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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 392681 times)

10ebbor10

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #120 on: March 22, 2017, 02:50:15 pm »

Why would she want a Firewand?
Because it's a valuable one of a kind artefact?

Web Trap: A scaled-down version of the Web spell, only spewing enough webs to entrap 2 to 3 people. The benefit the Web Trap has is that it can be set as a symbol somewhere, which will automatically go off when a foe gets near it. Very useful for our current tactics.

A web trap is a great idea, but it isnt particularly deadly, just slows the enemy down. Plus, webs are pretty expensive and complex to begin with. What if we did the same thing, but with a Fire Trap? We've already got fire down to a reasonable cost, if we're going to branch into trap magic, I'd like to do it with something we know a lot about (and can kill the enemy).

An important thing to note is that we've pretty much saturated the expensive slot for now. We should either make very expensive spells, or cheap ones.

On a side note, I have a proposal :

Order : Send master wizard to Jungle. We have anti-wizard squads and extra reinforcements. I want to add our master wizard to push the enemy back, but more importantly, try to wound their master wizard.
« Last Edit: March 22, 2017, 02:53:24 pm by 10ebbor10 »
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Iituem

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #121 on: March 22, 2017, 02:58:19 pm »

Quote
Moskurg reinforces, just as you do.

Why do we only have 1 army in the Mountains then? We never took losses there, afaik. Or can we take losses without losing?

As for offers, we could offer her the Firewand, if we spend our revision solving the issues of the spell.

I'm reticent about giving specific numbers about the behind-the-scenes mechanics, but essentially what happened is that the king reinforced other areas with priority where you ended up with 0 armies.  Right now Arstotzka has a balanced amount of forces across its whole territory.

The Princess has given no indication of her home country, or the reasons she left it, and seems unwilling to do so.  Ethnically she seems Mediterranean.
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10ebbor10

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #122 on: March 22, 2017, 03:01:43 pm »

Ah, so we can take losses even if winning. That makes sense then.

Anyway ideas :

Cheaper Fireball Basically, upgrading our fireball spell to be cheaper

Razorwire Webs : Basically, our webs combined with our crystals. Captures and kills enemies, extremely effective against cavalry

Functional crystal Lances : Basically, fixing our first spell. It really wasn't that bad, and would help us greatly in the plains.
« Last Edit: March 22, 2017, 03:10:34 pm by 10ebbor10 »
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RAM

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #123 on: March 22, 2017, 03:15:06 pm »

Revise the fireball spell to manually crush the waste heat into the projectile and then detonate if the waste heat is released. Thus not just solving the heat problem but also granting it manual detonation, which should help against that dodgy enemy hero who would be all like "my leet riding skillz mean joo balls can't touch this" and the fire ball is all like "ohhaibaiboomnohorsiesforyou" and there is much rejoicing. Link it to a hand gesture, like holding a fist, so that it can be maintained while moving to resolve the issue of being vulnerable for the brief time that the fireball is in flight.

Then give BattleQueen 'The Wand' and a summer home in the mountains with a nice view of Moskurg a shooting gallery.
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Roboson

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #124 on: March 22, 2017, 03:31:08 pm »

The Princess has given no indication of her home country, or the reasons she left it, and seems unwilling to do so.  Ethnically she seems Mediterranean.

Eh, well we can still offer her homeland if she wants it. At the very least, it will be a bold offer. Plus the castle in the mountains. Right now we've gained territory and can launch attacks on Moskurg, we are beginning to gain the upper hand, so if she joins us, its very likely she'll gain all the riches Moskurg is offering her anyways (and we should tell her that). Marrying into the losing side, no matter how much they offer, is ill-advised.
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Iituem

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #125 on: March 22, 2017, 08:11:42 pm »

I seem to have a loose indication to try and revise the fireball into a stationary trap.  I'll wait for more of a consensus before I do revision.
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Roboson

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #126 on: March 22, 2017, 08:50:19 pm »

If we revise it, we can still use it in its current form also right?
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FallacyofUrist

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #127 on: March 22, 2017, 08:56:30 pm »

We can still use normal wasps even though we have fire ones, so yes.
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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #128 on: March 22, 2017, 09:01:32 pm »

Mmmmk, then I stick with the Fire Trap.
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Iituem

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #129 on: March 23, 2017, 07:06:12 am »

Fire Trap:  [1-2 (untested magic)] After several disasters you conclude that something this significant probably deserved the full support of your design team, rather than being relegated to revision.  The difficulty of converting the cast-there-and-then fireball spell into a trap, or even a delayed explosion, is insurmountable without devising new types of magic, not least of which would include a spell framework for traps or delayed spells.  Such an attempt as this is beyond the scope of revision.

