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Author Topic: Necro arms race -Eidolon Vigil thread  (Read 4233 times)

Failbird105

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Re: Necro arms race - Bleached skull thread
« Reply #15 on: July 20, 2018, 08:07:39 pm »

Shame that the Borehole ended up so poorly.
I mean, what are the chances of getting the single worst possible roll?
Not just that, but getting the lowest possible result on three different rolls for the same design.
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Shadowclaw777

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Re: Necro arms race - Bleached skull thread
« Reply #16 on: July 22, 2018, 12:00:08 pm »

Quote from: bonebox
Revision
Stricter Plant Selection (3): Failbird, DoubloonSeven, SC

Scrap the Borehole
Yes (3): Failbird, DoubloonSeven
No (0):
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Failbird105

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Re: Necro arms race - Bleached skull thread
« Reply #17 on: July 22, 2018, 12:49:08 pm »

Quote from: bonebox
Revision
Stricter Plant Selection (3): Failbird, DoubloonSeven, SC

Scrap the Borehole
Yes (3): Failbird, DoubloonSeven, SC
No (0):
Fixed that up for you
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frostgiant

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Re: Necro arms race - Bleached skull thread
« Reply #18 on: July 22, 2018, 08:14:26 pm »

Turn -2

Revision phase

Revision: Stricter plant selection

Quote
Stricter Plant Selection:
Simply put, the Garden of Charon, while it does work, is not as efficient as it could be. This comes down, at least in part, to the lack of forethought into what sort of plants are used. While we don't particularly expect this method to improve the bodies we get back from it, we do believe that by searching for particular plants that can hold more spectral matter without processing as much into plant soul, and filtering out the rest, we can increase the amount of necrotic fluid that can be created, if not necessarily decrease the amount of necrotic fluid used in doing so.
Efficiency: 2d4 => [7]

When your philologistic necromancers got to work they had a fairly small list already to work through.
The amount of plants that store spectral matter in a useable is small, only around 600 different genus’s.  Then came determining whether to use a plant that processed that spectral matter taken from a corpse into its own powerful brand of spectral matter or find one that stores humanoid spectral matter without letting it degrade.
Quite the task indeed.
At first, the necromancers were able to rule out several exceedingly rare genus due to cost alone, next was most of the man-eaters that had been ruled out.
Alarunes were considered before the chances of said Alarunes not particularly liking the diet or what happens to them was brought up.

Finally, a suitable candidate was identified, that was capable of storing the needed spectral matter even as the other herbs and plants fed on the bodies’ decomposition.
The moonflash flower, a kind of flower that was typically found in the death plains, was a form of flower that stored humanoid spectral matter, in order to use it as a defensive mechanism.

When threatened, the flower will release a Blinding flash of silver light, blinding those that were looking at the flower without eye protection, burning the humanoid spectral matter as fuel. In the death plains, such a flash of light and spectral matter would bring hundreds of undead and mutated predators running, eager for a meal.
Here it would just mean the loss of the spectral matter the plant is storing.

So the workers in the gardens of Charon will, before harvest, be giving the plants drugged water that makes it unresponsive. 
With the use of the Moonflash flower, the amount of necrotic fluid we can actually produce is much improved, as well as removing all but the beginning catalyst of said fluid.

Gardens of Charon
Infrastructure
A building that attempts to use plants and herbs grown on a diet of human flesh in order to better create Necrotic fluid and preparing skeletons for use. Loss of spectral matter from the corpses and a loss of body mass from the decomposition and feeding process means it's not very good at doing both jobs.
+175 Necrotic fluid, +50 corpses/Per turn
100 corpses, 100 metal, 250 non-metals

Spoiler:  Projects (click to show/hide)

Spoiler:  Resources (click to show/hide)

The production phase of Turn -2 has begun
To clarify, you do gain resource income during the superturns.
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Shadowclaw777

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Re: Necro arms race - Bleached skull thread
« Reply #19 on: July 22, 2018, 09:11:41 pm »

Maximize Resource Generation:

Quote from: Extraction
District 11: +Quarry and Shaft Mine
District 12: +Quarry and Shaft Mine
District 13: +Quarry

0 Metal and N-Metal remaining, and 1000 corpses remain

Quote from: SpoopyBox
Plan Extraction: (1) SC
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Doubloon-Seven

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Re: Necro arms race - Bleached skull thread
« Reply #20 on: July 22, 2018, 09:14:32 pm »

Quote from: SpoopyBox
Plan Extraction: (2) SC, Doubloon
Seems good.
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Avanti!

