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Author Topic: Roll to Rule Hell! (Turn 11: Surrounded By Incompetent Fools)  (Read 10512 times)

HmH

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #120 on: December 12, 2010, 03:39:37 am »

Make self-replicating worker sandfolk with a big bonus to resource gathering, and complete inability to fight.
The fighter sandfolk rest and self-replicate.

Jay Kayell

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #121 on: December 12, 2010, 08:14:58 am »

Gather more flesh. Tell golems to gather flesh.
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Decapitation - enjoy the difference

quip

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #122 on: December 12, 2010, 09:10:35 am »

Gather mud while ordering Mud Crabs Plows  to put their claws in the soil and move backwards. Surely even they can't mess that up to badly.
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Humaan

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #123 on: December 12, 2010, 07:05:58 pm »

Question, do we have our first ability?
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Quote from: SolarShado
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V-Norrec

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Re: Roll to Rule Hell!
« Reply #124 on: December 12, 2010, 07:20:27 pm »

Here you are, in your domain. It's not very impressive at the moment, and provides no special benefits. You, also, have no special abilities, or at least none strong enough to matter much in the grand scheme of things. Perhaps you should fix that.

Humaan

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #125 on: December 12, 2010, 07:53:37 pm »

Curses...

GAAAAAAAAH!!!!!!!!!!


...
...
...
...

*Cause power-struggle in Rebel-Gremlin Camp, using magic*
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
Watch out bots, Sherlock Humaan is on the case.

IronyOwl

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #126 on: December 13, 2010, 09:01:13 pm »

Turn 8: Workers

Quote from: tomas1297
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. :|
[2+1][1] Your skeleton comes out rather flimsy, and on top of that is too slow for battle.
[6-1+1] Your other skeleton does a surprisingly good job.

Quote from: V-Norrec
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!

Edit:  Have sharks gather sand. . .  with magic?  I dunno.
[5][4][4][6] You transform the land around you to a more pleasing form. It's a beautiful land, but the temperatures are a bit too cold- the top of the ocean has a tendency to freeze.
[5] You golems create a very nice mine.
[3] Your sharks scoop up some sand from the bottom of the ocean, and deposit it near shore. It's not the finest stuff you've ever seen.
You find that you don't have time to travel after working.

Quote from: HmH
Make self-replicating worker sandfolk with a big bonus to resource gathering, and complete inability to fight.
The fighter sandfolk rest and self-replicate.
[3][5] Your sandfolk are stunted, almost sand-goblins, but their sniveling, grasping nature makes them excel at scooping up resources for their far more powerful masters.
[4] Your sandfolk scavenge food from the wastes. They'll need to eat more to breed fully.

Quote from: Jay Kayell
Gather more flesh. Tell golems to gather flesh.
[1][3][4] You foil your own efforts somewhat, but it only costs you some poor-quality flesh, and your larger golem has more.

Quote from: quip
Gather mud while ordering Mud Plows to put their claws in the soil and move backwards. Surely even they can't mess that up to badly.
[4] You successfully gather mud.
[5-2][4-1] Evidently they can mess it up that badly. You barely manage to get them to do as you want, and they don't do a very good job.

Quote from: Humaan
*Cause power-struggle in Rebel-Gremlin Camp, using magic*
[6] vs [4] The gremlins begin squabbling over who should be in charge. [3] They don't get as much done as they normally would. [2] In fact, they accomplish nothing.




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)


Once we get a bit more spread out I'll start tracking what's in each hex better, as well as getting a map up for everyone. Of course, by that point a lot of people will probably be sharing maps.
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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.

Humaan

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Re: Roll to Rule Hell! (Turn 8: Workers)
« Reply #127 on: December 13, 2010, 09:51:03 pm »

FINALLY, SUCCESS!!!

*Negotiate deal with Gremlins, in return for their service. Make sure the deal is in my favor as much as possible*
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
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Watch out bots, Sherlock Humaan is on the case.

V-Norrec

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Re: Roll to Rule Hell! (Turn 7: Regression)
« Reply #128 on: December 13, 2010, 11:52:29 pm »

Shouldn't the Shark and I be in Hex 9?
Not only that, you need a map. Fixed now.

Move to Hex 10, Terraform Coastal, Salt-water, white sand, cold temperatures.  In the southern section of the hex there should be a large rocky island.  It is in that island where I will one day make my home.

Golems, attempt to gather Iron using the new Iron Mine

Sharks,  Develop a top fin that can slice through the layer of ice.  If I can't do that, gather more sand.
« Last Edit: December 14, 2010, 12:31:29 am by V-Norrec »
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HmH

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Re: Roll to Rule Hell! (Turn 8: Workers)
« Reply #129 on: December 14, 2010, 02:58:15 am »

Sandfolk renamed to Defenders. Worker sandfolk renamed to Gatherers.
Defenders eat meat from corpses, leaving bones for me.
Gatherers gather sand.
I try to fix the gatherers' growth problems with sand and\or bones.

IronyOwl

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Re: Roll to Rule Hell! (Turn 8: Workers)
« Reply #130 on: December 14, 2010, 05:32:53 am »

Shouldn't the Shark and I be in Hex 9?
Not only that, you need a map. Fixed now.
Son of a bitch. I left the map out on purpose, since it would have just showed a terrain change, but here we go again with the hex numbers.

Next update I'll have to include another map, so maybe I'll start getting a more descriptive system in place (listing things by hex rather than just noting which hex they're in).
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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 8: Workers)
« Reply #131 on: December 14, 2010, 05:45:20 am »

It's cool, as along as we end up in the right hexes and stuff, I really don't need a map, this here is my last bit of terraforming for a while.

tomas1297

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Re: Roll to Rule Hell! (Turn 8: Workers)
« Reply #132 on: December 14, 2010, 08:54:05 am »

 Skeletons stack and gather stuff. I upgrade boneyard.
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quip

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Re: Roll to Rule Hell! (Turn 8: Workers)
« Reply #133 on: December 14, 2010, 11:15:37 am »

I improve the Mud Plow's intelegence(?!)... Again.
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Jay Kayell

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Re: Roll to Rule Hell! (Turn 8: Workers)
« Reply #134 on: December 14, 2010, 08:03:18 pm »

Build a self-replicating flesh golem. Tell golems 1 and 2 to head through the portal and bring me mortal flesh, living or dead.
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Decapitation - enjoy the difference
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