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Author Topic: Fleshmancy 3: Meatcastles  (Read 8647 times)

Shadowclaw777

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Re: Fleshmancy 3: Meatcastles
« Reply #45 on: November 28, 2017, 05:49:38 pm »

If so I wish to research and design making a hoard of  small, say chuihuawa sized humanoids with very sharp teeth, eyes and toes are optional noses and the ability to sent targets as well as finges for manipulation we not, ideally we should work on making a massive batch of these, life expectancy of longer than a year is VERY optionall. Esentially I want a horde of land pihranas as this seems like a decent defense. 

BTW am I in the game because I cannot tell.

You are in the game, but you have to choose a castle that you belong in.
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zomara0292

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Re: Fleshmancy 3: Meatcastles
« Reply #46 on: November 28, 2017, 05:53:30 pm »

+1 with the minor modification of using sticky cords on the legs in order to have a stronger grip.
I am not 100% fine with it, but I am enough to wounded how it would work out on assault phase. Let's do it.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #47 on: November 28, 2017, 05:59:12 pm »

If so I wish to research and design making a hoard of  small, say chuihuawa sized humanoids with very sharp teeth, eyes and toes are optional noses and the ability to sent targets as well as finges for manipulation we not, ideally we should work on making a massive batch of these, life expectancy of longer than a year is VERY optionall. Esentially I want a horde of land pihranas as this seems like a decent defense. 

BTW am I in the game because I cannot tell.

You are in the game, but you have to choose a castle that you belong in.

Edited the post, castle Rynar, added a bit more description of the units roll as well, shame we don't have more resources as I have an idea for living caltrops as well.

Roboson

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Re: Fleshmancy 3: Meatcastles
« Reply #48 on: November 28, 2017, 06:02:46 pm »

Yes, I am still accepting players. It's unlimited numbers, but if it gets to be too many, I may nerf research to one per castle to keep from having to write up 20 research posts per turn.
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FallacyofUrist

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Re: Fleshmancy 3: Meatcastles
« Reply #49 on: November 28, 2017, 06:20:19 pm »

If I can, I would like to sign up for Sypani duty, and also research and design small, cheap, dog like creatures, fyorkie, to be made in mass, with bone legs to dig into and grip there targets as they tear at them with teeth.

+1 with the minor modification of using sticky cords on the legs in order to have a stronger grip.
While this is nice, I think that we should research Poisoned Sticky Cords. For Stypani!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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

Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #50 on: November 28, 2017, 07:32:42 pm »

Wait where can I check how much flesh(budget) castle Rynar has?I think each floodchild,Floodling,whatever ye want to call them should cost about ten flesh and two bone{small brain, internal organs and teeth] I am including a small brain because I want them to be able to take orders to attack specific targets, but otherwise besides ''bite this and not that'' and ''stop biting that and start biting something else'' they really do not need to think on a higher level and of course they need to be able to move their limbs and stuff as they are not a sedentary unit.

I was hoping to bake up about 20- 40 for our first batch but I do not want to bankrupt us...

edit: okay we have 200 flesh so how about we make 11 of them for 60 flesh and 22 bones?
« Last Edit: November 28, 2017, 07:39:37 pm by Paxiecrunchle »
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Supernerd

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Re: Fleshmancy 3: Meatcastles
« Reply #51 on: November 28, 2017, 09:27:46 pm »

A new Fleshmancer has arrived at Magula

Research begins on Cannibals
Similar to the Fuman in appearance with a few key differences. This golem has advanced digestion systems and an additional organ that develops an anti-bacterial slime inside it. These new organs are virtually useless in combat, but the Cannibal is able to devour the fallen corpses of other Fleshmancy creatures to recycle some of the flesh used to make them.


Research begins on Visceral Surgeon
A modified Fuman with a more advanced brain and a permanently swollen chest containing an additional set of essential organs, and a specialized bone claw designed to cut through flesh. The Visceral Surgeon has both the knowledge and tools needed to repair other Fleshmancy creations by removing its redundant organs and transplanting them. It can later procure new organs from the local Organ Sage for the next night at a cost. The Visceral Surgeon is a mediocre fighter, but is extra organs make it durable.
« Last Edit: November 29, 2017, 01:03:55 am by Supernerd »
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.

Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #52 on: November 28, 2017, 11:36:03 pm »

A new Fleshmancer has arrived at Magula

Research begins on Cannibals
Similar to the Fuman in appearance with a few key differences. This golem has advanced digestion systems and an additional organ that develops an anti-bacterial slime inside it. These new organs are virtually useless in combat, but the Cannibal is able to devour the fallen corpses of other Fleshmancy creatures to recycle some of the flesh used to make them.

sounds incredibly useful as long as its digestion produces more flesh than it wastes, if they could keep growing larger until killed and could digest monsters into flesh though, that would be ideal for re-cycling.

Roboson

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Re: Fleshmancy 3: Meatcastles
« Reply #53 on: November 29, 2017, 12:05:42 am »

Made a discord server for this, since it has the potential to become highly clustered: https://discord.gg/22bmzWE

Basically it's to allow the castles to discuss their individual research and strategy without having to talk over eachother. Hopefully will improve clarity and facilitate discussion.

