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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203484 times)

Taricus

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #60 on: March 20, 2017, 08:49:35 pm »

We've got two revisions.
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S34N1C

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #61 on: March 20, 2017, 09:00:00 pm »

Damn, it's a national effort, but it can't blow away some wasps? That sucks.

Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
+1
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Taricus

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #62 on: March 20, 2017, 09:02:05 pm »

Well we did kinda have to invent a whole new school of magic. Any chance we could possibly turn our wind breaking spell into a more lethal form later? :P
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S34N1C

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #63 on: March 20, 2017, 09:07:35 pm »

If this forum has taught me anything, it's that anything can be weaponized. We could use it to spread biological agents, turn air directly into poison gas, you name it. Magic is bullshit.
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Taricus

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #64 on: March 20, 2017, 09:20:18 pm »

Just don't try to weaponise everything. There is a point were it does go too far.
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S34N1C

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #65 on: March 20, 2017, 09:32:59 pm »

Of course. There is always a need for utility spells. I'd much rather have 5 weak utility spells than one really good offensive spell
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As always, life is brief and transient, your posting history lasts forever, so always prioritise forum games.

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NUKE9.13

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #66 on: March 21, 2017, 12:19:39 am »

...Okay the cost of that is the only bad thing. The sound is just going to make it more hilarious.

Anyway, for the revisions:
Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
Indeed, I'd call that a successful experiment that has delivered a passable prototype. It has unlocked a new sphere of magic, and can be improved upon later.
Also +1 to those revisions.
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Kashyyk

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #67 on: March 21, 2017, 08:27:15 am »

Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
+1

If the Gust of Wind wasn't a national effort, I'd put both revisions into teletalk
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evictedSaint

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #68 on: March 21, 2017, 10:31:31 am »

Right now the gust of wind is a national effort, and all it does is blow away mist.  It's a pretty big disappointment. 

Next turn we definitely need to keep our designs within the schools of magic we already know.  We can't really afford to keep producing next-to-useless designs like this "go fly a kite" spell and the "kill everyone who uses it" wand.

NUKE9.13

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #69 on: March 21, 2017, 11:33:02 am »

Right now the gust of wind is a national effort, and all it does is blow away mist.  It's a pretty big disappointment. 

Next turn we definitely need to keep our designs within the schools of magic we already know.  We can't really afford to keep producing next-to-useless designs like this "go fly a kite" spell and the "kill everyone who uses it" wand.
If we only stick to the things we know, we will never advance. We were going to want to branch out into additional schools at some point, why not early on when the stakes are lower?
We can't do anything about bad luck. The Teletalk rods (which don't kill people, just drives them insane) were the result of three out of four rolls being a one.
Also, I'm willing to bet that if we can get the cost of Gust of Wind down (which we have a 5/6 chance of doing), then we will see our luck in the mountains improve, as they become unable to ambush us. And it will help a little in the jungle, though we don't need so much help there.
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evictedSaint

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #70 on: March 21, 2017, 12:13:34 pm »

I suppose so.  If we can get a few cheap, useful spells, then we'll be set.  I was really hoping the wind would be useful against their fireflies, at least.  I didn't expect them to be able to deflect fireballs, but keeping our navy from being stalled would be nice.

Iituem

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #71 on: March 21, 2017, 01:54:24 pm »

Gust of Wind Revision: [5] Naturally, a solid gold rod is a bit much.  After trying out different materials, you find that you can make do with a small silver wand with a single moonstone, about six inches long.  The final spell still has the sound of an enormous fart (thanks to the insistence of certain wizards that it would form a valuable component of 'psychological warfare') but can now be cast reliably by skilled wizards and occasionally by apprentices.  It still isn't powerful enough to scatter swarms, but it is certainly capable of dismissing most clouds and other forms of simple concealment you encounter.  Expensive.

Teletalk: [3] You find that applying a secondary filtering enchantment to your teletalk relays blocks out the worst effects of bleedthrough.  Mystics still occasionally complain of weird dreams, but they are at least now no longer being driven insane.  Teletalk can now be used reliably in skirmishes to co-ordinate parties, but you haven't managed to figure out how to chain the relays to co-ordinate in main battle.

