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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203687 times)

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #1605 on: May 06, 2017, 08:58:44 am »

We don't need a new boat though.
They have new a new ship. If they fix the problems with it, we would be significantly outclassed. I wouldn't be surprised if we see them roll out an improved vessel this turn, in fact.

That being said, I'm not sure about spending the expense credit on our current shitty ships. No matter how many we throw at them, if they have working ironclads, we aren't going to win. We should design a bigger ship, with a sturdier hull that can survive multiple cannon strikes, and some sort of in-built magical propulsion.

So,
Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C

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Expense Sail ships: (2) Kashyyk, Madman198237
Save Expense Credit: (1) NUKE9.13
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #1606 on: May 06, 2017, 09:07:26 am »

They'll still be VE and they still burn like no tomorrow. Getting more ships on the field would definitely tip the scales in our favour.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #1607 on: May 06, 2017, 09:15:33 am »

Once we take the Jungle we can revise our soon-to-be-cheap sail ships to be made of Jungle-sourced hardwoods, that will improve their durability without increasing cost. Designing a new ship would be overkill I think.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1608 on: May 06, 2017, 11:38:55 am »

Good point, Kashyyk, but we still need to take the jungle. If we bump the price of our ships, though, I just realized, will they all be carrying ballistae?
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #1609 on: May 06, 2017, 11:44:14 am »

They'll be the same price as our ballistae, so presumably.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #1610 on: May 06, 2017, 11:50:38 am »

They'll be the same price as our ballistae, so presumably.
Well, actually, they weren't all carrying one when the ballistae were VE (if I remember correctly). So if we make our ships cheaper, we may not actually increase the amount of firepower we can deploy. All they'd be left with is arrows, which are not very effective.

Nah, a better ship is the way to go. Yes, it would be nice to wait until we control the jungle, but it's not like we're guaranteed to take it at this rate. Controlling the western seas would make controlling the jungle a lot easier, and once we controlled it we could use a revision to apply the wood bonus to our ships in post.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1611 on: May 06, 2017, 11:58:44 am »

Your boats were all retrofitted with the ballista, as it was trivial to do.  So long as expense os the same and the fitting doesnt increase in complexity, it will continue to be fitted.  This isn't like the weather mages, which for some strange reason required Moskurg to use a revision while Arstotzka put mages on their boat automatically.

Taricus

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Re: Wands Race - [Moskurg]
« Reply #1612 on: May 06, 2017, 12:00:02 pm »

The problem in comparison is that the ballistae were VE. So we may well yet get that many ballista armed ships if we make them cheaper.

@Evicted: Maybe make the more complex spells require nautical training?
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #1613 on: May 06, 2017, 12:07:06 pm »

Your boats were all retrofitted with the ballista, as it was trivial to do.  So long as expense os the same and the fitting doesnt increase in complexity, it will continue to be fitted.  This isn't like the weather mages, which for some strange reason required Moskurg to use a revision while Arstotzka put mages on their boat automatically.
So with expensive ballistae and expensive ships, we'd still have 1 ballista per ship? Fair enough then.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1614 on: May 06, 2017, 12:10:41 pm »

Yeah, Arstotzka definitely needs to revise spells before deploying any more at sea. That seems like an easy-to-make oversight, a "They revised mages. Now, to write magic at sea" and then forget that only one side actually gets magic at sea.
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #1615 on: May 06, 2017, 12:27:51 pm »

Extension:
Halberd of Allah - This easy to control upgrade of the spear of allah channels energy from humidity in the air and clouds, to release an electrical burst of lightning at several enemies in an 60° arc in front of the caster.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #1616 on: May 06, 2017, 01:39:24 pm »

Just vote for Wands of Lightning Bolt.  It wouldn't be dependant on warm weather, and it would be different from the failed implementation, rather than trying for more power and more control with a revision.  (Which may mean more power but no more control.)
« Last Edit: May 06, 2017, 01:44:55 pm by Devastator »
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #1617 on: May 06, 2017, 05:58:33 pm »

Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C

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Expense Sail ships: (2) Kashyyk, Madman198237
Save Expense Credit: (2) NUKE9.13, Happerry
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1618 on: May 06, 2017, 06:26:04 pm »

Revision: Divine Desert Winds [6]

We made a very obvious, silly mistake during our initial design of the Desert Winds.  Thankfully, it's rather obvious when we look back on it:

The spell did not turn to Allah for guidance.

Magic is divine, and to have complete mastery over it one must acknowledge that it is fully within Allah's realm of control.  Our wizards foolishly attempted to control it with nary a prayer or tribute to the God of All Creation, and in return the spell punished us for its use.  We understand our mistake now, and Holy Prayers have been fully integrated into the spell circles that make up the casting area.  The prayers seek Allah's guidance, sing to his praises, and promise our everlasting faith and love.  It is only by seeking His Divine Wisdom and Favor can we thoroughly control the Desert Winds - now named "Divine Desert Winds" to reflect the holy nature of the spell.

What is more godly than the very elements of nature themselves?  In the future our Researcher Priests resolve to first analyze the divine aspect of any new magic we attempt, granting us a bonus to the design if it is explicitly Holy in nature.  In the meantime, the inscriptions merely acknowledging that we are humbly borrowing Allah's divine might to strike down his foes is enough to allow the Divine Desert Winds to pass to the north.  These winds bring clean, clear air, free of dust and sand and other debris which might harm our men. 

The spell still requires several wizards working in tandem over several hours to cast, and raises the temperature one "level" in a specified area.  It still does not reach to the northern tagia.  Very Expensive.

NOTE: Temperature levels are as follows -
Tagia>Mountain>Plains>Jungle>Desert
« Last Edit: May 07, 2017, 12:48:42 am by evictedSaint »
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #1619 on: May 06, 2017, 06:33:36 pm »

Um... Did you miss a bit there Evicted? :P
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
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