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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393230 times)

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #585 on: April 12, 2017, 11:40:39 pm »

Same way you make everything cheaper.  Revise it.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #586 on: April 12, 2017, 11:57:53 pm »

Found a Ministry of Integrity - An institution dedicated to training proud Arstotzkan agents in the glorious ways of subterfuge and skullduggery. Their job will be to hamper the Moskurg war effort and recover Arstotzkan spells that the Moskurgs are outlandishly claiming they invented themselves.

Quote
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0

Glory to Arstotzka.

((This will get us espionage actions like in Arms Race, allowing us to sabotage the enemy design teams and steal spells for ourselves.))
« Last Edit: April 13, 2017, 12:10:22 am by Andres »
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #587 on: April 13, 2017, 12:03:57 am »

Er...I'd prefer you guys didn't do subterfuge.  It adds an extra layer of complexity and is a bit more than I think I can handle comfortably.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #588 on: April 13, 2017, 12:23:08 am »

Create a Darkvision spell so our troops can see better in the dark.

Our biggest problem at the moment seems to be that we are not good at all when it comes to skirmishes. Darkvision will not only be good for foiling Moskurg efforts, but will let us perform our own night raids with better results. We'll also gain the ability to attack at night at sea, so they won't be able to run away any more and they'll also perform more poorly in those night sea battles.

Stop attacking the Desert. Start attacking the Plains and send Myark there too.

Hopefully we can break their control of the plains with our cheap fireballs, plentiful arrows, and the presence of Myark. We just aren't making any headway in the desert. It's like the plains except it's also very hot and they have the home ground advantage.

Glory to Astotzka.
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #589 on: April 13, 2017, 12:30:00 am »

Weather Control/Disruption Tower - Revision of forever frost, Allows us to heat and cool in specific controlled areas instead of everywhere at once so we can disrupt enemy control of the weather by making it completely chaotic or bend it to our will.  Make it usable by a small team of wizards rather then just a master wizard to reduce costs?

Summon Magic Detection Amulet - Using a base cheap gem we summon a highly structured artificial crystal linked to it.  While the gem does not need the strength or other properties of a diamond (though it can) it is specifically designed to hold magic.  The cheaper gem can be strung around the neck so the crystal is summoned on it.  When magic is detected the amulet summons fog pointing in the direction of the magic's source.

Summon Crystal Wolves - Large, aggressive wolves with crystal armored plating for protection.  When directly controlled they are passive, but when control is given up they become filled with a berserk bloodlust with a particular hatred of horses.
« Last Edit: April 13, 2017, 12:31:33 am by VoidSlayer »
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #590 on: April 13, 2017, 12:51:28 am »

Stop attacking the Desert. Start attacking the Plains and send Myark there too.

Hopefully we can break their control of the plains with our cheap fireballs, plentiful arrows, and the presence of Myark. We just aren't making any headway in the desert. It's like the plains except it's also very hot and they have the home ground advantage.

Glory to Astotzka.

Will not work.

We gave up control of the local sea. That gives them a major bonus.

Quote
The Moskurgs outnumber us here, and that's their only saving grace - that, and their cursed wizard al-Mutriqa.

We could take a risk and send all the desert invasion forces to the Jungle. Hopefully that tips the scsles enough to force Moskurg back, knocking out al-mutriqa.

Functional anti- magic charms : Really, this will benefit us a lot.

Anti-magic arrows : Cheap, mass produced anti magic arrowheads. Launch them into the air where they'll disrupt Moskurgian weather control and then blow up amongst their forces.

Improved Frost Tower Cheaper, colder, and with less attendance needed



« Last Edit: April 13, 2017, 01:15:43 am by 10ebbor10 »
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #591 on: April 13, 2017, 01:26:39 am »

Mega fireball - Huge fireball, like national project level, blow up everything!  Maybe make a tower.  All the magic slots, every wizard apprentice and master wizard, all channeling one big ass fireball.

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #592 on: April 13, 2017, 01:48:09 am »

We already have that. It's our fireball wand.
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #593 on: April 13, 2017, 01:55:05 am »

Actually, I just thought about something.

We have a bunch of prisoners we're executing anyway, why not use them.

