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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 387378 times)

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1155 on: April 28, 2017, 09:48:20 am »

Their lightning only works during rainstorms, which they can generate.  The tower of frost turns the storm into snowclouds during the winter in the jungle, and snowclouds do not produce lightning very well.

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1156 on: April 28, 2017, 10:13:20 am »

Ooh, interesting.

Though the fact that the Jungle still has a Summer means that we must go colder.
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stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #1157 on: April 28, 2017, 10:14:23 am »

neat, we might what to look at developing a spell of clear skies one day to further screw their lighting.


and we probably should turn the jungle in more tundra Ebbor, we kinda need the wood for our navy.
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OceanSoul

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Re: Wands Race - [Arstotzka]
« Reply #1158 on: April 28, 2017, 10:18:10 am »

If we need the wood, we shouldn't turn the jungle into tundra, as the local trees wouldn't be able to handle the new cold weather, and they'd die off.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1159 on: April 28, 2017, 10:23:34 am »

Revision: Large Scale Plant Growth [4]

Some adjustments to the dogwood wand allow us to now affect patches of land rather than specific plants.  Oddly enough, the diameter of the patch is almost directly related to the casters height. Casting takes about a minute and the plants grow to adulthood in about a day.  Plants are still limited to "low-level" plants like grasses, flowers, and weeds, but through some effort we also manage to make some thin, curly vines sprout. Because there needs to be an existing plant for the mages to cast on, we took the liberty of equiping these plant mages (referred to as "Dogwood Mages" by our men) with satchels containing a small supply of basic seeds they can sprinkle on the ground and cast upon. Cheap.
« Last Edit: April 28, 2017, 12:39:11 pm by evictedSaint »
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Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #1160 on: April 28, 2017, 10:57:50 am »

Well, it's an improvement at least. But given that the dogwood wands (dogwands?) take a day to make for two days of use, still too inefficient for actual usage. In future we could go for the classic of entangling vines, or perhaps branch out into tree-growing to restore the Jungle.

Also, given Moskurg knows about the steam engine already, I'd like to keep this one secret as a card up our sleeve since it isn't combat-useful yet. Don't deploy the Dogwood Mages on the battlefield yet.

I believe 'save the Expense Credit for later' is currently in the lead, so unless anyone has orders to make (please don't) then that should be it for this turn.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1161 on: April 28, 2017, 11:08:35 am »

Because I didn't really make it clear, I will specify that optimal use is in the first two days and that effectiveness tapers off after that.  Manufacturing a wand is cheap and easy enough a mage could do it in the field.

Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #1162 on: April 28, 2017, 11:30:09 am »

I say the plant thing should happen just like anti magic bombs. Night before fight we revive the jungle as best we can to fudge with their formations.


And I got a ship design of my own in mind, based off a real ship nonless that was pretty effective in real world history.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1163 on: April 28, 2017, 11:55:21 am »

Let's at least try to capitalize on the wands so far. I've got two orders regarding this: (They are pretty much mutually exclusive. The first one is just there if people really don't like my second one.)

This was going to be an action but I decided it's not really worth it in terms of clutter. Leaving it in this post for reference though.
Order: Our forces should use wands of plant growth to change the battlefield landscape as much as possible between engagements and at night to confuse the enemy with new landscapes that we already know of.


Order: Create a unit comprised of tall but mostly inexperienced mages equipped with wands of plant growth and light escorts to change the formation and layout of battlefields during the night and between engagements. Call the unit "Combat Engineers". Actual combat should generally be avoided though. There should be numerous units to take avdvantage of the cheapness of wands.
 I like this one much more, and it has potential for improvement. This can be done in an order though, right? Logically it feels it shoups since it's not like we're giving anyone elite training or anything.

EDIT: Alternative unit names:
Mageformers
Combat Mageforming

The "Combat Engineers" title is largely intended to convey that in the future we'll be able to add more functionality to the unit ultimately making them somewhat similar to tea combat engineers. And changing the landscape for the benefit of or side qualifies as combat engineering, right?



Quote
Orders
1 - (Chiefwaffles) Combat Engineers: Chiefwaffles
1 - (Azzuro) Don't deploy dogwood wands: Azzuro

EDIT:
Just saw Azzuro's thing order and added it to the list. People, PLEASE add your action to the list if you make one.
« Last Edit: April 28, 2017, 12:13:34 pm 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!

