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Author Topic: Gods Race Rebirth: Light (Turn 3, Design)  (Read 11497 times)

helmacon

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #105 on: March 04, 2018, 07:53:45 pm »

Next production phase we may want to be buying our new units. Just pull it out of the resurrectionists we are buying.
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Madman198237

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #106 on: March 04, 2018, 07:54:44 pm »

Resurrectionists can (I think?) reproduce, so we want as many of them as possible, now, rather than later.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

helmacon

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #107 on: March 04, 2018, 07:57:37 pm »

Can arch angles reproduce?

Also, I thought they specifically could not reproduce, on account of them being dead and all that...
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TamerVirus

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #108 on: March 05, 2018, 05:28:10 pm »

Doomblade, can we get some clarification regarding unit reproduction? Is that even a mechanic in this game?
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Doomblade187

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #109 on: March 05, 2018, 06:00:28 pm »

Doomblade, can we get some clarification regarding unit reproduction? Is that even a mechanic in this game?
It is a mechanic. And in fact, while no units at the start can reproduce, I have decided that the flesh golems can. It will require magic infusion to the units, for the record. Gotta stabilize the disparate genes.
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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.

Rockeater

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #110 on: March 06, 2018, 11:52:02 am »

PTW
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Glass

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #111 on: March 12, 2018, 09:36:14 pm »

*poke*

Guys can we please get a tiebreaker
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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.

Madman198237

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #112 on: March 12, 2018, 09:38:02 pm »

Quote from: votebox
Plan Junkyard: (1) Detoxicated
Plan: Slightly Less Junkyard: (3)Glass, TamerVirus, Madman

In the name of getting this game moving, I'll swap votes. And, inevitably, blame Glass when we see the (inevitable) poor rolls the Thevryn got.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Glass

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #113 on: March 12, 2018, 09:40:15 pm »

My plan puts us down only 7 ressurrectionists, leaves us with no points unspent, and, if the Thevryn work, gives us higher production in the long run.
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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.

Madman198237

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #114 on: March 12, 2018, 09:49:49 pm »

Why does that matter, though? I'd not be blaming you because your plan doesn't spend points on Resurrectionists, I'd be blaming you because you paid for something that didn't work.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Glass

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #115 on: March 12, 2018, 09:58:19 pm »

But if it does work, it's quite helpful. And my point is that it's hardly a large risk. Down only 7 Resmen in exchange for 9 more Smiths and a Veloci. If it doesn't work out, oh well; 7 soldiers isn't a huge loss. If it does, that's an early start to our industrial base, and more of our soldiers will have better equipment.
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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.

Rockeater

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Re: Gods Race Rebirth: Light (Turn 4)
« Reply #116 on: May 17, 2018, 09:46:53 am »

Ptw
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Doomblade187

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Gods Race Rebirth: Light (Turn 4 Research)
« Reply #117 on: May 17, 2018, 03:14:08 pm »

Research Results

Veloci
As repeated, the saurus warriors were lacking in individuality and yet we still needed a frontline infantry unit. The Velocis are still eight-footed reptiles, that keep their “swole” nature or rather their musculature status to them. However, they are less like reptiles, and more like birds, and truly more like raptors or theropods. They keep the light crystal talon and yet are slightly altered to seem more like claws, and their wings have been altered to look quite flanged as of a raptor, as it really doesn’t help them with flight anymore, it connected to their arms and it just slightly helps with agility and helping with jumping down surfaces. The wings may be lacking on the creature, but it’s light crystal fangs and teeth are not, and it gives the creature a powerful bite and allows it to use its own natural weapons to its advantage. They are truly a hybrid between humans and  theropods, of a species

Most of the Veloci resulting from their theropod heritage, have their claws and graspers altered in such a way that they can hold weapons, shields, and utilize equipment. Mainly this is done by adding a opposable thumbs to their graspers. The Veloci feathers that assort the creature, have a wide variety of chromatic colors, but they usually have brown feathers for their body and a rainbow blue to red Macaw feathers for their reptilian head. The Velocis still keep their ferocity as a predator, and when under combat pressure from another unit, they may ignore the orders from their leaders and go on a rampage against the closest enemy unit. At least it’s better than having them routing when their units are taking pressure.

