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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 386674 times)

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2520 on: May 24, 2017, 05:04:50 pm »

Well, we did lose because a ton of our forces were gone and they only gained one piece of land.
That and Evicted did say that battles will always have one side advancing now. So if we have the upper hand, we'll win back the Mountains.
Yeah, we had the benefit of fortresses, cannons, and our frost towers, and we were still easily defeated by 2:1 odds. Those defensive emplacements alone should've been enough to negate the numeric advantage, but they didn't, they badly didn't. Now they'll be on the defence and armed with whatever they've designed this year.

I would also like to take this time to officially go against doing any more crystalworks or whatever next turn. We have a bunch of techs that need refinement and we should focus on them first before going into new tech that'll be theoretically useful in the future after further designs.

Glory to Arstotzka.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2521 on: May 24, 2017, 05:13:33 pm »

Our designs have been suffering for a while due to a lack of infrastructure.
The Crystalworks isn't just future infrastructure, too. Remember Crystal Axes? Crystal Caltrops? With anchored crystal, those things become relevant again. Those are two designs that have been literally useless ever since Moskurg introduced anti-magic. The sooner we design it, the sooner we can get to work on actually useful things.

It's better to design infrastructure early so we can take advantage of it. Putting it off until later means you have to use a design action when it's likely more tense and more needed for immediate action and you won't have the benefit of that infrastructure until later. The Crystalworks enables a ton of future designs while making two of our current designs useful again, and we still have a re vision credit.

And yeah, 2-1 odds. That's a lot. The Mountains can work without us. Let's send Myark to the plains or the sea. Let's put pressure on the plains while we prepare for another assault into the jungle.
Send Myark to the Plains.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2522 on: May 24, 2017, 05:20:17 pm »

Wait, GM, do we get two Revisions this turn for getting the meteor iron? It did mention a Revision Credit.

Sorry - that was another mistake on my part.  The initial idea was to let the winner Revise the ore into something that they already had, but I decided it would be more useful and exciting to design it into something new.
We will have no Revision Credit.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2523 on: May 24, 2017, 05:22:09 pm »

...I know?
We don't need a revision credit to do revisions at all. We will have a Design and Revision next turn. I was referring to that revision.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2524 on: May 24, 2017, 05:24:58 pm »

The Crystalworks enables a ton of future designs while making two of our current designs useful again, and we still have a re vision credit.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2525 on: May 24, 2017, 05:44:43 pm »

I would like to get the combat phase out tonight, so I'll randomly pick a theatre for Myark unless you guys can pick one.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2526 on: May 24, 2017, 06:01:37 pm »

+1 mountains. Probably a waste, but I really want them out of there.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2527 on: May 25, 2017, 12:48:09 am »

Combat for 934

The jungle sees Moskurg push forward one section, once again stepping foot on Arstotzkan soil.

Carpet bombers still cause more damage during raids, but only barely.  Arstotzkan flares and falcons have proven capable of bringing down and repelling the carpet-riders, so Moskurg mages have moved to a "shoot and scoot" method of attack - they fly over the camp as fast as they're able and drop their firestorm grenades once overhead.  They don't stop and continue on; it does less damage, and they don't always escape Arstotzka's tamed falcons, but it results in fewer casualties.

The battles during the day see Arstotzka firing their long-range artillery from behind clouds of mist.  Normally they'd completely obscure their artillery with mist to prevent carpet-riders from seeing them, but they still need to be able to see the short-lived flares of their apprentices in the field.  The lack of exploding ammunition still limits their lethality, but Moskurg is likewise hampered because they can't bomb with impunity any more.  Ballistas are forced to move up to hit enemy targets and still hit with uncanny accuracy that Arstotzka can't match, but Arstotzka's HC1-E's have a higher fire rate and are just as plentiful.  Artillery is a wash, and charging over land results in similarly well-equipped soldiers smashing into one another with no clear winner.  Ultimately, it's al-Mutriqa who wins to day, flying in bravely on his War Pegasus, slashing falcons left and right and hurling fire at Arsotzkan troops down below.  Arstotzka retreats back a section onto their home soil, but at least now their navy can assist from the shore. 

Moskurg regains a section of the Taiga.
 
Arsotzka blows Moskurg out of the mountains with laughable ease.

