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Author Topic: Roll to Rule Hell! (Turn 11: Surrounded By Incompetent Fools)  (Read 10518 times)

V-Norrec

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Re: Roll to Rule Hell! (Turn 6: Rebel Scum)
« Reply #105 on: December 10, 2010, 11:04:32 pm »

Sorry for the double post, but let's say the golems get some iron this turn, can I have them use that iron to improve my shoddy forge, or attempt to build a new one without tearing down the old one (just in case it turns out worse than my shoddy forge, of course.)

IronyOwl

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Re: Roll to Rule Hell! (Turn 6: Rebel Scum)
« Reply #106 on: December 10, 2010, 11:12:03 pm »

Yep. Old structures might get in the way at some point and require effort to tear down, but that's not something you'd really have to worry about for quite a while.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

tomas1297

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Re: Roll to Rule Hell! (Turn 6: Rebel Scum)
« Reply #107 on: December 11, 2010, 01:58:33 am »

Me and my skeleton dude gather bone. :|
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There was a time when cocksuits would have offended me. It's kind of bad that the time has passed.

V-Norrec

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Re: Roll to Rule Hell! (Turn 6: Rebel Scum)
« Reply #108 on: December 11, 2010, 04:10:53 am »

Okay, why am I so damn unlucky?


Order Gremlins, with magic, to return to me, lest they be destroyed.

At the risk of maybe giving you too much good advice, you could just head into the same hex as they are in and turn it into a giant lava pit that eats them up and kills them. (thought of this while thinking of ways to clear out hexes of undesirable attributes)

edit:  I'm trying to understand how combat works, could you maybe post an example using letters instead of numbers just so I can see where everything is supposed to go with a little "*" next to the dice rolls or something.
« Last Edit: December 11, 2010, 04:31:09 am by V-Norrec »
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IronyOwl

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Re: Roll to Rule Hell! (Turn 6: Rebel Scum)
« Reply #109 on: December 11, 2010, 04:45:35 pm »

edit:  I'm trying to understand how combat works, could you maybe post an example using letters instead of numbers just so I can see where everything is supposed to go with a little "*" next to the dice rolls or something.
To be honest I'm probably going to ditch it for something simpler anyway, I just liked the "roll to not die" bit.

Currently:

Attack Roll: [A] vs [D]; attacker's roll vs defender's roll
If A > D, the attack hits and B = (A - D)
Damage Roll: [A + B] vs [D]; attacker's roll plus the difference between the attack and defense roll last time, vs defender's roll
If (A + B) > D, the attack deals damage and C = (A + B) - (D)
Not-Die Roll: [D - C]; defender's not-die roll minus the difference between the damage and not-damage rolls last time. If the number is positive, you simply take that penalty to all further not-die rolls until healed, which means being damaged while injured is very dangerous. If it's negative, you die.

So for instance, if something goes catastrophically wrong, it might look like [6] vs [1]; [6+5] vs [1]; [1-10]
They roll a six, you roll a 1. 6-1=5, so they get a +5 bonus on their damage roll.
You then roll a 1 vs their six again, and since they got the +5 bonus it's now 11 vs 1. 11-1=10 so you take a -10 penalty to your don't-die roll. FFFFFUUUUUU-
It's just a formality by this point anyway, but you then roll a 1, take the 10 penalty, and get an end result of -9 for extreme overkill.

I might change it so succeeding on your not-die roll means you're scattered/retreat and the penalty doesn't stay on, but we'll see.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

IronyOwl

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Re: Roll to Rule Hell! (Turn 6: Rebel Scum)
« Reply #110 on: December 12, 2010, 01:05:51 am »

Turn 7: Regression

Quote from: quip
Continue with Mud Crab improvements!
[1][4][4] You make them larger but dumber, and refine their claws from digging scoopers to slicing blades. Wait, that was the opposite of what you wanted.

Quote from: Humaan
Order Gremlins, with magic, to return to me, lest they be destroyed.
[3] vs [6] The gremlins realize they might be able to take you. [3] Fortunately, it occurs to them that you haven't been able to do anything to them yet, so why bother?
[4][4] They continue to harvest and consume things.

Quote from: V-Norrec
Have golems gather Iron.  Move to Hex 9, Create Rust Shark from Iron- to guard my soon to be ocean.
[5-1] You do a respectable job, despite the poor materials. Your Rust Shark has trouble moving around, of course, but that shouldn't be an issue for long.
[1-1] Your golems do even worse than normal in your absence. Gathering iron will take a penalty next time.