It is in no way a replacement for this thread. All updates and posts will happen here. It's simply a tool for easier discussion.
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endlessblaze

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Re: Fleshmancy 3: Meatcastles
« Reply #54 on: November 29, 2017, 04:05:09 pm »

Join Halluics and begin research on bloodhunters

Bloodhunters are fleshy, quadrupeds with sensitive pointed ears and keen eyes, along with a pair of  huge fangs. Although they lack skin, important places are armored with bone plates. An organ in the roof of there mouth drips powerful acid down there fangs, and they have strong jaws for biting. Thankfully, There mouth and fangs are coated in a layer of an acid resistant glossy substance produced by there tounge. There about the size of a smallish medium sized dog, and have three claws on each foot. There small brain is housed in there armored torso, and they have a long fleshy tail with a sharp spike on the end which they can use to stab things.

When not fighting for the protection of castles, there surprisingly friendly.
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Roboson

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Re: Fleshmancy 3: Meatcastles
« Reply #55 on: December 01, 2017, 08:57:07 pm »

Sentient Bone Spears (1!): This goes absolutely poorly. Truly what on earth were you and your subordinates thinking. The brain is too big for the spear and too small to understand its a weapon. They're off balance and spend most of their time screaming and running away from anyone who tries to wield them. Several acolytes are lost when they tried to corner one of the sentient spears. It rammed its pointy end into the acolytes, which gave it severe internal damage, and then it promptly died. We know how to make them, but god, good luck getting a set of novice fleshmancers to craft some of these wiggling screaming coward spears.

The Psyionic Potential Hypothesis (3-1): It comes to your attention that brains are the part of creatures which make things work. They have some sort of weird control over the body in a way the other organs dont. And you know this for sure, you checked! Indeed, while poking holes in the heart and lungs and other organs caused a wide variety of reactions (well not that wide, more than half of your experiments ended in death), only the brain had strange side effects. You theorize the brain may be able to control all sorts of things, and that a larger brain may be able to project this control outside of the body. After painstaking hours of fleshmancying brains together, and dosing them in a variety of different substances, you finally get results. You find that brains attuned to certain parameters can build up a sort of magical pressure which could be harnessed for some sort of kinetic attack. Though, while investigating this, all test subjects simply exploded in gory and dramatic ways.

Meat Harvesters (6!): Well, in theory, it shouldn't work. Hell, it makes no sense at all really. You got a big lumpy ball of flesh to waddle along on four legs and eat things. Now thats a pretty normal Tuesday afternoon for you, but here's where it gets interesting. It gets bigger when it eats things. No digestion, or any of that funky interior organ sort of stuff. Nope, just gets bigger when it eats things. The thing's got a wicked sense of smell and can be seen roaming the battlefield trying to eat monsters. Of course this isn't perfect since monster's turn into mist when they die, but some of your interns swear that if this thing eats a living monster, it should be capable of growing off it. Something to do with how it doesn't actually eat anything but instead everything is turned into some sort of energy and it eats ener- blah blah blad. You never listen to your interns.

Immobile acid spitting cannon creatures (4): Its a pretty easy fix for the acid bone launchers to be changed into cannons. A membranous layer of hyperpolerized fatty acids and hydrophobic antiacids basically made the launching mechanism highly resistant to acids. From there, the rest was fairly easy, simply create a large waterbuffalo like creature with a mouth big enough to swallow a watermellon and a stomach capable of holding large amounts of acid and BOOM, you got a living cannon. The Cannonalo is a tubby creature with a large flabby stomach and tiny tiny limbs. Its giraffe like neck and wide mouth allow it to fire large wads of acidic stomach mucus. They're incapable of moving on their own though, and must be put into position by other units or during preparations. After a long day of work you crack open a jar of beer and relax in your office. Huh, you could have sworn you had another jar of acid laying around here...

Crabman (5): Fumans are the bread and butter of your defenses against the Mist, and whats bread and butter without a little spice? Grafting on an extra set of legs is fairly easy and you end up getting a kind of fuman which moves in a crablike fashion. You manage to coax some extra spikes out of what their kneecaps used to be too!

Wallwaker (5): You're going to spend a good deal of time pouring over the data from the last fight. Learning everything you can about the enemy, their strengths and weaknesses, how to counteract them, their origin and back story, but first, lunch! After a good long meal you come back to your lab and, hey! Who put this upgraded Wallwaker here?!

Fyorkie (1!+1): You've never been more horrified in your life. You're considering resigning. Maybe you just don't have the guts to do this job. No, really, you cant find where you put your guts! You made sure you had enough guts for the Fyorkie, but for some reason they've gone missing. Your creature is a resounding failure, its tiny and flimsy and god that shrivelled little dog face will haunt your dreams for the rest of your days. You figure you should go back to the drawing board and maybe give this another shot in light of this critical failure. Really, your bad luck was absolutely palpable here.