Long-range HA1's are killer against stationary castles, and the natural cold of the mountain combined with Arstotzka's Towers of Frost can't be dispelled by the Divine Desert Winds blowing up from the south.  Additionally, Myark is seen here wielding a new wand; a glowing, impressive length of metal that unnerves every Moskurg soldier standing in the theatre.  War Pegasi often aren't enough to repel the long-range artillery, as the obscuring mists can safely hide them here.  Stationary targets don't require flares for zeroing in, and once bombardment starts Moskurg can't repel them quickly enough.  Men have taken on the disturbing trend of fleeing the castle once the walls fall, not even bothering to stand and fight when hope is lost.  Arstotzka's new wand - the Wand of True Light - effectively penalizes Moskurgs moral and pushes them out of the mountains and back into the desert.

Arstotzka gains control of the mountain.  If they hold it for a turn, they will gain a Metal Bonus.


Moskurg secures a section of the plains.

Despite no longer snowing, Moskurgs are still uncomfortable in the unnaturally cold area.  The plains also benefit the longer-ranged HA1 artillery, despite their relatively non-lethal nature.  Trenches are static, and once dialed in the artillery can begin shelling with mist cover, though semi-inaccurately.  War Pegasi are likewise effective at bombing trenches; that is to say, to a limited degree.  Falcons prevent them from truly ruling the skies, though they do make life miserable for the men down below.  Extreme-Range artillery battles are still a wash, as are charges across the devastated no-mans land by infantry.  Moskurgs calvary does slightly better, as it can sometimes close the gap between the lines more often than Arstotzka's calvary, but it's not terribly effective.  Ultimately, despite the cold advantage, Moskurg gains ground thanks to their superior communications via teletalk wands and their ability to use their War Pegasi to respond to threats faster.  It could benefit from improvement, but the Teletalk wands allow more nuanced battleplans, and Arstotzkan flare-users are often sniped too quickly for more than a couple quick artillery adjustments.

Moskurg has secured the plains.  If they can hold if for a turn, they may use the Horse Bonus there.

Arstotzkan ships push both the Eastern and Western Seas.

In these wide-open areas, flares are actually more useful for communication than the limited-range teletalk wands.  The steamships are faster and can pick-and-choose their battles, and each ship can sink multiple Moskurg vessels before eventually burning and sinking to the bottom of the ocean.  War Pegasi are still limited by range, communication, and the attack falcons, though they do a significant amount of damage to Arstotzka's ships.

Arstotzka gains ground in the Eastern and Western Seas.
 

Expense Credit!!!
The trader has returned once again!  Still interested in acquiring magical artifacts to sell overseas, he has enough coin to provide an Expense Credit if we choose to sell him something.  What do we trade the man?


It is 935, the Design Phase.

Spoiler: State of Forenia, 935 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
« Last Edit: May 25, 2017, 01:27:28 am by evictedSaint »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2528 on: May 25, 2017, 01:17:47 am »

Evicted, shouldn't we have the cheap version of the frost towers? And you still have the pre-buff Dogwood Wands listed.

Also it's almost like we didn't need Myark in the mountains at all.

Anywhoo, things I can immediately see we need:
1.) Communication. This is difficult. Linked Magegems? To make some kind of (mundane-usable radio!)
2.) Exploding ammunition. (Maybe magegem + shell for magical explosion?)
3.) Crystal Circuits re-try. We could get a bonus if we try it again with some fitting fluff. It's honestly worth a retry in my opinion.
4.) A goddamn counter to Lucky Strike. (Cheaper Equalizer shell?)
5.) Better AA (Falcons are effective, but carpets still do damage before our falcons get to them. More or faster falcons probably. Maybe even cheap flak shells for HC1-Es?)
As for the trader, I actually don't know. If we do something like the delegator/another "trinket"-like item or revise any of our designs (namely the steam engine) to fit magegems, we could do that.



I do really like the idea of a magical radio.
Design: WCD1 "Delegator"
It turns out that with some careful manipulation of Magegems, we can create a kind of magical link between them. This actually came from some miscellaneous study into crystal summoning - magical links should be what keeps our summoned things alive. It's why antimagic can dispel things like crystal. If you disrupt the magical link, it can no longer exist.
So what if we artificially create a link between two AA-sized magegems? Manipulation of magical charge in one gem is reflected across a link of our creation in another magegem. Remember how our anti-magic crystals hum? What if we could turn that into voice? And what if we could make the charge in the gems just sensitive enough that voice can manipulate them as well? We can add in a little button on the side that when pressed, changes the state of the gem to allow for these changes.

The result is a wireless communication device. By pressing the button, one can talk "into" the magegem, "disrupting" the magical link between the magegem and its sister gem. This change in the link is reflected in its sister gem, which instead of releasing this changed energy via a hum, will create low-quality but audible speech! Mundane and magical troops alike will be able to communicate without any kind of visual indicator!