Failbird105

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Re: Necro arms race - Bleached skull thread
« Reply #21 on: July 22, 2018, 09:39:17 pm »

Quote from: SpoopyBox
Plan Extraction: (3) SC, Doubloon, Failbird
Yeah sure.

Edit:  Now some thoughts, namely; since we're probably going to get dice for revisions next turn from scrapping the borehole, that means we can afford to make two new designs, and have four dice to distribute as we wish towards our two remaining projects while still more than likely being able to revise afterwards.
« Last Edit: July 22, 2018, 09:59:36 pm by Failbird105 »
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frostgiant

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Re: Necro arms race - Eidolon Vigil thread
« Reply #22 on: July 24, 2018, 10:26:37 pm »

Turn -2
Production phase

Building:

1 Quarry built in Ward 11
1 Shaft mine built in Ward 11

1 Quarry built in Ward 12
1 shaft built in mine Ward 12

1 Quarry built in Ward 13

2/4 Districts in Ward 11 Filled
2/4 Districts in Ward 12 Filled
¼ Districts in Ward 13 Filled

Resources:
500 necrotic Fluid
1500-500 = 1000 corpses
1000 – 1000 = 0 Metal
1000 – 1000 = 0 Non-metal
250 Special corpses

Income:
+50 necrotic fluid/turn
+200 Corpses/turn
+300 metal/turn
+800 non-metal/turn
+10 special corpses/turn

It is Now the Tactics phase in Turn -2
.

No Input required for Tactics phase due to lack of combat and units.

Beginning Turn -1.
Income added during turn over.

 Resources are now
Quote from: Resources:
550 Necrotic fluid
1200 Corpses
300 Metal
800 Non-metal
260 Special corpses.





It is now Turn -1

Elder necromancers have become whirls of papers, chemicals, spectral matter and body parts as they work as fast as they can, attempting to find any form of edge that could dissuade the other faction from a civil war.

The work continues even as talks carry on between the Black rose and the newly renamed Eidolon Vigils (Due to a fifty-fifty vote). War may yet not be inevitable.

Spoiler:  Projects (click to show/hide)


Spoiler:  Resources (click to show/hide)
It is now the Design phase.

You have 10 Dice.
« Last Edit: July 24, 2018, 10:32:08 pm by frostgiant »
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Doubloon-Seven

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Re: Necro arms race -Eidolon Vigil thread
« Reply #23 on: July 25, 2018, 09:50:17 am »

I have an idea.
Spoiler: Layered Excavation Pit (click to show/hide)

Quote from: Votes
Fel Bats: (1) DoubloonSeven
Layered Excavation Pit: (1) DoubloonSeven
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Avanti!

crazyabe

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Re: Necro arms race -Eidolon Vigil thread
« Reply #24 on: July 25, 2018, 04:06:52 pm »

Quote from: Votes
Fel Bats: (2) DoubloonSeven, Crazyabe
Layered Excavation Pit: (2) DoubloonSeven, Crazyabe
Golems (1) Crazyabe
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Doubloon-Seven

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Re: Necro arms race -Eidolon Vigil thread
« Reply #25 on: July 25, 2018, 04:08:11 pm »

Quote from: Votes
Fel Bats: (2) DoubloonSeven, Crazyabe
Layered Excavation Pit: (2) DoubloonSeven, Crazyabe
Golems (2) Crazyabe, DoubloonSeven
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Avanti!