Their is a hidden kink that the Gods do not talk about the Veloci, due to their heritage of the Ressurectionist frankenstein creatures, they are secretly flesh-mashed up creations. Indeed they are flesh velociraptor automatons, except that they their given the sentience to understand what they have become. Their only motive in life is of war and the hunt, and they know nothing else

Simple, 4

Rationale: A combat powerup while keeping the same powers could be Easy in of itself. And this is a significant combat powerup. However, you also strategically nerfed them. As such….. Simple! :D

I treated this as a design, as it makes more sense as one. For reference, all revisions result in changing the revised unit to the new version, unless it is specified that you want a variant.

The flesh vats spew out your new servants. While it is admittedly a strange sight to see multicolored feathers floating in the vats, it's a reminder that this new era is a promising one. The new golems shake themselves off and promptly kneel, waiting for orders. Barring the occasional incident where two bump into each other and start off a small brawl, the new fighters look majestic in their orderly rows. Each stands about 8 feet tall, their colorful head feathers marking a strong accent to their dull scaly skin and brown plumage. Their clawed hands possess four fingers, three primary and an opposable thumb. In an interesting note, they seem to also have developed colorful plumage for not only their hands, but also their clawed feet, usually trending a bright orange or yellow, bright and saturated as the holy light that hovers over your home. Their wings, folded in parade formation, show promise and will give them some much needed mobility for ground troops in this complex war. Their crystal fangs glimmer in the light as they smile, ready for war.

6 Power, will need transportation for full conquest of air and water domains.

Ambasse Telemna
We have soldiers, but soldiers need protection. We are the Light, so our soldiers must be bright, forever untarnished, unharmed. The Hauberk of Silver shall see to it. Rather like the knights of the end of medieval times, the Ambasse is composed of three layers. All layers are constructed of many differently-shaped pieces, so that any of our creatures can be armored with any or all of the armor layers. The first layer is gambeson, or padded cloth that covers most of the body. This layer is ALWAYS worn, no matter what. The next layer is mail made of steel or Mithril, interlocked rings alternately welded and riveted (or entirely welded [which is better, as welded links are harder to pierce than riveted ones], if made by superhuman smiths). The mail layer is generally sufficient for anything not meant for piercing advanced armor. However, when things become really nasty or you just want to be extra shiny, a third layer can be added. Composed of steel or Mithril plates and fitted over the mail, these plates are basically unbreakable, providing unbeatable protection for the creature beneath them. Because of the modularity of the design, custom-fitted (and thus more time-consuming and expensive to make) suits can be made for important servants of the Light, with delicate lightcrystal glyphs embedded in the plates, capable of causing hostile magic to wash over them instead of harming the suit and its occupant.

Hard, 4

Rationale: Developing full plate armor is a big thing. So, it's development of a significant independent concept. The lightcrystal glyphs also add to the difficulty. Since they were part of the main text of the design, this pushed the difficulty to Hard, as even though shielding is well known magic, it being added as an enchantment is new. If the crystal enchants had been listed as a conditional add-on, I would have left this design normal and added them on a 5-6.

It's beautiful. The silver sheen of the mithril catches the holy light and is simply radiant. The gambeson is sufficient for the upper layers, the welded mail (rivets? Who needs rivets?) Is light and flexible, though this 'Steel’ metal confuses you as to what it is. The bronze mail you make instead, despite confusing statements by one  of your fellow gods, does the job, but is twice as heavy. But the outer layer is where this truly shines. The mithril plates are, as mentioned, radiant, and test well against blows of all types, though specialized crushing weapons will still fell a wearer if of sufficient heft. The bronze version, though twice as heavy, also does the trick.

Regarding the enchantments, they work well as far as you can tell, though you don't exactly have many samples of dark magic handy. The only downside is that, due to the delicate nature of the glyph engraving process, it requires a dedicated Thevryn to perform, otherwise it adds notable cost.

