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What should we do?

Start over after we finish the war
- 7 (53.8%)
Continue from part 3
- 6 (46.2%)

Total Members Voted: 13


Pages: 1 [2] 3 4 ... 6

Author Topic: If Bay12 was a Fort part 4: Continuation [Something's happening]  (Read 6020 times)

Amperzand

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #15 on: July 30, 2017, 06:12:31 pm »

{Basically, y'all broke one of the machines draining magic from the world, and hoo boy did it do weird shit.}
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Doubloon-Seven

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #16 on: July 30, 2017, 06:55:18 pm »

Quarantine and mark off the miner and antisoot until further notice, block off smelting operations in the forge. Assign 5 healhcare specialists and 1 magician keep the miner healthy and study the antisoot. Write and send a letter describing these events to the mountainhomes, as well as requesting raw cotton, along with cotton seeds. Send 5 of our miners to dig out a dry, cool, and dark chamber for explosives. Get our engineering+crafter+hauler+metalsmith team back to work on the rifling and die drawing machines. Assign 5 new Metalsmiths to produce blank brass circular dies for the machines. Assign 15 miners to dig out a farming chamber, along with 10 new farmers and 10 haulers, who are to get dirt and loam from the cavern layers and bring it up to a place with no scary monsters, i.e., our chamber.  A team of 5 engineers is to install electric floodlights to the farming chamber. Get our team of alchemists and haulers to use one-quarter tub of nitric acid to make mercury fulminate primer, to be stored in our explosives storage chamber. Our conscripts are going to be given gun safety lessons (Assume a gun is always loaded, never put your finger on the trigger unless you are ready to kill, never point your weapon at a fellow soldiers), as well as a rundown on what they will be handling, as well as basic military conduct, in classes to be taught by the administration and military leaders.

EDIT: Making an entirely new chamber is kind of a waste of time, so just:
Wall off a section in the cavern layer with 15 assigned stonecutters and 10 Haulers, do pull stone or carry dirt around.. Proceed to have 5 engineers install electric lighting to grow the crops.
« Last Edit: July 30, 2017, 08:29:34 pm by Doubloon-Seven »
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Avanti!

Amperzand

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #17 on: July 30, 2017, 08:35:48 pm »

Advised actions for other players:

Design artillery weapon and ammunition for such. {Ammunition is a great place for magical shenanigans}

Determine army composition. {Unit sizes and weapon distribution, IE, squads of ten dudes, give six rifles and one each medic, officer, machine gun, grenadier, or whatever}

Design non-rifle weapons for the military. {Heavy, light and sub-machine guns, marksman guns, man-portable explosives, ETC}

Design non-weapon equipment for the military. {Communications, armor, shovels, general stuff}

Decide upon name for the fortress. {IDKWTF}

Work on vehicles. {Tanks, logistical, aircraft, recon.}

Work on fuel. {FUEL.}

Build more production infrastructure and train more personnel so all of the above can happen faster.

More shit I didn't think of.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Doubloon-Seven

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #18 on: July 30, 2017, 08:44:50 pm »

All very good points. Maybe someone could lay some groundwork for a few of those this turn? We still have plenty of man(dwarf?)power available. Army Composition should be fairly simple, but I don't really know too much about that. Vehicle-wise, we should probably focus on armored cars. Most of the tanks we could make at this point would be slow, lightly armored, and not particularly reliable. I mean, not much we're going to be facing would pierce armor of any sort like this... anything that could get through armored car armor would also get through tank armor. In terms of air vehicles... recon would probably be invaluable. Also, if we make rockets, or rocket-powered planes... that might be the only thing being capable of getting near the speed of a god. Magic would be great, too.

Name Proposal: Bastionedarmory
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Avanti!

Glass

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #19 on: July 30, 2017, 08:47:48 pm »

Name proposal: Xenospace
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Amperzand

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #20 on: July 30, 2017, 08:47:59 pm »

Keep in mind, you have an ARTIFACT book giving exact designs for engine technologies. Your tanks don't necessarily need to have crappy overheating engines with no external exhaust, IE world war one.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Amperzand

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #21 on: July 30, 2017, 09:49:36 pm »

More actions required for an update.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Gwolfski

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #22 on: July 31, 2017, 07:58:20 am »

ok.

