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Author Topic: Gridhood: Aspects of the Divine!  (Read 141086 times)

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1590 on: August 07, 2018, 05:10:53 pm »

Can we get a dowsing rod?
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1591 on: August 07, 2018, 05:16:58 pm »

Actually, you know what, Jötnar, as a special limited time offer I will upgrade it to produce food when found when I have enough FP, free of charge.
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Lenglon

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Re: Gridhood: Aspects of the Divine!
« Reply #1592 on: August 07, 2018, 05:37:01 pm »

Can we get a dowsing rod?
No. I have something else in mind for you.

and Jotun, I think you can deal with the Easter Egg quite effectively if you think out exactly how it works. I don't know about Nagas, but I've seen a loophole in its functionality.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1593 on: August 07, 2018, 05:41:51 pm »

I don't get it. If you wanted it to keep the lens hidden then why didn't you put it on the tile with the temple?
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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.

Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1594 on: August 07, 2018, 05:46:52 pm »

I don't get it. If you wanted it to keep the lens hidden then why didn't you put it on the tile with the temple?
Because I don't know for sure whether the lens is still in the same place, but I know where the dowsing rod is.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1595 on: August 07, 2018, 06:14:16 pm »

Know what? This is bearable. Yeah, I guess its ok if you do things like this. I like this more than the seagulls and eldritch abominations that I know you are capable of making.

Also, you could have made the artifact a magical snake thing. That way it would have probably gave you some FP back when mortals find it.
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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.

Prismatic

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Re: Gridhood: Aspects of the Divine!
« Reply #1596 on: August 07, 2018, 06:40:09 pm »

Aglejo

1 worker presents 10 food to the Seagull delegation as a sign of goodwill.
3 workers construct a brick house at B6 using 2 crude tools.
3 workers farm at B6 using 3 crude tools.
3 workers harvest at B6 using 3 crude tools.
1 worker forages for stone at B6 using 1 crude tool and 1 wooden cart.
3 workers research Mathematics.

3 new workers are created.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1597 on: August 07, 2018, 06:45:39 pm »

Hold on. I thought we could only make one new worker each turn?
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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.

Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #1598 on: August 07, 2018, 07:14:37 pm »

Hold on. I thought we could only make one new worker each turn?
You can make as many as you can afford.

Also, I added 1 FP to Mabel and 1 FP to Nagas because the statue the Dipnoi discovered was of a demihuman colossus battling a giant snake.  I checked Nagas's FP and it seems to be correct.  I added discipline to a Cait Sith worker and fixed the Drecthul's food.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1599 on: August 07, 2018, 07:17:30 pm »

Huh. This whole game I thought that civilizations could only make one new worker per turn.
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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.

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1600 on: August 07, 2018, 07:25:58 pm »

That's mostly your worker cost. Wait till the next event ends, and stock up on food to create some. Maybe build some more buildings?
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Detoxicated

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Re: Gridhood: Aspects of the Divine!
« Reply #1601 on: August 07, 2018, 07:37:06 pm »

DisciCreates Sifu San Gan Feng at J9.
This is a giant three eyed humanoid of red skin. Its boice is deep and commanding. It is a master of The Disciplined Cat Style martial arts. The style itself is mostly hand to hand but can be adapted for the use of weapon. Sifu is a teacher of this style and willingly shares it with the deisciplined. He also teaches discipline to the ones that aren't.
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1602 on: August 07, 2018, 07:38:48 pm »

Well, that will help. And I've got a few ready to train.
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1603 on: August 07, 2018, 09:00:21 pm »

Know what? This is bearable. Yeah, I guess its ok if you do things like this. I like this more than the seagulls and eldritch abominations that I know you are capable of making.

Also, you could have made the artifact a magical snake thing. That way it would have probably gave you some FP back when mortals find it.
I was kind of going for a tie-in with the egg joke before (eating Keerim's eggs) but I don't think that conveyed.

(I'm just going to... choose not to be offended by the first part. I mean, it's factually accurate, I just take issue with the tone. And look, I can't help it if I was raised to solve my problems in the most inconvenient way for other people possible!)
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Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #1604 on: August 07, 2018, 11:30:28 pm »

Dipnoi Republic
Amazing, the Ancients must have been incredible craftsmen! If only we could salvage at least a bit of their grandeur...

3 Workers farm at I6 with 3 Crude Tools
3 Workers farm at I7 with 3 Crude Tools
3 Workers forage for Food at H7 with 3 Crude Tools
3 Pygmy Scouts explore I6 with 3 Blowdarts.
3 Pygmy Workers begin construction of a Mud Bathhouse at I7.
1 Worker makes 5 Mud Bricks at the Mud Kiln (I6) using 1 Wood as Fuel.
Create 3 Pygmy Workers using 9 Food (or 8 if the Serpent Egg's power have an effect?)
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