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Author Topic: Necro arms race- Black Rose faction thread  (Read 4361 times)

Jilladilla

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Re: Necro arms race- Black Rose faction thread
« Reply #45 on: July 27, 2018, 12:02:05 pm »

Right, bringing this back up.

Iron Zombie
A bit of a misnomer, due to the simple fact that the metal grafted onto this zombie is in fact a basic steel alloy; the Iron Zombie shows great promise in forming the backbone of our infantry horde. The corpse itself is picked with a slightly more discerning eye; not bothering with the corpses of those who were weak in life, as yes muscle mass is still relevant for the undead. The animation spell's matrix is built to expect our 'Basic Intelligent Design' add-on matrix; hopefully reducing any instabilities caused from its integration. Between their greater strength, intelligence, and massively improved durability, the Iron Zombie should simply outclass any basic horde arrayed against them; and provide a significantly more threatening obstacle to any trump cards our opponents may play.
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Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #46 on: July 28, 2018, 01:52:42 am »

Quote from: Vote
Ivory Bards (1): Rockeater
Bone Breaker (2): Rockeater, Happerry
Crow Familiar (1): Rockeater
Iron Zombie (1): Happerry
Arisen Dire Vultures(1): Happerry

Arisen Dire Vultures
It is not only the corpses of humans that are stored away underneath the city in vast numbers, but also vast storehouses full of carrion eating birds. Some of these birds are small, but many more are quite large indeed. As large or larger as a man in fact, and the most common of these large birds are the corpses of the huge Dire Vultures, slain to protect the corpses that the necromancers of old actually wanted and stored away 'just in case'.

Just in case has now arrived, as the Black Rose faction could well use flying minions as large as a man whom come pre-physically adapted to ripping zombies into bits, even if the now dead birds are no longer able to eat said bits. Now, as soon as some minor preliminary research to adapt the zombie raising spells from man to bird finish, the skies may darken under the wings of the servants of the Black Rose Faction, before the Vultures swoop from the sky and begin ending our foes existence.
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Jilladilla

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Re: Necro arms race- Black Rose faction thread
« Reply #47 on: July 28, 2018, 02:03:07 am »

Quote from: Vote
Ivory Bards (1): Rockeater
Bone Breaker (2): Rockeater, Happerry
Crow Familiar (1): Rockeater
Iron Zombie (2): Happerry, Jilladilla
Arisen Dire Vultures(2): Happerry, Jilladilla
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #48 on: July 28, 2018, 03:39:43 am »

Quote from: Vote
Ivory Bards (0):
Bone Breaker (2): Rockeater, Happerry
Crow Familiar (0):
Iron Zombie (3): Happerry, Jilladilla, Rockeater
Arisen Dire Vultures (3): Happerry, Jilladilla, Rockeater
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frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #49 on: July 29, 2018, 04:45:14 pm »

Turn -1

The necromancers consult heavily with the new employees, throwing out metal related ideas whenever they had the chance, gorging themselves upon knowledge of the art of metalworking even as their work on undead constructs slows not a bit.


Design: Bonebreaker

Quote
The original Idea was to use undead rhinoceroses to create breaches in enemy lines and deal with other large units, but an examination of the terrain we are likely to be fighting in has made us rethink this initial approach. Rhinos are heavily muscled and would have difficulties traversing a swamp or aquatic environment without sinking. In the search for a replacement, however, we believe we have found something far superior. Hippos.
Their natural fat deposits both provide buoyancy in aquatic environments and natural protection from blunt trauma. Wide muscular jaws provide crushing force that can tear through infantry and the large mass allows them to easily break through lines when charging. In fact, there is very little advanced necromancy at play here outside of the initial resurrection and maintenance of the creature. There is only one small modification we have made. A large metal spike anchored into the bone of the skull. When driven with the force of a charging hippo behind it, the spike can penetrate deep into even the most armored enemies.

Time=>3 Progress=>6 Cost=>6

It turns out that this idea had been toyed with during the time of the necromancer lords, with ward 4 originally having been intended to have a small population.
Most of the difficulty of this project is solely is digging up the old spell weave designs to imbued in a properly treated hippo corpse.