Myark is reassigned to the Jungle.

Combat Phase incoming.
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Iituem

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Re: Wands Race - Revision Phase 913 [Arstotzka]
« Reply #130 on: March 23, 2017, 09:05:29 am »

Forenia, 913

Fighting at the edge of the mountains has ground to a halt.  The Arstotzkans have been able to retain ownership of the southern mountain castles, but neither side has achieved any sort of conclusive or even marginal victory due to a series of terrible storms that plagued the mountains for most of this year.  Nevertheless, Moskurg has provided a much better showing, emerging in the foothills with powerful new bows to counter the traditional Arstotzkan advantage of their longbowmen.  Powerful winds blow away concealment, sans farting noise, and have grown strong enough to scatter summoned swarms of ice and fire wasps, a traditional backbone of Arstotzkan magical supremacy.

Arstotzka now controls the mountains.

With control of the mountains, you are now able to finally exploit them to their fullest, as was done in the days of glorious Arstotzka past.  You will receive an effective Expense reduction for all primarily metallic mundane items you design in future, for as long as you retain control over this region.  In addition, now that the borders are safe proud Arstotzkan settlers can move into the mountains and live fruitful lives extracting the needed ore.  This provides more materiel and more recruits for our warbands, so we will see an increased resupply rate whilst we hold the mountains.


Fighting in the jungles retains a similar stalemate.  Skirmishes have gone back and forth between the two powers, sometimes favouring one side, sometimes favouring the other.  Foot archers strike at one another from ambushes, with Moskurgers favouring the natural terrain whilst Arstotzkans try to create their own cover with spells.  Clouds of fog are summoned and then dismissed by winds (thankfully no longer sounding like flatulence), but combat has come for the wizards in particular, as Moskurger apprentices are shot by Arstotzkan snipers and Arstotzkan thanes now travel surrounded by elite bodyguards.  Worst of all, Myark has arrived and begun laying waste to sections of the jungle during major battles, blasting away with his great balls of fire amidst the swarm of lesser fireballs cast by his mages.  No land is gained, but no prisoners are taken or routers slain.

Our elite guard are proving their worth.  When sneaky Moskurger mystics approach, our bowmen shoot them down before they can carry out leaders' thoughts back to their troops.  As such, we have been able to preserve the leadership of our thanes across the battlefields this year.  Given the sudden change in our fortunes here, it seems that the Moskurger ability to effectively knock out our leadership before this has really been making a difference.  Additionally, we are able to take out wizards of opportunity as well, so we've been able to cut out some of their support spells (though they still keep lifting our cover).  Myark has reported no sign of al-Mutriqa, though, he seems to have been reassigned to some other region.


The plains remain troubled, with few gains.  Moskurg remains militarily dominant, especially since the departure of Myark from the theatre, but powerful storms blowing down from the mountains cause a great deal of problems throughout the year.  It is as if the gods themselves are favouring the proud Arstotzkan forces.  The Moskurgers reveal their latest weapon, the recurve bow, a shortbow that fires with the strength of a longbow, though not quite as much range.  More importantly, its shorter profile means that it can be wielded effectively on horseback, and mounted archers give Moskurg yet another advantage in skirmishes across the plains.  Despite their luck, Moskurg is still able to conquer a few villages.   Further success might grant them significant gains.

The gods must favour us, because we have succeeded despite military inferiority across the board.  Myark's absence has made this whole territory more vulnerable.  Moskurger horse archers are surrounding troops easily before peppering them with bows.  They aren't much extra help in the main battle, but they are a major asset to skirmishes.


With gusts of wind blowing away fire wasps before they can reach their target sails, the seas have returned to parity.  In the eastern sea, Arstotzkan forces have begun taking back portions of the coast.