Delegators are issued in pairs of two - with the field troops getting one and our artillery operators and commanders getting the other one. Each squad should be issued a gem leading back to the local command. The squad can relay new information to Command, receive new orders, and spot for artillery using a system of coordinates.

Delegators running out of power is a frequent problem, but the very rare apprentice-less squads can be issued redundant Delegators and even then, it isn't that big of a problem. Squads with apprentices can simply have the apprentice directly power the delegator or charge it when it's not being used, while mage-less squads can be conservative in its use and get it charged whenever they come across another mage. Thanks to the fact that the delegator shares the indicators of charge level with the Magegem, a squad can also call an apprentice or command when the charge is critically low.
The Delegator is based off of the AA-sized gem, but if our mathemagicians fail their only purpose and can't mathematically optimize the power-to-speech and maintenance of the magical link, we can use A-size gems. This is only if AA-sized gems are literally useless for this purpose.

TL;DR: A design based on our Magegems. A magical radio that can be used by mundane and magical forces. It's actually just a radio. It's based heavily off of our existing knowledge, namely magegems and summoning.



Copy+pasting Crystalworks from before.
Design: Crystalworks
Crystal is an amazing material sadly of little use to us currently, but we can fix that. The Crystalworks uses new techniques to mass produce cheap crystal invulnerable to the pathetic anti-magic utilized by Moskurg "wizards".

The Crystalworks is a large building - somewhat like a warehouse - with a high roof and wide while quite long.
At the center of the Crystalworks lies the "power room" where extreme amounts of A-size Magegems are connected in series. This room provides powers for the many power-hungry circuits across the Crystalworks. Thanks to the discoveries from our failed delayed Crystal circuitry revision, we have crystal wiring from the power room connecting it to the many circuits, providing a quick and efficient way to transport large amounts of magic power across the building.

We realized early on that having one circuit summoning precise crystal designs is inefficient and wasteful. Instead, we use "conveyor belts" of a some kind of fabric or cloth-like material strong enough to hold the contents on top being artificially moved by a steam engine.
In the first part of the Crystalworks, we have large amounts of circuits constantly summoning new unformed slabs of crystal. These hunks of crystal are split across other conveyor belts moving across the rest of the factory where other circuits gradually reform the crystal into different shapes, like sections of armor plating for ships or people, axes, wiring, and more!
New lines of circuits and conveyor belts can be added to the factory as needed as we design more crystal-based items.

Perhaps the most important aspect of the Crystalworks is the nature of the crystal. It turns out that when a human summons crystal, they "spend" a bit of their total magic potential and put it into the crystal. This magical energy can't stay outside of its natural host (the summoning wizard) for too long, and thus eventually returns, dispelling the crystal. Maintaining it simply resets the timer by replacing the "old" energy with "new" energy. The method of production using circuits simply creates the energy without forcing it to rely on "borrowed" magic, meaning the crystal lasts forever. This means that the crystal also can't be dispelled by Moskurg anti-magic because there's no magic to dispel in the new crystal.

It turns out this "assembly line" method of creating crystal items is much more energy-efficient than spending effort and time summoning one perfect item at a time. This plus the decline in required personnel means we can produce crystal at a much greater rate than before. Things such as crystal axes almost pour out of the Crystalworks and into crates designated for shipping onto the battlefield, to replace the old dispellable crystal!


TL;DR Mass produce anchored crystal. Allows us to more easily manage expense in future crystal designs and not worry about dispelling.
How?
The Crystalwork does just two things: Anchored Crystals and Infrastructure, with Expense being an additional/the main benefit from Infrastructure.
If anything, we should get a bonus from it. We know how to use circuits to make spells. We have magegems. We just use magegems with circuits to cast spells to summon crystal!
Why?
Crystal is extremely useful if it doesn't get dispelled. The Crystalworks makes crystal useful again by anchoring it then increases our supply of it. We'll be able to use crystal for useful design, like armor for our soldiers or crystal canopies/plating for our artillery, Crystalclads, and much more. In addition, Crystalworks provides immediate benefits. At the very least, it should make Crystal Axes and Crystal Caltrops, two useless designs that we spent actions on, just as useful as they used to be. And hopefully it should even reduce their expense! Imagine if every soldier gets a crystal axe!
Next turn or soon I want to do the Crystalclad. This is essential for that.

