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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 386348 times)

stabbymcstabstab

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #210 on: March 25, 2017, 07:34:32 pm »

I support RAM's proposal for the scholar,


Also since we now have that Metamagic, could we use that to make our lances last longer?


edit: Scholar not squire
« Last Edit: March 25, 2017, 08:14:13 pm by stabbymcstabstab »
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RAM

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #211 on: March 25, 2017, 08:08:17 pm »

I recommend not voting for anything until the turn is up, it would be confusing(but good to get suggestions out now before voting starts so folk know what their options are and don't all vote for the first thing that they see.), unless it is an order for this turn... Anyone want to suggest armour tactics?
Recommend shooting arrows at horses. They are a big, expensive target with little armour and enemy mobility is playing merry havoc, especially against our slowpokes in metal boxes. One arrow per horse too, in theory. A sick horse can still eat, takes up a spot in the stables, and might die later, possibly after contracting something contagious even! And minor blood-loss and pain plays merry havoc with your endurance...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

VoidSlayer

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #212 on: March 26, 2017, 01:05:06 am »

I still think if we can summon simple substances and shape them, some sort of rapid building spell would be useful. 

Making houses out of nothing would also probably impress the scholar in the utility of our magic.

Wall of Fog: Similar to the fire wall spell, this is sustained by an apprentice to constantly renew/re-summon the fog, even if it is blown away by winds.

Summon Iceberg:  Summons an island of sharp ice in front of enemy ships.

Summon Stone Wall: Permanently summons blocks of stones in various shapes and sizes which can be interlocked to rapidly build walls or other fortifications.

Magic Arrows: Crystal arrows summoned for our longbowmen, last only 10 minutes once cast but are sharp and shaped correctly to allow maximum range.

Fire Traps: Minor Fireballs trapped in a rune that once broken explode on whatever broke the circle.

10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #213 on: March 26, 2017, 01:24:44 am »

I think we should avoid doing something new, and fix our current spells first.
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VoidSlayer

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #214 on: March 26, 2017, 01:31:30 am »

I agree, but, the lance seems like an ill conceived idea, the main fireball is way too costly and would have to be brought down a lot to be useful, web same problem and the wasps just seem underpowered.

We can probably make new spells that do more directly what we want.

We should see how effective the wall of fire and plate armor are though first.

10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #215 on: March 26, 2017, 01:33:23 am »

The main fireball has single handedly held back battles. Even at super expensive it would be a great weapon.
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10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #216 on: March 26, 2017, 02:59:48 am »

Battle At Sea

In the distance, the sails of the Moskurgian vessels were visible now, closing fast with the Artotskan fleet. Oars splashed as the large ungainly vessels turned to close, hoping to charge and board the enemy. The Moskurgians, as was their nature, would simply try run away to unleash volley after volley of arrow fire. Those withering volleys would be ineffective now, the plate in which the warriors and even the rowers were clad could not be pierced by bow.

From beneath the bow, a grumbling voice spoke up. "Remind me again, why am I hanging down here?" Indeed, tied securely in front if the bow as if he were a living figurehead was an Arztotskan wizard, grumbling about his wet wuzard clothes. The reply was short, "because, you doofus, our ships are made of wood too. Anyway, the time is near.".

From both edges of the Arztotskan formation a wall of steam erupted, rushing of into the sea towards the Moskurgian fleet. They passed the fleet on the let and the right, before crossing behind the enemy lines. The Moskurgians responded with a series of wind blasts, pushing aside the steam and checking if any forces tried to hide behind it. As expected, they failed to realize the mist was the real threat. For now however, they turned to face the advancing Arztotskan fleet and opened fire.

The Moskurgians, once they spend their ammunition fruitlessly, made to retreat. Sailing from the Artotzkan line, they set course back the way they came, aiming to sail through the steam to safety. As the first ship crossed the line, the spell made it's true power known. Magical energies, having futily tried to set water aflame for so long, suddenly found a much more willing target. The wood of the hull burst into flame, the sails following moments after.  A few more ships shared the first ones fate, but by then the Moskurgians succeeded in turning the ships. At last, the captains rejoiced. This would be a proper battlr.
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Iituem

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #217 on: March 26, 2017, 10:51:49 am »

Forenia, 915

In the early months of 915 a comet was sighted over Arstotzka.  Shortly thereafter a rock crashed to earth near the capital city, leaving a crater in the shape of the Foe Axe, a weapon supposedly held by one of their gods.  A religious fervour comes over the nation and whilst it is spent by the end of the year, 915 sees Arstotzkans fight with renewed and deadly vigour.

Storms cover the whole of the mountains throughout the year, heavy rain causing the ground to run and strong winds sending arrows flying unpredictably.  Despite narrow contest between the two armies, Arstotzka finally manages to rout the last of Moskurg's positions in the foothills, ending conflict in the mountains.  Two whole Moskurger armies are captured and selectively ransomed or, when ransoms are not forthcoming, executed.

The Arstotzkan invasion of the desert has begun.


Hurricanes plague the jungle, with driving monsoons and flooding of large sections of the soft ground.  Many heavier troops get bogged in the ground and the going is tough and brutal.  Despite, once again, a slight advantage to Moskurg, Arstotzka completely overruns the jungle, heavily armoured troops taking back position after position until the jungle is once again split evenly between Moskurg and Arstotzka.  All Moskurger armies in the jungle are put to the sword.