Roboson

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Re: Wands Race - [Arstotzka]
« Reply #1164 on: April 28, 2017, 12:21:07 pm »

Revision: Large Scale Plant Growth [4]

Some adjustments to the dogwood wand allow us to now affect patches of land rather than specific plants.  Oddly enough, the diameter of the patch is almost directly related to the casters height. Casting takes about a minute and the plants grow to adulthood in about a day.  Plants are still limited to "low-level" plants like grasses, flowers, and weeds, but through some effort we also manage to make some thin, curly vines sprout. Because there needs to be an existing plant for the mages to cast on, we took the liberty of equiping these plant mages (referred to as "Dogwood Mages" by our men) with satchels containing a small supply of basic seeds they can sprinkle on the ground and cast upon. Cheap.


I thought we are revising it to work on large plants, not a large area. Did I misunderstand the intention of the revision?
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #1165 on: April 28, 2017, 12:23:52 pm »

I am thinking, the reason this spell works on a wider area with tall soldiers is that it has a cone of effect, with the vertex on the caster/wand and descending downward. Taller mage means wider base.

Order: test climbing trees or other elevated places before using wand, to see if affected area is larger.

Quote
Orders
1 - (Chiefwaffles) Combat Engineers: Chiefwaffles
1 - (Azzuro) Don't deploy dogwood wands: Azzuro
1 - (Andrea) Test dogwood wands from trees or other elevated places

edit: @ Roboson Yes, we were trying to make trees, not wider area. to quote: "The Wand of Plant Growth/whatever its name is can be used to create thick foliage and trees (appropriate of a jungle). In addition to keeping the jungle alive and well, this can be used to block enemies, create cover, shield ourselves from view, and more."

« Last Edit: April 28, 2017, 12:25:30 pm by andrea »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1166 on: April 28, 2017, 12:27:28 pm »

Waitwaitwaitwait, hold on a second. We were revising it to grow bigger things, not affect different areas.
We get a 4 and all it does is grow grass and thin vines? I must have misread he revision report because I thought it was more then that.

Evicted: Is this intentional, or did you misread he request, or did o mess up the request? ( pretty sure I didn't. )
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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!

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1167 on: April 28, 2017, 12:31:35 pm »

Quote
Order: Create a unit comprised of tall but mostly inexperienced mages equipped with wands of plant growth and light escorts to change the formation and layout of battlefields during the night and between engagements. Call the unit "Combat Engineers". Actual combat should generally be avoided though. There should be numerous units to take avdvantage of the cheapness of wands.

Remember, orders roll at disadvantage. You may not run the risk of this going wrong, somehow.

In any case, this turn is a complete and utter bust. We have not gained a single thing with any military utility.

I hope that teaches people lessons about not starting new and untested projects to deal with short term concerns while we already have long term projects in the pipeline.
« Last Edit: April 28, 2017, 12:33:46 pm by 10ebbor10 »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1168 on: April 28, 2017, 12:32:12 pm »

Revise: Large-scale Plant Growth - The Wand of Plant Growth/whatever its name is can be used to create thick foliage and trees (appropriate of a jungle). In addition to keeping the jungle alive and well, this can be used to block enemies, create cover, shield ourselves from view, and more.

Revision: Large Scale Plant Growth [4]

Some adjustments to the dogwood wand allow us to now affect patches of land rather than specific plants.  Oddly enough, the diameter of the patch is almost directly related to the casters height. Casting takes about a minute and the plants grow to adulthood in about a day.  Plants are still limited to "low-level" plants like grasses, flowers, and weeds, but through some effort we also manage to make some thin, curly vines sprout. Because there needs to be an existing plant for the mages to cast on, we took the liberty of equiping these plant mages (referred to as "Dogwood Mages" by our men) with satchels containing a small supply of basic seeds they can sprinkle on the ground and cast upon. Cheap.

Something seems wrong here.
« Last Edit: April 28, 2017, 12:38:06 pm 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!

andrea

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Re: Wands Race - [Arstotzka]
« Reply #1169 on: April 28, 2017, 12:33:36 pm »

Anyway, with this revision we can counter any allergic moskurg soldier!


on a more serious note, what do you think about planting fields of stinging nettle and similar poisonous, hurting, thorny weeds ?

we might also want to exploit this for civilian use at some point, feeding the population better is an advantage. Plus, we can probably replicate the plains bonus to horses by having intensive farming of hay ( we are getting quite industrial)
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