Bonebreaker: 0/12 [4]/ 70 corpses + 20 metal/ rushed 0 times/ Nothing invested

Efficiency: 2d4=> [4]

The bonebreaker corpse hippo is a blubbery beast.  Weighting many time over a human corpse similarly treated, not including the new metal plate and spike that dominate the hippos skull.
Normal undead would be torn asunder underneath the thundering charge of this deceptively fast creature and most undead that even have a hope of surviving the initial charge are created out of creature stronger then a human or with extensive modifications.
After the initial charge, the beast is still deadly, with censurable mass and a pair of crushing jaws (along with the spike which can disembowel a zombie with a shake of its head).
But It begins to run into problems, Against a thick enough number of undead, who lack a fear of death that helps to protect the hippo in nature, the large sides and rear of the Bonebreaker become more vulnerable, even as more and more undead pile towards them.
The hippo’s mass and sheer size provides some protection but they can be quickly overwhelmed if their initial charge doesn’t break the enemy.
The Bonebreaker is capable of walking along a river back, and swimming in calm waters. It has some trouble surfacing with out a water front and can have great difficulty breaking free of strong currents, but it is water capable.

Bonebreaker
Unit
A undead Hippo fitted with a metal plate and spike on its head. Capable of performing a devastating charge and crushing many things in its weight through it sheer mass and weight, it has some problems with exceedingly large numbers due to its large bulk. Capable of walking along a riverbed or swimming in calm waters.
350 Corpses, 100 Metal

Design: Iron Zombie
Quote
A bit of a misnomer, due to the simple fact that the metal grafted onto this zombie is in fact a basic steel alloy; the Iron Zombie shows great promise in forming the backbone of our infantry horde. The corpse itself is picked with a slightly more discerning eye; not bothering with the corpses of those who were weak in life, as yes muscle mass is still relevant for the undead. The animation spell's matrix is built to expect our 'Basic Intelligent Design' add-on matrix; hopefully reducing any instabilities caused from its integration. Between their greater strength, intelligence, and massively improved durability, the Iron Zombie should simply outclass any basic horde arrayed against them; and provide a significantly more threatening obstacle to any trump cards our opponents may play.

Time=> 4 Progress=>3 Cost=> 1

The creation of the metal carapace on the zombie is taking quite a bit of work, with the articulation on all the joints eating up both funds and time in staggering amounts.

Iron zombie 0/9 [2]/ 50 corpses, 75 metal, 10 necrotic fluid/ rushed 0 time/ Nothing invested.

Effiency:2d4=>[3]

The Iron zombies, with a steel carapace grafted onto them. Rotting knights of undead plate.
The initial problems are found with the range of motion and articulation that is necessary for the zombie to move in such as suit, even with it grafted straight on instead of being worn separately.
trouble is found with getting them to actually walk, instead of falling to the ground due to improper posture and being dragged down.
attempts to increase the general strength of the iron zombies with superior stock instead of any form of necromantic enhancement, does little having neggilable effect on the quality of the iron zombies.

In the end the Iron zombies have a few problems. The first is that the cost of their metal grafts is quite a bit, due to the amount of work necessary not even including the cost of the metal, this makes the Iron zombies prohibitively expensive.
the second problem Comes in with the zombies having trouble moving at a proper speed due to their new metal armor, with even the slightest misstep(misstumble) sending them down to the ground under its weight due to bad balance. The blacksmiths think this can be improved with either less weight, or better undead to mount the armor unto.
The zombies are subject to the basic intelligent design, and are capable of wielding all current weapons, except for the two handers due to the already massive weight, anymore and the zombie would be unable to actually move.

Iron Zombie
Unit
An expensive unit that has trouble moving with its heavy shell of metal, and not much stronger then your average zombie, the iron zombie is ralativly durable as long as its not knocked of balance. Due to application of a prototype spell weave, the iron zombie is smarter then your average zombie, and is capable of wielding weapons.
150 corpse, 300 Metal, 45 Necrotic fluid

Design: Arisen Dire Vultures

Quote
It is not only the corpses of humans that are stored away underneath the city in vast numbers, but also vast storehouses full of carrion eating birds. Some of these birds are small, but many more are quite large indeed. As large or larger as a man in fact, and the most common of these large birds are the corpses of the huge Dire Vultures, slain to protect the corpses that the necromancers of old actually wanted and stored away 'just in case'.

Just in case has now arrived, as the Black Rose faction could well use flying minions as large as a man whom come pre-physically adapted to ripping zombies into bits, even if the now dead birds are no longer able to eat said bits. Now, as soon as some minor preliminary research to adapt the zombie raising spells from man to bird finish, the skies may darken under the wings of the servants of the Black Rose Faction, before the Vultures swoop from the sky and begin ending our foes existence.

Time=> 5 Progress=> 6 Cost=>5

The work is rather simple, with the spell weave being completed in rather prodigious time. The work itself is rather simple, even with the problems that eventually pop up in the work.

