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Author Topic: Necro arms race- Black Rose faction thread  (Read 4357 times)

Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #60 on: August 04, 2018, 05:44:09 am »

Ok, but I think we shloud at least wait until the crossbow is ready
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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.

RAM

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Re: Necro arms race- Black Rose faction thread
« Reply #61 on: August 04, 2018, 04:53:31 pm »

That is very fair.
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frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #62 on: August 12, 2018, 12:22:28 pm »

Turn -1

Revision phase

Revision: Better zombie armour

Quote
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!

2d4-1=> [5]
The main problem with the Iron Zombies armour is that the extra weight already messes with what tenuous sense of balance that a zombie has already.
Eventually, a solution was created while messing with the armour.
A set of joints on the outside of the plating that would push against each other when the zombies leg was straight combined with a much stiffer waist prevented the zombie from leaning over as much, and as such, Losing their balance. While on a human this would be undesirable due to limiting the knight's mobility. on a zombie, however, who’s mobility and flexibility are already … let us just say poor, it’s a good stop-gap measure.

While this method plate armor might run into problems with the more physically capable undead. For now, it ensures that the zombies won't be falling over without a good push, so not much more than a regular zombie.
On another, most likely stitched on,  they have much better posture for such basic undead. Truly the most important thing.

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 relatively durable as long as it's not knocked off balance. With the addition of some extra joints and a much stiffer midsection, the Iron zombies no longer fall over on their own. They also have quite a nice posture. Due to the application of a prototype spell weave, the iron zombie is smarter than your average zombie and is capable of wielding weapons.
150 corpse, 300 Metal, 45 Necrotic fluid



Spoiler:  Projects (click to show/hide)

Spoiler:  Resources (click to show/hide)

You have now entered the Production Phase of Turn -1.
Tactics phase will be skipped once again, due to no combat being possible.
« Last Edit: August 19, 2018, 10:49:23 am by frostgiant »
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #63 on: August 12, 2018, 01:32:19 pm »

How bad are pesents that zombies beat them?
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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.

frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #64 on: August 15, 2018, 05:16:19 pm »

Bumping the thread for the black rose members
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helmacon

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Re: Necro arms race- Black Rose faction thread
« Reply #65 on: August 15, 2018, 05:18:40 pm »

I think we are more or less decided, but everyone was too lazy to actually write up the plan. I'll write it in a bit if someone doesn't beat me to it, but it'll be around an hour or so before I get home.
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Talion

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Re: Necro arms race- Black Rose faction thread
« Reply #66 on: August 15, 2018, 05:35:31 pm »

We need to cover the material shortages so we can build more production later.
Quote from: Plan Bottlenecks
1 Mine Shart and 1 Quarry in Ward 4 (200 Corpses, 400 Metal, 400 Non-Metal)

Edit
Here are my projections for production with this plan.
Spoiler: Stockpiles+Income (click to show/hide)
« Last Edit: August 15, 2018, 05:37:52 pm by Talion »
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Doomblade187

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Re: Necro arms race- Black Rose faction thread
« Reply #67 on: August 15, 2018, 05:57:30 pm »

Quote
Plan Bottleneck: (1) Doomblade
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Talion

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Re: Necro arms race- Black Rose faction thread
« Reply #68 on: August 15, 2018, 05:59:51 pm »

Quote
Plan Bottlenecks: (2) Doomblade, Talion
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Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #69 on: August 15, 2018, 06:05:55 pm »

Quote
Plan Bottlenecks: (3) Doomblade, Talion, Happerry
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frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #70 on: August 19, 2018, 11:16:21 am »

Turn -1

Production phase

Building:

1 Mine Shaft in Ward 4
1 Quarry in Ward 4

Resources:
550 Necrotic Fluid
1400 Corpses
200 Metal
100 Non-Metal
260 Special Corpses

New Income:
+150 Necrotic Fluid
+400 Corpses
+300 Metal
+600 Non-Metal
+10 Special Corpses

Tactics phase skipped do to a lack of combat and units.

End of Turn -1

Adding income:
Resources:
700 Necrotic fluid
1800 Corpses
500 Metal
700 Non-metal
270 Special corpses




It is now Turn 0 Design phase

Due to a lack of Complaints or arguments against the changes laid out in the core thread, the following changes will be implemented.
1. Projects no longer have a cost for advancing with dice. Projects still cost 3 dice to start but there will no longer be a cost roll.
2. Shaft mines have now been renamed Worn-out blacksmiths.
3. The [Quarry’s] Income will be reduced to 150 due to being too powerful for a basic building.


Due to the GM forgetting to apply difficulty modifiers for the last couple turns, both teams will be compensated with an extra Die this turn.
Both teams have 11 dice for the Turn 0 Design Phase
Combat begins on the bottom of turn 1.




Spoiler:  Projects (click to show/hide)

Spoiler:  Resources (click to show/hide)

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Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #71 on: August 20, 2018, 04:19:04 am »

Zombie Swarm Intelligence
It's hard making smart zombies. Not only is making smart things hard, but there also just isn't a lot of room in the spell matrix to put thinky bits in. But, as one drunken apprentice once pointed out, while there's not a lot of thinky bits in one zombie spell, in a lot of zombie spells there's more room. What if they could talk to each other?