Combat Phase will come later tonight.
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NUKE9.13

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #72 on: March 21, 2017, 03:14:49 pm »

Good-E-nuff.

Weird dreams are an acceptable cost for Teletalk, and getting Gust of Wind down to just expensive? Solid gold. Or silver, as the case may be.
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evictedSaint

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #73 on: March 21, 2017, 03:32:51 pm »

Not bad, we finally caught a break.  If we can earn another revision credit, we should try boosting teletalk range or souping up the gust wand to keep the fireflies away. Who knows, maybe we'll get lucky and we can blow fireballs off course too.

Iituem

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Re: Wands Race - 912 Revision Phase [Moskurg]
« Reply #74 on: March 21, 2017, 07:35:23 pm »

Forenia, 912

In the mountains, Arstotzka is ruling supreme.  Whilst neither side are capable of actually getting to a battle with their full forces, due to the brutal ambush tactics employed by both sides, Arstotzka proves that it does not need to.  When a handful of troops reach the last held Moskurger castle in the mountains, the defenders think themselves ready to fend off their weakened foe, only for a dozen of their mages to hurl balls of fire at the defenders, scattering and burning them, allowing them to press forward with their infantry.  Under the devastating offensive power of fireballs, the castle is taken, and efforts by the beleaguered Moskurger forces are in vain against a castle now held in the mountains by Arstotzkan forces.  Worse still for the Moskurgers, the inhabitants of the castle are forced into surrender and captured or butchered, costing them nearly all their troops in the mountains.

Arstotzka now holds the mountains.  If they can maintain this hold, they will gain possession.

Our defenders were shocked and horrified when the fire began to fall; many began to fear that Myark had been redeployed to take the mountains, only to find that all of their mages were hurling forth flames.  These fireballs do not explode in the way that Myark's do, but they are still brutally effective on the attack.  Worse still, they are deployed across the whole of the theatre of war, even at sea.


In the jungles, advantage has shifted decidedly to Moskurg.  As clouds of rolling smoke move to conceal the position of Arstotzkan skirmishers, a strange and terrible noise fills the jungle, like the blaring of a poorly tuned horn or - flatulence.  Roars of terrible flatulence fill the jungle as strong foetid gusts of wind blow the clouds of smoke away, revealing terrified and exposed Arstotzkans.  Only a handful of skirmishes go the Arstotzkan way, and even with their new pyromancers their ability to fight back when so many troops are dead is limited.  Moskurg seizes several jungle villages and have fortified their position, capturing local defenders.

Moskurg has gained territory in the jungle.

Our wind gust spell has proved a superb, if flatulent, success.  With their magical concealment lifted and our ability to sense would-be physical traps, it is a simple manner to avoid Arstotzkan ambushes.  Now that the teletalk beacons are functioning, bands of concealed skirmishers are easily able to surround enemy forces and capture them.


Fighting in the plains has ground down to a stalemate.  Fire rains down on the battlefield whilst careful formations encircle and break up the army.  Even with more pyromancers in the Arstotzkan line and the dissolution of Arstotzkan cloud cover, neither side is able to gain any territory, but neither are significant troops lost.

At sea, despite the advantages of pyromancers flinging fireballs and fire wasps, luck favours Moskurg for now.  Neither side are able to make coastal gains.

The King has chosen to reinforce our lost troops in the mountains.


An exiled princess from Europe has arrived on the shores of Forenia, along with an armed retinue to secure her independence.  She has been invited to and attended the courts of both Kings, and attracted by her great beauty and great wealth, both have made marriage overtures to her to persuade her to gain her hand in marriage.

Expense Credit:  The side that produces a more persuasive gift, ode or other means of enticement for the exiled princess to marry their monarch will gain an expense credit the following turn.


It is 913, the Design Phase.

Spoiler: State of Forenia, 912 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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