Failbird105

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Re: Necro arms race -Eidolon Vigil thread
« Reply #26 on: July 25, 2018, 04:40:15 pm »

Quote from: Votes
Fel Bats: (3) DoubloonSeven, Crazyabe, Failbird
Layered Excavation Pit: (3) DoubloonSeven, Crazyabe, Failbird
Golems (3) Crazyabe, DoubloonSeven, Failbird
Hmmm, sure
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Shadowclaw777

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Re: Necro arms race -Eidolon Vigil thread
« Reply #27 on: July 28, 2018, 02:06:53 pm »

Quote from: Votes
Fel Bats: (4) DoubloonSeven, Crazyabe, Failbird, SC
Layered Excavation Pit: (4) DoubloonSeven, Crazyabe, Failbird, SC
Golems (4) Crazyabe, DoubloonSeven, Failbird, SC
« Last Edit: July 28, 2018, 02:09:36 pm by Shadowclaw777 »
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Failbird105

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Re: Necro arms race -Eidolon Vigil thread
« Reply #28 on: July 28, 2018, 02:08:39 pm »

We're already getting rid of the pit, don't need to do any voting for it.
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frostgiant

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Re: Necro arms race -Eidolon Vigil thread
« Reply #29 on: July 29, 2018, 04:44:27 pm »

Turn -1 Design phase

After the disaster that was the Borehole last year, it was decided by many of the elder necromancers, with input from Master necromancer Damien Blackthorn, That the necromancers that had taken the funds for the project and misled their peers about their capabilities were to be taken alive, having fled soon after the results of the project became evident.

Design: Fel Bats
 
Quote
Fel Bat: The zombified risen corpse of a bat that carries a body nearly long as a grown man, Fel Bats are a fearsome sight as they are like feudal lords that treat falcons as prized pets as could be the same for the necromancers. The creatures are darker than midnight and nearly as silent as death, even when in full flight, and their wing muscles that allow flight still carry them to their graves. The bats would serve as effective reconnaissance and light skirmishing swarm units on the field, they allow aerial spotting and the have the ability of many bats as a collective swarming against fragile units like distant archers or artillery crew. The zombified bats corpse carry heightened intelligence that is used much more for to commune information back to the officers, but to also allow a form of pack mentality in the skies to form and allow them to swarm against units during skirmishes.
Time=> 4 Progress=>2 Cost=>6

Creating the spell weave to place on Shadowwing ripper bats, is a difficult and time consuming project, due the to necessary instinctual behavior that is involved with the ability to truly fly, without running into objects and the various senses. Thankfully, it turn out that a smuggler had recently brought in a large shipment such bats (a delicacy in Ward 10) and this abundance is part of the reason this specimen was chosen.

Fel Bat/ 0/8 [2]/ 20 corpses/ Rushed 0 times/ Nothing invested

Efficacy: 2d4=>[4]

Fel Bats, born from the corpses of Shadowwing ripper bats are almost 2 meters long, with a wingspan of 6 meters.
Created with the purpose of a light skirmishing unit and a scouting force, the fel bat is just as capable of flight in death as it was in life, capable of flight and is not as vulnerable to the living problem that is exhaustion, were as the Shadowwing could fly for 6 hours a day before tiring, the fel bat is capable of flying for more then 16 hours everyday, before requiring rest so the spell weave doesn’t break down. Of course its size limits it capability as a scout somewhat, due to its 6-meter long wingspan preventing access to some of the tighter areas of the city, it is still capable of scouting.
The shadowing maneuvers around the city in the black of night through the use of its echolocation, successfully maintain in the spell weave. This has a adverse affect on its stealth, due to the screeching sound when flying at night , it is still very difficult to actually pick out the Fel bats body on black and grey stone or blacked sky.
The Fel bat retains the ability to “rest” anywhere, and is fully capable of anchoring itself to a upside down surface while it waits for further orders or for prey.

The Fel bats primary weapon are their ability to slam into a target from on high, and its relatively large mouth, capable of fitting a mans head and shoulder inside. How effective this is on more durable undead has yet to be seen. The fel bat is capable of identifying other flyers with its echolocation, before diving on the target and either slamming in their wings to break them, or swallowing them whole for latter disposal.
The swarm mentality of the Shadowwing ripper bat remains relatively intact.

Fel Bats
Unit
Giant bats with bodies as large as  a man, and wings that can propel it through the air with ease, the Fel bat is capable of acting as a scout, with some issues due to its size, and is capable of ramming itself into its targets with a dive bomb before biting them and buffeting them with their powerful wings. While this may not be effective due to the general durability of undead, it is something. Capable of aerial hunting via eating anything smaller than it or slamming its body into the target in the hopes of breaking wing bones and sending them falling to the cruel ground below.
Hunts via Echolocation, manifested as a screeching noise. The Fel bats are capable of gripping unto many surfaces, such as a building ceiling, using their feet.

