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Author Topic: Vassals of Sylthas OOC [6/?] (signups temporarily closed)  (Read 5543 times)

Khan Boyzitbig

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #45 on: May 29, 2017, 02:29:58 pm »

Fair enough. I did a small look at the message system on the forum. CC doesn't seem to be there but BCC (which hides other recipients) is. Could result in interesting things such as hiding co-conspirators from each other but I doubt that would see much use what with anti-meta rules.

I presume it would be possible to send to multiple people anyway by simply adding them to the "To" line.
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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #46 on: May 29, 2017, 02:40:35 pm »

Fair enough. I did a small look at the message system on the forum. CC doesn't seem to be there but BCC (which hides other recipients) is. Could result in interesting things such as hiding co-conspirators from each other but I doubt that would see much use what with anti-meta rules.

I presume it would be possible to send to multiple people anyway by simply adding them to the "To" line.
You can just type in a name, click it and type in another name (etc) to send to multiple users. We'll all see who sent it and to whom it was sent afaik.

I also recommend enabling the "notification when getting a PM" setting in your profile, as it'll give you a nice little popup when you've recieved a PM. Default settings will easily let you miss stuff.
« Last Edit: May 29, 2017, 02:42:20 pm by Lord_lemonpie »
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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #47 on: May 31, 2017, 04:35:32 pm »



Made us some shitty pixely coats of arms, so your armies can be displayed on the maps. Thought it'd be fun to give you all a slightly differently shaped shield.

Some creative freedoms were taken (can't pixelate a fleur-de-lis on a pommel, too small.)
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Khan Boyzitbig

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #48 on: May 31, 2017, 04:39:57 pm »

Makes sense for slightly different banner shapes, different cultures make up the different sub realms afterall.
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micelus

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #49 on: May 31, 2017, 04:43:17 pm »

Noice.
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Roboson

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #50 on: May 31, 2017, 04:52:15 pm »

I'm quite impressed. Those are very nice for the small size.
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crazyabe

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #51 on: May 31, 2017, 05:29:16 pm »

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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #52 on: June 01, 2017, 01:52:48 am »

Accepted. Keep in mind though, that stylizing yourself as God King may upset your liege a little bit, as it is a higher title than his own.
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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #53 on: June 01, 2017, 05:13:42 am »

Warfare and Personal Combat
In Sylthas, warfare was a common practice. Not a day went by without the sound of marching drums and clashing swords. Blood flowed like water in some places. Wars were waged for expansion, succesion, religion, and plain old greed. Revolts arose and were beaten down. Roaming armies appeared and vanished, leaving a path of destruction in their wake. Bloodshed powered the Kings of Sylthas, for it kept their vassals weak and occupied. War was the foundation of every single nation.

Warfare is a potent way to expand one's power, but also a danger for those attempting to survive peacefully. It can be used for many purposes: agressive expansion, amassing stolen riches or even defending one's nation in advance. Mastering warfare is essential for survival in the cruel world of Sylthas.

Troops
Every province has a standard amount of troops they can raise. For each national and leader Martial point, this amount increases by 5%. Of these troops, 10% are assumed to be raised at all time. This garrison is stationed in the province's capital, unless ordered otherwise. Each troop, for simplicity's sake, has a combat value (CV) of 1. Troops other than the garrison can be raised. 40% immediately, but for the remaining 50%, a season of mustering time is needed. Raised troops need an upkeep of 0.01 wealth every turn. Additionally, for each percent of troops raised, a percent of provincial tax income is lost. Provinces that have lost troops, will regenerate them at 10% per year.

Movement
Military units can move up to two provinces every season. Escorting units (20 mechanical units or smaller, all cavalry, accompanying one or more player characters), can scale the entire realm within a season. If one unit tries to flee from another unit, dice rolls will determine which one arrives faster.

Leadership
All units, no matter how small, need a named leader of some kind to lead them. These might be named NPCs or PCs. This applies to splitting armies as well: at least two named characters need to be present for an army to split, each leading an own front. Leaders have the same chance to die as their troops (unless leaders try to capture them alive), but will influence the rolls based on their martial skill. If multiple armies fight on the same side at the same place and same time, the martial of the leader of the largest force will be used for the rolls.

