposals, and D.2 is a separate proposal.
Under the current system, we'd design them in the following order: D.2, D.1.1, D.1.2. Therefore, there'd be no difference between designing stuff as a subproposal or as another proposal.

My ideal proposal, therefore, would be to instead treat each proposal as a single issue, for which the votes are counted as a total.
In the example above, that'd be 7 votes in total for D.1, and 5 votes for D.2. Therefore, the first project we'd research would be one of D.1's subproposals (D.1.1, since it has the most votes), followed by D.2.

I feel that'd increase our ability to clarify our intentions, and cut down on waste. What're your opinions?
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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #864 on: November 28, 2015, 10:57:39 am »

I like your idea 3_14159 but it will mean that subproposal have to be similar to each other, ie
D.1.1: Build a mars rocket: 4 votes
D.1.2: Build a moon rocket: 3 votes
and not
D.1.1: Build a mars rocket: 4 votes
D.1.2: Build a giant cannon to shoot people to the moon: 3 votes
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #865 on: November 28, 2015, 11:42:22 am »

Generally speaking, I agree with only having similar subproposals, such as the carbine calibres. However, IMO the landing crafts - the reason why this problem was raised - weren't so similar as to merit being on the same proposal, so in this case I agree with Aseaheru's decision.
« Last Edit: November 28, 2015, 12:44:15 pm by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #866 on: November 28, 2015, 01:09:03 pm »

Aseaheru, do we have to designate which 3 design projects are with advantage (using the new design facility)?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #867 on: November 28, 2015, 02:19:41 pm »

Yep.

Also, sorry for the wait on the turn, I have been stuck using a laptop for a bit instead of my desktop, turn should be up in a day or two.
Atleast, after I figure out the new team structure.
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Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #868 on: November 28, 2015, 04:22:36 pm »

Aseaheru, do we have to designate which 3 design projects are with advantage (using the new design facility)?
Yep.
Then I'll vote for the Beachmaster (to make it as good as possible), the POAC SPG (to ensure it'll actually still float), and the electronics improvement (you know, for !!☼SCIENCE☼!!. Seriously, now, we're going to need as much basic science as we can get if we're going to join the radar-advanced powers).


Atleast, after I figure out the new team structure.
Erm... I was intending to keep the design teams flexible according to the projects' needs...
« Last Edit: November 28, 2015, 04:53:43 pm by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #869 on: November 28, 2015, 05:00:35 pm »

Aseaheru, do we have to designate which 3 design projects are with advantage (using the new design facility)?
Yep.
Then I'll vote for the Beachmaster (to make it as good as possible), the POAC SPG (to ensure it'll actually still float), and the electronics improvement (you know, for !!☼SCIENCE☼!!. Seriously, now, we're going to need as much basic science as we can get if we're going to join the radar-advanced powers).


Atleast, after I figure out the new team structure.
Erm... I was intending to keep the design teams flexible according to the projects' needs...
+1
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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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