Plate armour is winning the day for us here.  With most of our troops equipped with the new armour, we have an advantage in every form of combat.  Further inspired by the comet, our people have proved an unstoppable force.


The storms continue on to the plains, heavy rainfall turning the open fields to slick mud.  Garbed in full plate, the heavy infantry of Arstotzka march out to battle and strike blow after blow against the Moskurger defenders.  They unveil another weapon, as their wizards conjure forth long walls of flame to guard their positions against the enemy and to force Moskurger troops in main battle to move as they direct, creating choke points to their advantage.  The plains are Moskurg's one position of strength, and once again that strength is marginal by comparison.  However, Moskurg is able to secure their position and then push out past the last border forts into the taiga itself.

Moskurg has control of the plains.


Out armour and firewalls have levelled the playing fields, but here in the plains fortune was not on our side.  Terrible storms plagued us throughout the year, making the terrain difficult and arrow fire unpredictable, with Moskurg seemingly less affected.


Combat at sea is a constant back and forth with no real territorial gains on the coast.  Both sides lose ships, but Moskurgers really lose out where Arstotzka gets its lost sailors back due to ransoms and Moskurger chivalry.


Any armies we lost during this year were returned due to chivalry and ransoms.


Revision Credit:  [3+1 vs 3+3]  Jibril Saadiya has been treated to the wonders of both nations and their capitals, and enjoyed a luxury of culture, erudition and entertainment.  In the end, despite the tall towers, the universities, races and wonders of Moskurg, he chooses Arstotzka because they prove to have marginally more religious tolerance, and it turns out that he left his old country due to some frankly heretical beliefs that wouldn't have sat well with the priesthood back in Moskurg.  The Arstotzkan priests aren't happy about him either, but they have less power to act on that, and so he joins the Arstotzkans and contributes his great knowledge and ability to their research team.

Arstotzka has gained the revision credit for this turn.
Spoiler: Moskurg (click to show/hide)
Spoiler: Arstotzka (click to show/hide)

It is 916, the Design Phase.

Spoiler: State of Forenia, 916 (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)
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stabbymcstabstab

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #218 on: March 26, 2017, 11:24:26 am »

Ok so our Plate Armour works just as intended, so maybe do the the same for our horses and design heavy horse armor, then revise a breed our horses to be better Warhorses? Then revise the FireBall spell to be cheaper?
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #219 on: March 26, 2017, 11:27:54 am »

Our horses have, so far, accomplished nothing at all. Hence I don't think giving them heavy armor is needed.

Incidentally, the Moskurgian insistence on the value of mud makes me think they may be responsible. That may be an issue. Moskurgians having weather control could be problematic.

Anyway, the biggest loss for Moskurg isn't terrain, it's troops. They just lost at least 4 units of troops, while we lost none. That means they're 1 down while we're up 3.

@Iituem. Where did the King place our reinforcements?
« Last Edit: March 26, 2017, 11:30:58 am by 10ebbor10 »
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10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #220 on: March 26, 2017, 11:41:55 am »

Here are a few ideas. Many of these are highly experimental

Major Fireball

The Fireball spell learned from the Wand, now stronger and better than ever. Still requires lengthy preparation time, but the blistering heat has instead been channeled into the soil, where it can reside harmlessly. Hopefully, making this spell available to our senior wizards will aid against myark's temporary loss.

Wand of Flame Eternal

A wand imbued with the energies of fire, allowing it's user to cast more and easier fireball spells.

Rapid Galley

A boat designed for war, with a big bronze ram in front. These should clear the path for our other forces.



Spoiler (click to show/hide)

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Iituem

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #221 on: March 26, 2017, 11:44:58 am »

The king has pulled troops back to the desert and redistributed + resupplied the seas in the hopes of naval supremacy dealing with the flanking territories.

Additionally, you have now reached the maximum army strength possible, based off number of controlled territories.
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Roboson

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #222 on: March 26, 2017, 11:49:14 am »

It seems as though the enemy does have control over the weather (or they LOVE mud). Apparently to the point where they can make it rain on us and not on them. Thats rather annoying, but it provides a unique opportunity for us to use their spells against them. Their whole plot is to muddy the ground and make our troops have difficulty walking in the muck. What if we froze their rainstorm? Some sort of Make It Really Cold spell? It would turn their rain to snow and their muddy ground to ice (which wont bother our hardy troops, but will seriously screw over those cold blooded reptiles they call soldiers). Our spell components of channel, sustain, and propel energy should be helpful here, not to mention the summon matter spell component to get the cold rolling.
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OceanSoul

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #223 on: March 26, 2017, 11:57:35 am »

How about a modification to fire spells that drains heat from the nearby atmosphere, rather than creating heat? That way, our fireballs won't make that annoyingly blistering heat, and we can chill the weather around us into that which we are more comfortable with?

Maybe someone should research real-life weather mechanics and how a warm front can affect a storm.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

10ebbor10

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #224 on: March 26, 2017, 12:31:33 pm »

Warm air has greater evaporation, causing hot moist air to climb into the atmosphere before raining down.

Anyway, here's a cold spell.

Forever Frost

This channeled frost spell drains the heat from the air, dropping temperatures well below freezing in minutes.

On a side note, we're fighting in the desert now. Usually, the desert is hot, but at night, it's very cold. We could go for night vision and fight mostly at night, when we'll have an advantage.
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