Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 8

Author Topic: Fleshmancy 3: Meatcastles  (Read 8355 times)

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #15 on: November 27, 2017, 02:48:28 pm »

I will be at Aort, and suggest we divide the flesh evenly for now.
Research an Extendable tentacle spear.
I am in agreement with this. I also suggest adding Barb's as an option.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Roboson

  • Bay Watcher
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #16 on: November 27, 2017, 04:52:20 pm »

End of Research Phase of Night 1

Aort
Spike Launcher (2): Your research into projectile bone spikes laced with acid goes rather poorly indeed! The acid has a tendency to melt the bone fragments and end up being a general mess which splatters over whatever it's grafted upon. The launching method is the only aspect that really works, and is capable of firing splatters of acids, however this tends to damage the creature itself too.

Tentacle Spear (6!): A major breakthrough at Aort! Tentacle spears are researched and, by a stroke of luck, are rather easy to create. These add-ons to creatures are long and have a spike on the end, and several backwards facing barbs. They can easily be detached from the creature they are grown upon which leads to a rapid tightening of the muscles and a fairly sturdy spiked spear which can be used by any creature with grasping capabilities.

Hallucis
Stabby Walls (5): Your research into stabby walls which move is a little lacking in details and you just sort of wing it. It ends up fine in the end, you manage to construct a very large slow moving creatures with large spike bone plates on the ends of their limbs.

Magula
Flesh Golem (3): You work on createing a being of flesh which can withstand the corrupting force of the opposing monsters and it goes fairly well. You manage to create a humanlike creature which is quite capable of combating the creatures.

Rynar
Flesh Scouts (5): You spend a good deal of time working out how to craft flying flesh creatures. Leaning how to make wings was a bit of trial and error, but luckily luck was on your side. You craft rather nice sized creatures slightly larger than a human head which can flap through the air and observe enemy movements, then return to your meatcastle and relay information about the enemy troops.

Stypani
Sticky Flesh Cord (5+1): The two fleshmancers at Stypani decide to collaborate on the creation of a sticky flesh rope which looks particularly tasty to monsters. The chord is a distinct success, it is incredibly sticky and our scholars believe monsters will be highly attracted to it, leading them to get caught in its sticky coils. This may be the result of the unusual smell it gives off, which somehow reminds you of a pig squealing as its being roasted alive.

Spoiler: Tech (click to show/hide)

Start of Preperation Phase of Night 1

« Last Edit: November 27, 2017, 04:53:59 pm by Roboson »
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #17 on: November 27, 2017, 04:58:47 pm »

Is the tech communal? I.e., can we in Aort manufacture scouts?
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Roboson

  • Bay Watcher
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #18 on: November 27, 2017, 05:08:24 pm »

Is the tech communal? I.e., can we in Aort manufacture scouts?

Yes.
Logged

Yottawhat

  • Bay Watcher
  • New face, new look.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #19 on: November 27, 2017, 05:24:36 pm »

Castle Stypani

Fuman x2 (60)+ Tentacle Spear x2 (20)
Tasty Flesh Cords x4 (20)

Total Flesh: $100
Logged
(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #20 on: November 27, 2017, 05:35:25 pm »

Hmm... how well do you think our Spears would work with the moving walls?
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #21 on: November 27, 2017, 05:43:15 pm »

Hmm... how well do you think our Spears would work with the moving walls?
Seems like it would make a good combination, giving them a bit of flanking resistance hopefully.
Logged

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #22 on: November 27, 2017, 05:46:57 pm »

I'll make a Wall Walker with two tentaspears.
(80+10+10=100)
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #23 on: November 27, 2017, 05:48:26 pm »

Hmm... how well do you think our Spears would work with the moving walls?
They may work even better with the sticky threads.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #24 on: November 27, 2017, 05:49:35 pm »

I'll make a Wall Walker with two tentaspears.
(80+10+10=100)
I was already thinking of doing exactly the same. We will tank them to death!
Logged

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #25 on: November 27, 2017, 06:44:58 pm »

Castle Magula
-Fuman A: +2x  Tentacle Spears +1x Tasty Cord (54)
-Fuman B: +1x Tentacle Spears + 1x Tasty Cord (44)
(98$ Flesh Spent)
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #26 on: November 27, 2017, 06:54:38 pm »

Aort

2x Scout (30)
1x Scout + Tasty Flesh Cord (19)
1x Fuman + Tentacle Spear (40)

89/100 Spent
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #27 on: November 27, 2017, 09:52:12 pm »

Castle Stypani

Fuman x2 (60)+ Tentacle Spear x2 (20)
Tasty Flesh Cords x4 (20)

Total Flesh: $100
No objections here!
Logged
A Thousand Treasures (And You).

Would you like to play a game of Mafia? The subforum is always open to new players.

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #28 on: November 27, 2017, 09:54:29 pm »

No objections here!
You utter assholes get 200 flesh to play with, though, so you should donate some to me or spend more.
Logged

Yottawhat

  • Bay Watcher
  • New face, new look.
    • View Profile
Re: Fleshmancy 3: Meatcastles
« Reply #29 on: November 27, 2017, 10:16:42 pm »

Castle Stypani

Fuman x2 (60)+ Tentacle Spear x2 (20)
Tasty Flesh Cords x4 (20)

Total Flesh: $100
No objections here!

Urist, mind if I use 30 units of your flesh to buy some scouts?
Logged
(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.
Pages: 1 [2] 3 4 ... 8