My plan:
 Assign leftover personnel as  miners to keep digging the o2 tunnels.
5 to be assigned as miners to dig flourite.
Assign 2 magicians/alchemists to make a small amount of heavy oil from coal.
 Assign 20 dwarfs with appropiate proffesions (alchemist? engineer?) to use crushed coal, the heavy oil and h2 from electrolysers to make crude oil.
 Assign 4 masons and 2 metalworkders to built a iron banded stone cauldron (big, with lid) for the production of aforementioned crude oil.
 Assign 1 engieer to construct a transformer to lower the voltage of our electricity, using refined magneteite as a magnetic core and copper wires wrapped in tar cloths as the coils.
 assign 3 metalworkers to Construct a large vat of nickel, with an input hatch, output hatch, and a nickel tube with valve leading out.
 assign 2 magicians to eork out how to remove water and other gaseous impuriteies from the tank.
 Assogn one engineer to make bikes, and bikecarts for transport.
 I, Gwolfski the Engineer, will refine my semi-auto rifle.
Also assign leftover magicians to make batteries and store the magic.
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Doubloon-Seven

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #23 on: July 31, 2017, 10:49:39 am »

I'm guessing that you're going to try to make gasoline for armored vehicles. Also, why do we need flourite? Toothpaste? Teflon? Unreasonably sensitive explosives?

EDIT: About squad formations, I think that Amperzands idea of ten-man squad would work pretty well. Main infantry force should have 6 Rifledwarves, 1 Medic (Equipped with Semi-Auto?), 1 Squad Leader (Radio Operator), 1 Light Machinegunner, and 1 specialist, per squad, either as front-line combat units, or attached to vehicle units.

Also, at this point, I'm sort-of wondering why this isn't counted as a forum game.
« Last Edit: July 31, 2017, 12:33:15 pm by Doubloon-Seven »
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MoonyTheHuman

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #24 on: July 31, 2017, 01:51:11 pm »

Well, After a short discussion, the game has been moved to a better location, instead of following the footsteps of part 3.

Doubloon-Seven

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #25 on: July 31, 2017, 01:55:23 pm »

Well then. I suppose it suits the actual game, though this alteration is really new ground. Might get new players on, though.
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Smoke Mirrors

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #26 on: July 31, 2017, 03:33:23 pm »

Get all our mages together and start teaching them offensive, defensive, and healing spells so once they learn yellow magic they can enchant the wands with them.
Spells to teach.
  • Ice spike(grey:black)
  • Lightning(grey:black)
  • Fireball(grey:black)
  • Magic Missals(grey:black)
  • Cure light wounds(grey:white)
  • Cure moderate wounds(grey:white)
  • protection from bullets(green)
  • protection from arrows(green)
  • Protection from blunt trauma(green)
  • Protection from sharp things(green)
  • Protection from heat(grey)
  • Protection from cold(grey)
  • Protection from lightening(grey)
  • Protection from poison(grey:white)
  • Protection from magic(orange)
« Last Edit: July 31, 2017, 05:05:08 pm by Smoke Mirrors »
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

Glass

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #27 on: July 31, 2017, 03:44:02 pm »

  • protection from bullets(grey)
  • protection from arrows(grey)
  • Protection from blunt trauma(grey)
  • Protection from sharp things(grey)
  • Protection from heat(grey)
  • Protection from cold(grey)
  • Protection from lightening(grey)
I think most of those would actually be green. You're making them more resistant to a substance. It's only grey if you're actually making a force field or something.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Amperzand

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #28 on: July 31, 2017, 03:58:56 pm »

{I would say "protection from projectiles" would probably be all one thing, and "protection from melee attack" would probably be best suited to an enchantment on armor. Indeed, both of them might be. Do as you will though, IDK.}
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Gwolfski

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Re: If Bay12 was a Fort part 4: Continuation
« Reply #29 on: August 01, 2017, 06:01:00 am »

Flourine is for nukes
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