So that's what this spell-design is meant to do. It takes what we have learned from the Basic intelligent design and then redesigns the zombie-spell work to go massively parallel with its brainz, allowing all zombies in an area to share their reasoning ability to problem solve, navigate, tell apart friends, foes, and people wearing badly fashioned masks, figure out tool use, and master the exotic secrets of the doorknob. With all of them working together, a zombie swarm should be... well, bright is a strong word. But no longer brain dead. (If not literally. Zombie brains are still dead brains. They just don't act like in any more. Assuming the project works.)

Floating Skulls
It is a fact that, of all necromancer apprentices, only around one in five, or one in ten depending on whom you talk to, survive to become a full fledged necromancer. Over the many many years this city has been in existence, this has lead to truly large amounts of dead apprentices. Now, they shall be reused. Even if they failed, an Apprentice Necromancer's use of magic has still infused their corpse with an affinity towards necromantic magic, making their bodies easier to work with and enchant then some random dead peasant. This applies to both their flesh and, more usefully in this instance, their bones.

More specifically, it also applies to their skulls.

These skulls can, with the proper runes carved upon them, and given the proper necromantic treatments, be infused with fragments of their former possessors will, giving them some, if minor, will and initiative of their own, while also easily being used as a conduct for any true necromancer whom is attuned to them. This leads to a magic floating skull, smart enough to follow, or skulk, around targets without needing supervision, from which the attuned necromancer can either look out through their empty eyesockets, or project their voice through to give orders and otherwise command any local undead troops. Or just to talk to each other over long distances, depending on where the magic floating skull in question is.

Granted, the skull is basically useless for combat, but between the uses in spying on the enemy (either by having it skulk around and follow enemy troops or just putting the skull on some high tower for a birds eye view of the city whenever the necromancer needs one), commanding troops without actually putting a necromancer's own highly trained rear end in table, and gossip... er, communicating and coordinating with ones peers at long distances, most people think it is useful enough as is.

Bonesmith
It is a fact that our current source of worked metal is, well, pretty shit. Fortunately that is easily fixable. First off, we get our blacksmiths modern tools of which, and this is the true stroke of genius, we actually bother to maintain and repair when they need it instead of insisting that the blacksmiths in question 'do more with less'. Secondly, we add zombies. Yes, I know zombies are idiots. But they're idiots whom are very good at doing the same thing over and over again, which means they are a natural at tasks like 'pumping the bellows at a certain rate' and 'moving heavy blocks of unworked ore around' and 'hitting something with a hammer over and over again'. This lets us shove off a lot of the boring work on the undead, while the living only have to do the bits that require actual brains and attention. Hopefully, this will work to solve our metal income issues.

Wheel-Lift Quarry
It is a fact that our current quarries have certain sharp limitations to how deep they can get, because at the end of the day you have to actually be able to get the stone out of the Quarry and that means the ramps can only be so steep, and that means that to get past a certain depth the Quarry has to be unimaginably large. So let's stop using ramps all together, and instead we'll put a giant wheel powered lift in to lift blocks of stone out and lower workers into the pit. And we'll power the wheel that powers the lift by putting a bunch of zombies in the lift and ordering them to start running when it needs to go up or done. Should work just perfectly.

Tower of the Dead
As is, our Moratoriums are small, and therefor only can ready a small amount of corpses every day for our use. The simplest way to fix that is to just make them bigger. Instead of some small basic building, we'll devote a whole tower to the purpose of getting the dead bodies ready, and with a whole tower to work with, we'll have room to specialize buildings for certain forms of undead. These rooms for basic zombies, those ones for higher quality dead bodies to turn into iron zombies, dead Dire Vultures up on the top rooms where they can fly out, Bonebreakers in that big room on the ground floor with the double doors so they can actually exit the building without bringing down a wall, and so on. Oh, and with more room, it should also let us work with some more 'special' corpses, instead of just human bodies. That would be useful, right?

Banefire Distillery
While the Necromantic brewer works, one can not deny it is a simplistic, and most of all slow, solution to a problem all Necromancers have. One solution to this is to build a big, and proper, Distillery for the purposes of making Necrotic fluid, powered and heated by great bone fed tanks of banefire which melt down all that flesh and those secret herbs and spices in a jiffy, instead of depending upon wood fires and big cauldrons to do the work. Really, it's long past time to modernize and industrialize some of these old methods, wouldn't you think? It also gives us a ready source of Banefire for... other purposes. Should we ever find ourselves in need of evil life devouring flame, I mean.
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Basil ii

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Re: Necro arms race- Black Rose faction thread
« Reply #72 on: August 20, 2018, 05:02:38 am »

Quote from: author=Voting Box
Zombie swarm intelligence (1) basil
I am joining this side if it’s allowed.
« Last Edit: August 20, 2018, 05:08:27 am by Basil ii »
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Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #73 on: August 20, 2018, 05:19:09 am »

As long as you didn't read the other side thread, you can
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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.

Jilladilla

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Re: Necro arms race- Black Rose faction thread
« Reply #74 on: August 20, 2018, 07:56:52 am »

As long as you didn't read the other side thread, you can


In the off chance you did, keep quiet about what you saw and do your best to keep it out of your mind when making suggestions and forget it.

Also Basil, remember that we have 11 dice. Starting a project only uses 3; so feel perfectly free to vote for up to 3 new designs.
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