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Author Topic: Gods Race Rebirth: Dark (Turn 3, Design)  (Read 15143 times)

Taricus

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #150 on: May 19, 2018, 09:25:40 am »

...We might want to think of something more portable and smaller than a ballista as a ranged weapon.
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Failbird105

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #151 on: May 19, 2018, 09:32:28 am »

True
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RAM

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #152 on: May 19, 2018, 03:20:24 pm »

Meh, we're fighting monsters, something small enough to be convenient might not have the momentum, displacement, and magical capacity to hurt them.
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #153 on: May 19, 2018, 07:00:13 pm »

I have made a votebox of the stuff people have proposed
Quote from: votebox
Seeker v1: (0)
Dark caster: (0)
The forge: (0)
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
Design for a dark caster
realizing that a firebolt spell might not be useful in all planes we have made a version that fires etching darkness instead.
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Taricus

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #154 on: May 19, 2018, 07:05:39 pm »

Quote from: votebox
Seeker v1: (0)
Dark caster: (0)
The Forge: (1) Taricus
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #155 on: May 19, 2018, 07:06:06 pm »

we need to choose three
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Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #156 on: May 19, 2018, 07:07:23 pm »

Quote from: votebox
Seeker v1: (1) Dgr
Dark caster: (1) Dgr
The Forge: (2) Taricus Dgr
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
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Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Taricus

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #157 on: May 19, 2018, 07:07:38 pm »

I think the designs get done sequentially, so choosing three isn't too important here.
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #158 on: May 19, 2018, 07:08:28 pm »

Ok
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Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

RAM

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #160 on: May 19, 2018, 07:21:17 pm »

Something fireproof that flies, something for field construction and a break into etching darkness manipulation, and something ranged with an introduction to insidious clockworks... The dark caster is tempting though...
Quote from: votebox
Ravens: (1) RAM
Grue: (0)
Worker: (0)
The Forge: (3) Taricus, Dgr, Zomara
Seeker v1: (2) Dgr, Zomara
Forging Darkness: (1) RAM
Daemons:
Ballistae: (1) RAM
Dark caster: (2) Dgr, Zomara
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

crazyabe

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #161 on: May 19, 2018, 07:22:23 pm »

Quote from: votebox
Ravens (1) Crazyabe
Seeker v1: (2)DgR, Zomara
The Forge: (4)DGR, Taricus, Zomara, Crazyabe
Worker: (0)
Ballistae: (0)
Forging Darkness: (1) Ram
Grue: (0)
Daemons: (1) Crazyabe
« Last Edit: May 19, 2018, 08:27:38 pm by crazyabe »
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 4 Production)
« Reply #162 on: May 19, 2018, 07:25:53 pm »

You removed ram's vote
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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Doomblade187

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Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
« Reply #163 on: May 25, 2018, 05:38:49 pm »

The Forge
With the newfound mass production of armour and weapons being necessary for our army, this gigantic forgeworks complex is designed to create untold amounts of equipment for far less effort that what we've previously needed. The only downside is that it needs mortals to operate, though the forgeworks are intended to be easily expandable should we have a larger workforce.

Hard, 2

Rationale: Developing crafting systems, building large structures.

2: The design has several flaws, but accomplishes its general purpose.

A grand factory, its endless halls and lofted rooms churning out equipment for the legions. This is the goal, and this is what you get.

A tall building with a flat roof and simple walls, support pillars are visible through the entry doors. The doors are portals into the dimly lit Forge, allowing mortal workers and carts of equipment in and out of the building. The equipment for the Forge is simple for now, a vast array of work tables adjacent to furnaces with hammers and tongs to work heated metal bars into equipment. More advanced equipment is only present in the armor hubs, a ring-welder to make rings for the mail shirts with tailoring stations nearby to create padded armor. Central to each forging hub is a smelting furnace to melt down stock into bars for the mortals to work. Each forging area is specialized to one type of equipment, and changeover takes some time. Further, imps are too weak to work the machinery in the factory, so stronger workers are needed.

At the end of each production cycle, the workers take the scrap material and rework it to maintain the factory. However, this isn’t quite enough, and the furnace flames need re-enchanting every so often, so it will require some amount of power to keep running.

1 Forge has 10 Forge Hubs.
1 Forge Hub uses 200 Material/turn and needs 50 workers.
1 Material is equal to 1 power worth of non-magical equipment. (Adamant counts as non-magical)
1 Power produces 2 Material (may be rebalanced depending on future developments)
You must run 1 type of equipment per Forge Hub. Any wasted material is not refunded, material is not shared between forges.
You do not have to run all 20 forge hubs. This doesn’t cut maintenance cost, though.
1 Forge costs 400 Power/Turn to run. You can turn off the forge if you want.

Challenge

Pick a name for your god (Or be nameless, your pick) and describe your domain. Also add anything about your god. Let's build a pantheon!
« Last Edit: May 25, 2018, 07:08:27 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.

RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
« Reply #164 on: May 25, 2018, 06:27:53 pm »

1 Forge has 10 Forge Hubs.
You do not have to run all 20 forge hubs. This doesn’t cut maintenance cost, though.
10 hubs or 20?
1 Material is equal to 1 power for worth of non-magical equipment. (Adamant counts as non-magical)
1 Power = produces 2 Material (may be rebalanced depending on future developments)
1 Forge costs 400 Power/Turn to run. You can not run may avoid running the forge if you want.
I had a little trouble parsing this. Suggestions in purple. Just hyphenating not-run would help, I am not sure if it is proper grammar but it seems like proper communication...

I might be the god of unquiet, "the shivers", a chill felt down one's spine or such. I would be associated with fear/horror/dread, unfamiliarity, epiphany, revelation... but more the sensation of such things than the things themselves. My clerics would gain bonuses to alertness and a "beginner's lick" bonus to encourage doing new things and preach awareness and avoidance. "The darkness does not pierce the light, it senses where the light is not, spreads throughout, and starves the light until it dies from its own greed..."
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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