Flodren (3): Taking what we already knew about crafting humanlike fleshbeings, it was a simple matter to scale down the design. Add in a few sharpened teeth (your apprentice stayed up all night sharpening them by hand because you only had dull teeth. Lots and lots of dull teeth. Who on earth made all these dull teeth?!) You find its easier to just give them a big nose than to give them eyes and they are really good smellers. (Which is a fate worse than death around here). The little impy flodren are blind toeless little stumpy things with twisty manipulative fingers, a nose dominated face, and a smile that says "I am going to bite off your legs." Really, they're kind of cute.

Visceral Surgeon (6): You've received several calls from the parents of your acolytes. For some reason they say that their children never wrote home and have gone missing. Weird. Your visceral surgeons have acolyte level of knowledge of anatomy and are quite good at performing battlefield surgery. They have a large singular bone claw on one hand and are quite adept at switching organs in and out of bodies. You found a large vat of guts laying around and went to town with stuffing these things to the brim with organs of various sizes and functions. And of course they don't have any fleshmancy because they're totally not made out of your assistants, but instead use a process called "surgery". Though, as you look forward to future research, you make sure to put in a request to get assistants with more than just the basic understanding of the human body.

Bloodhunters (4): After you fleshmanced your first puppy to death in your childhood, you've had a fascination with dogs. The bloodhunters are no different. They're rather powerful runners and biters, with strong muscular legs and jaws. However their bone plates over the vitals make them a bit heavier than dogs typically and and slows them down a bit. Another researcher spent some time with acid  and you managed to switch it out with an identical jar of tear beer, what a sap! He's going to feel real dumb later. Using this particular kind of acid and its related anti-acid coating, you manage to give the bloodhunters an acidic bite. Which is good, because you put the brain in the torso to make room for this whole acid venom business. You didn't get around to putting spikes on the tail before the enemy was spotted on the horizon though.
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Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #56 on: December 01, 2017, 09:08:02 pm »

so excited to see how this works out.

Shadestyle

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Re: Fleshmancy 3: Meatcastles
« Reply #57 on: December 01, 2017, 09:26:59 pm »

Castle Aort is where I shall serve.


Research Meat Garden


Using the foundations of the Meat Harvester and Tasty Flesh Cords, The Meat Garden is an immobile thing, which waves delicious smelling cables of meat over it's flat body, where monsters will climb atop it to taste of the meat and be devoured in turn, making the garden larger.
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You are now having excessive amounts of fun

Roboson

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Re: Fleshmancy 3: Meatcastles
« Reply #58 on: December 01, 2017, 11:21:44 pm »

Tech List

Units:
Fuman: Flesh golems in the shape of humans. Sight, Hearing, Taste, Smell, Full Organs, Grasping. 50 HP. 3 Att. $30.

Crabman: Fumans with four legs positioned in a crablike pattern. With spikes on their knees. Sight, Hearing, Taste, Smell, Full Organs, Grasping, Knockdown Resistant 55 HP. 5 Att. $45.

Scout: Small fleshy creatures which fly and perform recon. Sight, Hearing, Essential Organs, Flight. 15 HP. 0 Att. $15.

Wall Walker: Large spiky wall-like creatures. Sight, Large Size, Heavy Armor, Crushing Blow, Essential Organs, Slow 200 HP. 8 Att. $90.

Meat Harvesters: Lumpy quadrupeds which are more mouth than anything else. They recycle dead units and get a bonus if they kill an enemy. Sight, Smell, Large Size, Recylcer, Essential Organs, 100 HP. 3 Att. $80.

Fyorkie: Tiny emaciated lumps of bone and flesh. It barks occasionally. Sight, Hearing, Essential Organs,  Failure 5 HP. 0 Att. $10.

Flodren: Small gnomish creatures with big noses and a wicked smile. Smell, Hearing, Taste, Full Organs, Grasping 10 HP. 3 Att. $10.

Bloodhunters: Skinless dogs with an acidic bite and bone armor. Smell, Hearing, Taste, Heavy ArmorEssential Organs,  Acid Damage,  Slow 90 HP. 7 Att. $60.

Visceral Surgeon: Walking humanoids stuffed full of spare organs. Skilled in surgery and battle repairs. Sight, Hearing, Taste, Smell, Grasping, Extra Organs, Surgery 35 HP. 2 Att. $55.

Additions
Tentacle Spears: A long flexible tentacle that can be hardened and detached at will. Piercing Damage, Grasping, Barbs, Detachable. +4 Att. $10.
Acid Launcher: Shoots globs of acid and melted bone. Range 1, Acid Damage, Self-Damaging +3 Att. $8

Equipment
Tasty Flesh Cord: A length of flesh cord which monsters find especially tasty. Quite sticky. Monster Attractant, Sticky $4
Sentient Spears: Cowardly spears which have a tendency to run screaming whenever anyone comes close. Sight, Hearing, Essential Organs, Panic. +2 Att. $7.

Fortifications
Belchalo: A pudgy bovine creature which cannot walk, but is capable of launching acid great distances.  Range 3, Acid Damage, immobile  20 HP. 3 Att. $50.
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crazyabe

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Re: Fleshmancy 3: Meatcastles
« Reply #59 on: December 01, 2017, 11:29:20 pm »

I set up TWO Belchalos (50$+50$).
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