Spoiler (click to show/hide)

Quote from: HmH
Gather more sand.
Sandfolk level-up: Tough.
Sandfolk grab the corpses and return to Hell.
[6] You gain two units of sand.
[5-1] Your sandfolk bring you the bodies.

Quote from: Jay Kayell
Create a third flesh golem, able to build copies of itself. Tell golem 1 to move 1 hex east and build a castle out of rock, tell golem 2 to build a flesh pod farm to provide a constant source of flesh.
[2] You create miserable self-spawning worms, little more than lengths of flesh that assemble more of themselves.
[4] Golem 1 successfully creates a castle. It probably could have done even more with more materials.
[4-1] The poor flesh quality used shows through in the resulting flesh pod farm. It's at least semi-operational however.

Quote from: tomas1297
Me and my skeleton dude gather bone. :|
[4][4-1] You gather bone, your skeleton gathers bad bone.



Spoiler: Shuka (V-Norrec) (click to show/hide)

Spoiler: Drummer (HmH) (click to show/hide)


Spoiler: Hunger (Jay Kayell) (click to show/hide)

Spoiler: Humaan (Humaan) (click to show/hide)

Sorry, Humaan. The dice like the gremlins better, I guess.
« Last Edit: December 12, 2010, 01:29:47 am by IronyOwl »
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

V-Norrec

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #111 on: December 12, 2010, 01:11:56 am »

Shouldn't the Shark and I be in Hex 9?

IronyOwl

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #112 on: December 12, 2010, 01:30:02 am »

Shouldn't the Shark and I be in Hex 9?
Not only that, you need a map. Fixed now.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

tomas1297

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #113 on: December 12, 2010, 01:42:47 am »

 I creates a skeleton brute (non-replicating fighter unit) from the higher quality bone, while my other skeleton gathers more bone. There can never be enough bone. :|
« Last Edit: December 12, 2010, 02:02:34 am by tomas1297 »
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There was a time when cocksuits would have offended me. It's kind of bad that the time has passed.

IronyOwl

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #114 on: December 12, 2010, 01:44:47 am »

Minions who can't do it innately need to be taught how to create creatures by a creature who already has the knowledge (usually meaning you), which takes a turn from each.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

tomas1297

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #115 on: December 12, 2010, 02:01:26 am »

Minions who can't do it innately need to be taught how to create creatures by a creature who already has the knowledge (usually meaning you), which takes a turn from each.
Fine. Editing.
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There was a time when cocksuits would have offended me. It's kind of bad that the time has passed.

V-Norrec

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #116 on: December 12, 2010, 02:05:55 am »

Create Coastal hex, salt-water, white sand, cold temperatures.  Should be roughly 33% land, 66% water.  Help rust sharks into water if they require the assistance, then move to Hex 10.

While doing this, the golems will realize how much worse they are making things for me and in an effort to make me happy, use the granite to create an iron mine, I have no idea how they will do this, BUT THEY WILL ATTEMPT!


I have a question, if I wanted to make my people creatures happy, would creating small worthless reproducing animals and then having them catch them for food count as desirable?  I have an idea to take 2 wood, and purposefully try to create small worthless reproducing creatures called mealfish.  Or is that just stupid?

Edit:  Have sharks gather sand. . .  with magic?  I dunno.
« Last Edit: December 13, 2010, 06:27:41 am by V-Norrec »
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IronyOwl

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #117 on: December 12, 2010, 02:24:17 am »

That could work. Depending on how well-made the fish are, and how upgraded/fish-friendly the hex is, it might just be an additional resource, or simply being stationed in a fish-hex could improve morale from hunting on the side.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

V-Norrec

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #118 on: December 12, 2010, 02:31:54 am »

It also occurs to me it might be necessary to show the geological aspects of my hellish-empire, I'm thinking maybe switching to a symbol, in which case, my symbol will be two lines twisting around each other.  Sounds appropriate enough for a demon of lust. ;D

IronyOwl

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #119 on: December 12, 2010, 02:36:40 am »

It also occurs to me it might be necessary to show the geological aspects of my hellish-empire, I'm thinking maybe switching to a symbol, in which case, my symbol will be two lines twisting around each other.  Sounds appropriate enough for a demon of lust. ;D
Sounds good. The light blue is the geographic stuff, but I can use the twisty symbol for controlled hexes or to signify the presence of units (which might end up being kind of the same thing).
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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