Ritual Sacrifice :  Life energy is powerfull. Very powerfull. Sacrifice of enemy forces allows us to strengthen our spells and unleash even deadlier energies against the Moskurgians.
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #594 on: April 13, 2017, 02:32:34 am »

Gilded Guardian Gilda
We have two national efforts, lets get some more effort to national with!
Gilda's brother always dreamed of joining the academy, learning magic, and exploding Moskurgers, and she always supported these noble dreams. Trajically, while ploughing the frozen fields together, her brother suddenly died of exposure the day before he could apply. Yearning to see her brother's dreams fulfilled, young Gilda donned a disguise and entered the academy in guise of her beloved brother, hoping to bring glory to his name. At the acedmy she spent 2-4 seasons engaged in various hilarious and dramatic hijinks.
She gained the favour of an enigmatic mystic talking owl. Found it to be entirely far too enigmatic so she broke its legs and tied it to a stick. It was much less enigmatic after that and behaved really well so she rebroke its legs and splinted them properly and it has since learned to crudely hobble around under its own power...
She met an annoying boy, had a long string of arguments and abusive exchanges, fell in love as destiny decreed, saw him mind controlled in a Mosskurger scheme, promptly ripped his head off with her bare hands set his corpse on fire, threw it from a precipitous cliff, and then jumped after it, landing atop the remains and sending the charred gore across the landscape. You can never be too careful with Mosskurgers...
Of course she had an endless series of near-misses with her disguise. Constantly using the wrong chamber pot. Suffering assorted side-effects from hair-growth spells she used to fake stubble while on field expeditions. Causing consternation amongst new arrivals who found his/her figure strangely alluring... OF course, this all ended in the series finale when she used her ultimate magic before the whole assembly to save the academy from a Giant all-knowing betentacled Mosskurger mind-parasite...
Speaking of her ultimate magic, she spontaneously developed a unique form of crystal manipulation. This takes the form of various physical rituals that look almost like dancing, accompanied by various crystal formations forming and shattering that sound almost like some sort of personal backing music, and then there is the strangely unnoticed crystallisation of the surrounding time which causes the rest of existence to fragmentally stop for the 15-50 seconds it takes for her to perform any given ritual that makes it seem for all the world as though everyone just stands around and lets her do it...
The effects of these rituals is to cover her in various crystal formations that vary starting with a thin covering over her skin(and forming a miniskirt for some reason) which offers protection and empowerment as she can magically compel the crystal to move with more force than her muscles alone. The most advanced form includes a summoned winged horse, wings of her own, a large ornate headdress, numerous gem-like formations, and all manner of other additions leading her to appear just like a grand valkyrie of legends hurling crystal spears around the battlefield. All of her crystals have a unique golden tint to them and produce a subtle glow.

But generally she just sits on a building making things cold, or waves a fire-stick around...

And no, I don't feel guilty about proposing a magical girl.
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #595 on: April 13, 2017, 02:41:44 am »

Stop attacking the Desert. Start attacking the Plains and send Myark there too.

Hopefully we can break their control of the plains with our cheap fireballs, plentiful arrows, and the presence of Myark. We just aren't making any headway in the desert. It's like the plains except it's also very hot and they have the home ground advantage.

Glory to Astotzka.

Will not work.

We gave up control of the local sea. That gives them a major bonus.
How do we regain control of that sea? An attack order? Or do we automatically make an attempt if we try to attack the plains?

Glory to Arstotzka.
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #596 on: April 13, 2017, 03:22:23 am »

Considering the fact that focusing our entire fleet on one sea hasn't allowed any progress, we don't .

Don'tknow where the Moskurgians keep getting their stuff, but it appears wind is very powerfull at sea while fireballs do nothong.
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #597 on: April 13, 2017, 03:28:29 am »

maybe it is time to get the new ships we talked about?

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #598 on: April 13, 2017, 03:31:51 am »

That could help too.
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #599 on: April 13, 2017, 09:26:33 am »

Well, this is annoying.

Quote
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: 0
Mega Fireball: 0
Ritual Sacrifice: 0
Gilded Guardian Gilda: 0
Fogships: 0
To summarize: we're not getting anywhere.

Fogships: By using a bunch of apprentices with the channeled fog spell, we can turn a pair of paddles that move this remarkable new ship design forwards. ((Perfect for Ironclads later.))
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