Arisen dire vultures: 0/8 [4]/ 25 corpses / Rushed 0 times/ Nothing invested

Effeiancy:2d4=> [4]

Dire vultures, fearsome scavengers from the desert that kill the dead, dieing and injured themselves.

As tall as a man the dire vulture walks on two legs, and with its undead head and neck tucked, and its wings folded it can appear similar to a hunched cloak person.
This cannot be farther from the truth, with a long neck attached to a head with a beak that can be compared to a icepick or a pair of shears, and wingspan of 8 meters long. The Arisen dire vulture is fearsome, and any form of diving attack on its prey is dangerous, with its heavy body weight driving its talon into place, holding its prey stable, while its powerful neck drive the beak through its prey. The claws of the arisen dire vulture are fully capable of cutting flesh as well, due to their large nature and powerful muscles.

However, for all the power of the dire vultures, problem are found with the spell weave inside its wings, and due to the nature of the dire vultures flight in of itself.
The dire vulture doesn’t actually fly on its own, it uses the strong updrafts that the desert it lives in creates to help it fly and stay in the air. Without those updrafts, the arisen dire vulture cannot maintain its flight for very long, and it is very straining to make a take off from ground level for the spell weave.
As such, most of the Arisen dire vultures, “Flying” so far has really been gliding, using its large wing span to take it from high place to high place, before diving down on an enemy target.

Arisen Dire vultures
Unit
The Dire vulture is one of the apex scavengers in the deserts that it calls home, and the arisen dire vulture is rather deadly to behold, diving down on its target and fully capable of ripping apart a zombie in no time flat. Unfortunately, due to a lack of updraft in many of the Cities Wards, the arisen dire vulture cannot truly fly, instead using its wings as gliders to go from building to building (or other such high points)

200 Corpses




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The Revision phase of Turn -1 has now begun You have 1 die for revisions.

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Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #50 on: July 29, 2018, 05:17:13 pm »

Revise the Iron Zombies to be better zombies? Or at least I think that's probably the easiest helpful revision opened up this turn unless we want to try enchanting the Dire Vultures to actually fly.

Better Zombie Armor
If the Zombies are having trouble with their armor, then (one of) the obvious solution is to go design them better armor. Armor that has better weight distribution so is easier to move it, armor that is designed so it needs less mass for the same protection, armor with more flexibility to hinder its wear less, and so on. Basically go over the armor and how it is attached to the zombie, and rework it to be better and easier to use. And if we do really good, we might even make it cheaper too!
« Last Edit: July 30, 2018, 12:45:04 am by Happerry »
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #51 on: July 30, 2018, 01:55:48 pm »

Well this is a big one so I',m for the revision
Quote from: revision
Better Zombie Armor (1):Rockeater
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Doomblade187

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Re: Necro arms race- Black Rose faction thread
« Reply #52 on: July 30, 2018, 02:16:08 pm »

Quote from: revision
Better Zombie Armor (2):Rockeater, Doomblade
[/quote]

Though I would also like other revisions too.
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #53 on: July 30, 2018, 02:22:36 pm »

We can attempt to get our vultures to fly but I don't know how.
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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.

Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #54 on: July 30, 2018, 04:25:15 pm »

We just need to spend some designs on getting Banefire Elementals later on, and then by having them in the city the Dire Vultures will have plenty of thermals.
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #55 on: July 30, 2018, 11:17:06 pm »

We just need to spend some designs on getting Banefire Elementals later on, and then by having them in the city the Dire Vultures will have plenty of thermals.
Or we can save time and have zombies that are constantly on fire
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RAM

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Re: Necro arms race- Black Rose faction thread
« Reply #56 on: August 03, 2018, 08:08:23 pm »

Zombie Crossbow:
A massively scaled up and especially lengthened crossbow with much lower requirements for power compared to its size. Designed to launch zombies without destroying them. Used to launch vultures at least and iron zeds at best. This should allow us to overcome much of our mobility and sense-of-humour issues.
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #57 on: August 03, 2018, 08:10:06 pm »

Feels like a design, but I'm for it
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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.

Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #58 on: August 03, 2018, 08:18:25 pm »

Quote from: revision
Better Zombie Armor (3):Rockeater, Doomblade, Happerry

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RAM

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Re: Necro arms race- Black Rose faction thread
« Reply #59 on: August 03, 2018, 11:48:03 pm »

Feels like a design, but I'm for it
You could well be correct, but we do have a crossbow already on the list, so the mechanisms are there. I am hoping that the lower projectile speed should mitigate a lot of the issues with increasing scale because it doesn't need to be built to the same tolerances.
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