Battles
Battles are fought when two hostile armies are on the same province, and one of them chooses to engage in combat. Each team can deal damage based on their comparative CV. For instance, a unit having 10% the CV of the enemy, can only kill a maximum of 10% of the enemy troops at a time. Multiple rolls often take place. Rolls occur as follows.

Team 1 kills 1d(Team 1 CV/Total CV*100) percent of the enemy team.
Team 2 kills 1d(Team 1 CV/Total CV*100) percent of the enemy team.

Let's say Team 1 has 250 troops, and Team 2 has 750. The rolls would be as following:
Team one kills 1d(250/1000*100)=1d25 percent.
Team two kills 1d(750/1000*100)=1d75 percent.

The final percentage will be increased by 0.25% for each national and army leader martial point.
After this clash, numbers will be different, character death rolls will occur, and a new clash will take place.

Clashes will continue until either:
>One side surrenders
>One side manages to flee (roll 1d100 for percentage of troops lost in retreat)
>One side is annihilated entirely

Sieges
Troops can choose to lay siege to a castle. They will need to remain in a province. For every season of them laying siege, the chance of a wall breach will increase by 25+martial%. The chance starts at -50%. A die will be rolled for this chance every season. If a breach occurs, the garrison stationed within the besieged builting will engage in regular combat with the besieging force. The victor gets to do with the castle whatever they please.

Duels
Duels are quite simple. It will be a best of three, in which both participating characters will roll 1d100+martial. If the last roll has a difference of more than 50%, the loser is wounded. If this difference is greater than 80%, the loser dies. Otherwise, the victor decides what to do.
I think that's the last mechanic I need to document! That means the foundation of the game is here. Now all that's left is making the actual map, as well as the provinces, characters and nations and their details.

If there's anything unclear, please ask me!
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Khan Boyzitbig

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #54 on: June 01, 2017, 05:25:43 am »

So a peasant with a knife has the same CV as a Huscarl in heavy armour wielding a greataxe or a Knight in full plate on horseback with a lance?

I mean yes its easier to calculate but pure numbers have more impact than they should. Perhaps instead of CV you split it into Attack Value and Defence Value? I know it means more work but still.

I will be okay as is with the current mechanic though if you chose not to make such a change.
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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #55 on: June 01, 2017, 05:32:17 am »

So a peasant with a knife has the same CV as a Huscarl in heavy armour wielding a greataxe or a Knight in full plate on horseback with a lance?

I mean yes its easier to calculate but pure numbers have more impact than they should. Perhaps instead of CV you split it into Attack Value and Defence Value? I know it means more work but still.

I will be okay as is with the current mechanic though if you chose not to make such a change.
My idea was to just grant people more soldiers if, for example, they trained their soldiers to be better or got better equipment etc. A huscarl could thus be worth 5 peasants (literally) It really simplifies stuff for me to do it this way, and it won't change stuff gameplay-wise.
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Khan Boyzitbig

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #56 on: June 01, 2017, 05:34:48 am »

Ah fair enough. Also technically that method allows for wound simulation without needing another stat so I like it.
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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #57 on: June 01, 2017, 06:24:13 am »

Some other stuff I've been working on:

Temporary map displaying Thundush too in dark red


WIP google sheet for just provinces


Coats of arms of Thundush itself and the 4 great houses.


Some other vassal/NPC coats of arms.
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Khan Boyzitbig

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #58 on: June 01, 2017, 06:31:36 am »

Will we be allowed to name our provinces/sub-vassals?
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Lord_lemonpie

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Re: Vassals of Sylthas OOC/interest check [5/?]
« Reply #59 on: June 01, 2017, 06:41:49 am »

Will we be allowed to name our provinces/sub-vassals?
If you so desire. Oldetrag will consist of six provinces, one of which is controlled directly by you.

The other five are governed by your vassal counts, pick their names and dynasties as you please.
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