No armies were lost this year, on either side.  Our King has chosen to reinforce the mountains, plains and jungles, to give us clear numerical superiority.


The Princess:  Both sides have courted Princess Sophia at length, with the Arstotzkans offering the real and conrete promises of the great southern castle of the mountains, where she might overlook Moskurg and fire down on it at length [+1], as well as the offer of their pricess artefact wand of fireballs as a dowry [+2].

Moskurg, meanwhile, has sought to tempt the princess over by appealing to her more romantic side, writing her poems in her name and publishing pro-Moskurger propaganda [+1] and commissioning a portrait of her royal highness to hand upon the Moskurger palace's walls [+2] and several valuable gifts [Reaction: 1d3-2 = +1].  Although she is not particularly swayed by the gifts of gold and jewels, having them aplenty herself, she is a keen rider and is flattered by the gift of Moskurg's finest riding horse, but what really excites her is the tamed, trained tiger captured from the jungle, which she names Rajah and will keep at her side as a bodyguard and pet.

[Arstotzka: 1d3+3=5] [Moskurg: 1d3+4=5] As a practical woman, Princesss Sophia knows that Arstotzka is the sensible choice, but her young heart is tempted by the romance of Moskurg.  [Coin Toss: Heads = Arstotzka, Tails = Moskurg.]

[Coin: Tails!]  In a victory for romance over pragmatism, Princess Sophie accepts the hand in marriage of the King of Moskurg.  Both her beauty, wit and wealth have joined the side of Moskurg.

Moskurg has gained an Expense Credit.  This can be spent to reduce the expense of any one design, present or future by one rank.

Spoiler: Poetry (click to show/hide)


Decision Time
After centuries of warfare, the rise of magic has called into question what to do with prisoners in this new age.  After a particularly bad battle, victors are often able to capture routing enemy soldiers and traditionally it has been up to local commanders whether to release, ransom or execute prisoners.  Yet more and more these days authority is evolving to the King to make such decisions.  Your Kings have asked your advice on how to proceed.

Each side may vote on what Prisoner Policy they adopt.  From hence forth, this will affect all future battles and in a fluff sense how I describe routs.

Chivalry:  You can arrange to have prisoners released after capture, once they have been divorced of weapons and armour.  Many prisoners may be too injured to survive, but this will spare a great many as well.  Your people will be heartened by their reputation as honourable combatants.  [This will reduce enemy casualties by 1 army per turn, but grant your troops a permanent morale bonus.]

Pragmatism:  Everybody loses men in war.  Instead of letting these fools go freely, you can ransom them for wealth, or your own captured men back.  If they can't pay the ransom, then you execute them to prove that you are men of your word.  [This will reduce your casualties by 1 army per turn, as you trade men for men.]

Terror:  Let the skulls of your enemies be mounted upon your standards.  Any enemy captured will be butchered, there and then, to send a message to your foe that their gods/God will not save them.  Whilst you cannot expect much mercy from your enemy as a result, they will most certainly fear you.  [Casualties will happen as normal for both sides, but your enemies will suffer a permanent morale penalty.]


It is now 914, the Design Phase.

Spoiler: State of Forenia, 914 (click to show/hide)
Spoiler: Arstotzkan Equipment (click to show/hide)
Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)
« Last Edit: March 23, 2017, 09:40:40 am by Iituem »
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FallacyofUrist

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #131 on: March 23, 2017, 09:27:23 am »

Seriously? You choose to join the side you know will lose? You will regret this!
~~~
Anyways. I vote Pragmatism.
~~~
Let's try this again, but with more study. Fire Traps, as before.
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10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #132 on: March 23, 2017, 09:31:00 am »

Ah, bugger.

I'd hoped we'd get a warning if we'd try to do something impossible.
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FallacyofUrist

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #133 on: March 23, 2017, 09:31:44 am »

I think it's because we've never done trap magic before and it was more invention than revision as a result.
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10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #134 on: March 23, 2017, 09:44:28 am »

Quote
You will receive an effective Expense reduction for all primarily metallic mundane items you design in future, for as long as you retain control over this region.

Question : Do our current metallic designs get the bonus as well? Or is it only new stuff? If it's only new stuff, do revisions work?
« Last Edit: March 23, 2017, 09:51:49 am by 10ebbor10 »
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