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one or 2

wahid (1)
- 2 (14.3%)
itnanii(2)
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- 8 (57.1%)

Total Members Voted: 14


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Author Topic: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2  (Read 22005 times)

lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #435 on: February 07, 2011, 02:04:14 am »

squaky pmed me, saying that the negar are too strong. Looking at it, he is totally right. Given their power, i suspect that given a hundred years they would snowball and kill all sentient life on the planet.
So, some changes.
First: the negar's strength is directly related to the phase of the moon. The closer it is to the full moon, the weaker negar are, on the full moon they cannot materialize. This effects their regeneration (none within 6 days before or after the full moon), strength (extremely weak close to the full moon), magic (almost none near the full moon) and the intelligence of the natural negar (close to the full moon they are basically suicidal lemmings and are unable to do things live avoid obvious traps or open doors), and difficulty to kill (within a few days of the full moon they will pop like soap bubbles, within a few days of the dark of the moon their hide is extremly tough). Negar are only at maximum strength and power within 2 days of the dark of the moon (so 5/28 days they are same strength, 13/28  they are basically jokes to fight, and 10/28 days they are fairly dangerous). Natural negar also have a lifespan of only 5 years, and new ones spawn 5 years after they die.

This means that the created negar (eg. dark elf negar and such), will stay inside the city (where it is always dark) when it is close to the full moon to stop from dying pointlessly. In addition, since most people the negar killed weren't warriors, they won't fight as a negar either, and will just peacefully live in the city.

In addition i change the negar from being etheral during the day, to living in a alternate plane (so that they phase shift at sunrise and sunset). The plane is the same as ours with the following exceptions: buildings in the real world still exist, and are impossible to damage or pass through or over (so you could build a fence and the negar couldn't get to the other side during the day). Oceans don't exist (eg. one step will take you from one continent to another).  And the negar are slightly stronger then in the regular world (and have strength inverse to the current cycle of the moon in the real world, so a negar would be super strong on the full moon, but weak when their is no moon).
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #436 on: February 07, 2011, 12:25:50 pm »

Spoiler (click to show/hide)

Story idea?
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #437 on: February 07, 2011, 12:43:40 pm »

Very nice, i had intended for the process to take 24 hours, but i suppose i don't see a reason that Ekona  can't do it instantly.

Also, Their isn't really anywhere for a army to attack (that non negar know about right now) besides the city in the land of darkness, and i can already predict that it will go VERY badly indeed even with a very large army (or the army could travel to the other plane that the negar live in, but that would go even worse).
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #438 on: February 07, 2011, 12:47:08 pm »

This probably wouldn't happen until age three (or even be possible, really).  There are five cities at the moment.  Dwarfail, Far-bin-nar, Hunter's Peak, Tutunik Magoria and Chokla.  I hope to see more spread around as age two and three go by!

And yeah, I just felt like writing somethin' up so I made that.  I imagine particularly powerful Negar, or created ones who were sneaky in life, could get permission from the group to go around and destroy places from the inside.

Also, can the Dragon Hunters be named something else?  Since there are already the Hunters, it makes it a bit confusing.
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #439 on: February 07, 2011, 12:53:14 pm »

This probably wouldn't happen until age three (or even be possible, really).  There are five cities at the moment.  Dwarfail, Far-bin-nar, Hunter's Peak, Tutunik Magoria and Chokla.  I hope to see more spread around as age two and three go by!

Also, can the Dragon Hunters be named something else?  Since there are already the Hunters, it makes it a bit confusing.
The dragon hunter order are now the loke faroths.
And yeah, I just felt like writing somethin' up so I made that.  I imagine particularly powerful Negar, or created ones who were sneaky in life, could get permission from the group to go around and destroy places from the inside.
Do you mean go into the human realm and destroy things, or negar betraying other negar and destroying stuff in the negar realm?
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #440 on: February 07, 2011, 12:55:51 pm »

And yeah, I just felt like writing somethin' up so I made that.  I imagine particularly powerful Negar, or created ones who were sneaky in life, could get permission from the group to go around and destroy places from the inside.
Do you mean go into the human realm and destroy things, or negar betraying other negar and destroying stuff in the negar realm?