6 Power for Mithril, 4 for Bronze, Add 4 for enchanted shielding, 1 if using a Thevryn

Thevryn
In the West of the Calad Aranarth (Can we reuse the names?), there dwell a strange race, like a smaller Archangel. Standing at about six feet tall, with clever hands and keen eyes of grey, they are the Wrights, masters of all crafts. Born with an innate ability to use any sort of crafting or construction magics, the Thevryn are incredibly intelligent and naturally inventive. Be it wood from the Fervain Eryn, or stone and metal from the Ered Caladcarn, or even purest Light from the very Orodrim Anoer, they can shape it into nearly anything, from the grandest of fortresses to the smallest and most delicate of ornaments. For now, they merely craft with their hands, as we have no magics appropriate for them to use.

Normal, 2

Rationale: Similar to Archangel added no difficulty. Adding comprehensive shaping/crafting magic was considered a new concept being developed and added.

From the West of the Calad Aranarth, the Wrights heed your call. Their slender, shimmering forms belie the strength they possess, a strength that has let them master the magics of forming and shaping. They will serve, and serve well. Their magic works best with the proper tools, understandably, so until they are properly equipped, they will work slower than they do in their gilded workshops.

5 Power, each craftsman can make 10 power of equipment for 5 power.

Spoiler: Production Costs (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Tactics (click to show/hide)

Spoiler: General Knowledge (click to show/hide)

Note: Power costs have changed. Yes, your gear increased in cost. Namely the armor, as it was too cheap. This doesn't cost anything this turn.
« Last Edit: May 17, 2018, 03:20:40 pm by Doomblade187 »
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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.

Doomblade187

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Gods Race Rebirth: Light (Turn 4 Production)
« Reply #118 on: May 17, 2018, 08:31:23 pm »

Production Phase

The legions emerge from divine light, the ranks of the Resurrectionists myriad and ready. Their crystal wings gleam in the sunlight as they assemble, ready for combat.

Spoiler: Current Units (click to show/hide)

The Scouts you sent out during the initial production run have returned. They report by the gate they explored.

Air Domain

Your scouts return, their forms at worst slightly ruffled. The air domain was, according to the lead scout, a fairly nice place. The portal opens into midair, unfortunately, but you luckily sent flying scouts. The place is… quiet. An endless sea of sky above marred by only the occasional cloud, a fluffy sea of clouds below, the in-between is largely empty, marked by a bevy of floating islands. Most are small, a mere 200 meters across, but occasionally a larger mass is sighted, stretching far across its space in the air, and one notably large mass even has smoke belching from it. Flying creatures inhabit the land, but it's unclear how exactly they fly- their flight is slow, drifting with the currents, but occasional bursts of speed seem to be summoned almost at will. Large flying predators can be sighted above, occasionally taking a pass at prey, though they are almost always driven off by some curious ranged weapons used by the natives. The islands have all sorts of terrain, a volcano even being sighted on the largest isle visible so far. A large spray of clouds in the vast sea below was visible in the distance, but the scouts left without further investigation.

Water Domain

The portal doesn't let water through, luckily. The scouts make their way through the portal and straight into an endless sea. Visibility is somewhat limited due to the water, but it's not overly dark, a strange light coming from far above. Strangely, there doesn't seem to be a surface, and though it certainly gets darker the deeper they go, there is unlikely to be an ocean floor. Following a close call with some of the native marine predators, a creature with a 10ft long body and sharp teeth that hunts in packs, the scouts make their way to an air bubble. There are many of these floating in the endless sea, and each holds an assortment of plants, dirt and rock, and there are some sighted towards the depths that seem to be heated by strange glowing streams. There are natives, and they are not friendly. Your scouts return from this venture with strange barbed spears peppering their bodies. They had been retreating to the portal when a school of seemingly amphibious beings swam by and fell upon them. Luckily, the scouts were able to escape, but they had to use magic to to cut the trailing ropes.
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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.

Detoxicated

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Re: Gods Race Rebirth: Light (Turn 4 Production)
« Reply #119 on: May 18, 2018, 02:45:16 am »

Battlesharks
By taming the large underwater predators we can easily equip them with saddles so our troops can ride them within the water plane. Their fast movement eases transportation and underwater they become fierce beasts who can easily destroy the unsuspecting enemies
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