175 corpses

Design: Layered excavation pit
Quote
To ensure stability on the rock face, mining is now a top-down enterprise, with a sloping switchback cutting at an angle into the earth. While initially this style of excavation will yield only nonmetals, it is especially simple and safe, and will soon yield metals anyhow. To aid in resource extraction, another, steeper slope is dug down alongside the main switchback system. On this slope is a set of wooden rails for minecarts to ride on, and be pulled out by dragging it up via rope wound up by a hamster wheel full of zombies. It is to be crewed by the undead, though if a peasant needs work, they are free to contribute.
Time=>6 Progress=>3 Cost=>1

The necromancers in charge of this project spare no expense, desperate to make up for the failure of their forbearers. Blueprints are drafted and scrapped daily and while the actual progress is stifled by such, the bone breaking pace set by the heads of the project ensure that completion will be swift.

Layered Excavation Pit: 0/10 [2]/ 75 metals, 75 non-metals, 50 corpses/ Rushed 0 times/ Nothing invested

Efficiency 2d4=>[7]

The necromancer’s frantic pace seems to have kept the project on track, with the projected Excavation pit seemingly capable of extracting large amounts of stone from the earth in a very short period of time. The hamster wheel was dropped early in development, replaced with a zombie-powered windlass to pull the materiel laden mine cart up and out of the pit.
The mine cart is modified quite quickly with a lid to prevent any form of overloading caused injuries, due to stone falling down on undead or even living workers.

All and all, the new project is shaping up to be everything that its previous incarnation should have been, proving that all fault lies with mismanagement.

Layered Excavation pit.
Infrastructure
A similar concept to the previous excavation pit, proving that the faults of the last project obviously lay on the project leads. As it is now the excavation pit is capable of bring up a prodigious amount of materiel, using its zombie powered mine carts to quickly remove stone form the Pit.

+250/turn
250 metals, 250 non-metals, 200 corpses


Design: Golems
Quote
A golem is a mixture of stone and bone, about as slow as a zombie but far stronger physically. To prepare a corpse to make a golem is rather simple, you strip off all the flesh and set it aside, next you grind up this flesh and mix it thoroughly with a mixture of locally sourced er "clay" and Necrotic fluid before wrapping it back on the skeleton and baking it for a few hours, once done you have a rather well armored creation ready to animate.

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

Clay is not a very malleable materiel when set, as such any progress on the spell weave is hard an difficult, attempting to get the flesh mixed clay to bend and move as regular flesh. Spell weaves after spell weave are tried on new golems, in a attempt to let them move at least sort of naturally.  Golemancy is not your necromancers forte and it shows, the difficult dwarven art of making never living martials flow like flesh stemming your best efforts..

Golem 0/9 [1]/ 25 Corpses, 10 necrotic fluid, 50 non metals.

Efficacy: 2d4=> [3]

The golems are slow, clunky smelly and just generally a pain to have around. While the clay acts as armor of sorts, your necromancers are not golemist and it shows, the dwarven art showing its difficulty. Even as the flesh and bone inside the clay attempt to move, animated by they spell weave, the clay cracks and breaks apart.
While this doesn’t happen very quickly, it still leaves the undead golems body cracking and slowly turning to dust as it moves, let alone fights. These micro fractures within the golems clay mean that its crumbles rather easily if the golem has been active in some way before hand, especially from blunt impacts.
While they are slow, less durable then we had wanted and rather expensive, along with the smell that the Spell weave somehow hasn’t ironed out yet,
the Undead golem pack a punch, with their fists coming down with all the force their heavy awkward body can bring. Their fists have been shown to crack stone on a well-placed blow.

In conclusion, the golem, created from flesh, clay and bones pack a mean punch, but is slow, awkward, expensive and rather more delicate and maintenance heavy then we had hoped for.

Golem
Unit
A rather awkward creation, that is slow due to heavy mass and awkward because of its body slowly reducing down to clay dust as it moves, it packs a rather mean punch and, when freshly made, can take quite the hit as well. They may move like a zombie with broken legs, but they hit like a boulder.

150 Corpses, 50 necrotic fluids, 300 Non-Metals




Spoiler:  Projects (click to show/hide)
Spoiler:  Resources (click to show/hide)

The Revision phase of Turn -1 has now begun You have 3 die for revisions.
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