Quote
Designs
1 - Crystalworks: Chiefwaffles
0 - WCD1 "Delegator":
« Last Edit: May 25, 2017, 01:21:26 am by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

helmacon

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Re: Wands Race - [Arstotzka]
« Reply #2529 on: May 25, 2017, 01:38:14 am »

Don't over complicate things with the radio. If we could just link the actual magic light, we could create a code based on long and short dims in the light. Much easier to do. Almost just as effective.
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #2530 on: May 25, 2017, 01:46:02 am »

Living crystals+shells
We examine the life-imbuing properties of the summon-wasp spell to imbue our crystals with awareness and purpose. Where the wasps are aware of their surroundings, the crystals are aware of surrounding magicks and their own crystalline bodies. Where wasps possess a purpose to seek and sting and bite, crystals possess a will to persist. They use these abilities to repel magical intrusions and to resist affronts to their existence. Combining their awareness of magic and will to apply themselves through it, they naturally fight against enemy attempts to suppress their existence. This effect can be further enhanced by supplying them with mage gems to grant them additional resources with which to fight magical or metaphysical intrusions into their domain.

With the hard part beign a tiresome but relatively methodical process of extending mathemagical theory from crystal conjuration into wasp conjuration, we were mostly free when testing the crystals themselves, and spent our time applying these techniques to our existing crystal spells and fine-tuning crystal forms, specifically cannon-shell shapes. We now have a spell to summon a crystal shell based off of the caltrop spell, that basically summmons caltrops within a separate shell and backing-plate design. The shell separates in the air and the caltrops spread out over an area.


This prepares us for crystal-operated magical devices, which would be a great way to justify mundane-operable wands and cannons. For now it gets us our old gear back and gives us a splash weapon. and builds up our curvature experience for crystalclads...

Antiluck ward
This is a tweaking of our antimagic charms to absorb the magical form of luck, and collecting it into large wards that will affect a large area. This stops enemy luck magic by making us immune to all forms of luck, both good and bad, as it is all converted into sounds, or perhaps magic? It works on the theory that it is impossible to give someone good luck that will kill someone else without giving the victim bad luck, which seems quite apparently true given that getting killed in an unlikely fashion is pretty much the definition of bad luck. and given that it is a starting spell, it seems plausible that we know that magic can affect luck, and thus luck must be a phenomena that magic can interact with, thus the magic-absorbing charms can absorb it.


This kills their luck spell, kills it but good. It doesn't cost us many mages. It stops us getting lucky, but luck doesn't favour us. It also makes big strides in tweaking out charms, which could have utility in making coded spells that work within our antimagic...
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2531 on: May 25, 2017, 02:17:03 am »

We can already justify mundane operable equipment. We have Magegems.

@Helmacon: Yeah, that's a possibility but it means that despite the rolls we'd always get "your guys have to sit down and stare at the magegem for some time to communicate." It'd still be useful, sure, but even in the very unlikely case of a -1 for something like speech conversion (we do already have magic->audio) we could prevent a drawback like that.


Besides, I think Crystalworks is the way to go. Seriously. Do you people want Crystalclads?
They're like ironclads, but better! Fitted with multiple cannons, completely clad in thick crystal plating! Also we could have a very easy time doing crystal plating and reinforcement to things like the HA1, and I still really want to do the awesome stuff like the Walkers.

Basically, Crystal is the material of the future and we can realize that with just one design - the Crystalworks. Plentiful anchored crystal + 2 free designs (crystal axes and caltrops) to go along with it!
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2532 on: May 25, 2017, 08:43:38 am »

The trader is going to be hard to win. Moskurg has those pegasi and that nifty talky-wandy thing. There are two ways I can see us winning.

1. We get a new version of steam ship that only requires water and no mages to work. He's a trader, so he'll appreciate a banging new ship that can go faster than any other and can travel regardless of wind.
2. We focus the efforts of the Wand of True Light on him, enlightening him to the righteousness of the Arstotzkan people.
3. We give him a dogwood wand, which should be easy enough for him to use. Pretty sure pegasi are better, though.

Glory to Arstotzka.
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helmacon

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Re: Wands Race - [Arstotzka]
« Reply #2533 on: May 25, 2017, 08:59:34 am »

As much as I like the idea of Crystal works, we spent the entire last turn developing tech. Let's put some of it to use before we develop more.
Radio sounds good. (I didn't realise we already had magic-> audio, so I guess it ought to be fine.)
We could refine our cannons into breach loading or auto loading varients.
Our current use of falcons is purely defensive, so designing some sort of offensive air capacity might be nice.
HE shells using our mage gems might be nice too.

Regardless, it should be something practical.
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #2534 on: May 25, 2017, 09:11:30 am »

GM, what is it our ground commanders and naval commanders want most?
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