Like say a particularly powerful, militaristic empire comes up named A.  Well, the Negar just turned a powerful diplomat from country B who has a vendetta against empire C.  So the diplomat uses his ethereal presence to manipulate and taunt the ruler of A into going to war with C.
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #441 on: February 07, 2011, 02:01:25 pm »

And yeah, I just felt like writing somethin' up so I made that.  I imagine particularly powerful Negar, or created ones who were sneaky in life, could get permission from the group to go around and destroy places from the inside.
Do you mean go into the human realm and destroy things, or negar betraying other negar and destroying stuff in the negar realm?

Like say a particularly powerful, militaristic empire comes up named A.  Well, the Negar just turned a powerful diplomat from country B who has a vendetta against empire C.  So the diplomat uses his ethereal presence to manipulate and taunt the ruler of A into going to war with C.
Well, i suppose, but i had rather intended for the negar to be unable to effect the regular world in ANY way during the day (eg. if you talk to someone they couldn't hear you), i suppose with sufficient magic it would be possible, and a negar diplomat/king/high ranking millitary officer would know facts about a kingdom that would easily be able to throw two nations into war (eg. our nation committed this atrocity against your people, or make up a atrocity that they didn't commit to make them go to war, our nation manipulated yours in this way), even though as a negar, i doubt they would be trusted at all by the people they are trying to manipulate.

Quote from: lemon10
In addition i change the negar from being etheral during the day, to living in a alternate plane (so that they phase shift at sunrise and sunset). The plane is the same as ours with the following exceptions: buildings in the real world still exist, and are impossible to damage or pass through or over (so you could build a fence and the negar couldn't get to the other side during the day). Oceans don't exist (eg. one step will take you from one continent to another).  And the negar are slightly stronger then in the regular world (and have strength inverse to the current cycle of the moon in the real world, so a negar would be super strong on the full moon, but weak when their is no moon).
I did this to make it easier for the negar to be seperated from and not effect humans during the day in any way. And so humans/elves/dwarves could go attack them if they have the magic powers and if they feel like it.
« Last Edit: February 07, 2011, 03:58:21 pm by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #442 on: February 07, 2011, 03:24:06 pm »

I use the 7 points I ahve to make the great wall of Last Haven between the mountains on Last Haven
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #443 on: February 07, 2011, 06:58:22 pm »

lemon10's turn.

Hey, is it Lord Ashguard, Asgard or Ashford?  It changes every time you post...
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #444 on: February 07, 2011, 07:10:53 pm »

Yuck we are submitting our turns in order now? If its my turn 3 (if so, updating the turn thing at the right time would be nice), i haven't went yet, if its my turn two, i went earlier in the turn (ignoring whos turn it was)
My turn two was as follows:
I roll 8+19=27
I command (27-4=23) the created (eg. ones that used to be elven/human/thorian) negar to make the city of Chokla, one half is in the land of the dark, where they can reside without fear of the day, and the other half is in the land of the light, where it is always day (the city in this area is also etheral, and immune to any kind of damage), and they are always ethereal and free of danger of reprise.
I create the avatar Ekona (23-8=15), a negar who used to be a dark elf, skilled in magic at life, his new nature as a negar has expanded his power. Upon his turning he bound the souls of all the living negar to him, making him both exponentially more powerful and hard to kill, but also meaning that if dies, then all the bound negar will die with him.
I create the order of the dragon hunters (15-6=9) a group of negar whos goal is to turn dragons to further expand the power of the negar.
I advance the negar civilization (9-5=4) with greater magical powers in combat, and the ability for strong mages to defy the night/day for up to a minute (eg. they can stay etheral at dark for a minute, or stay solid for up to a minute after sunrise).
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #445 on: February 07, 2011, 07:29:46 pm »

Yeah, it's turn 3.  Turn actions so far.  And osnap, it's actually Furtuka's move.  Just realized that.  Eheh.
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #446 on: February 07, 2011, 07:53:24 pm »

Its ashford when did I say asgard?
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #447 on: February 07, 2011, 07:53:55 pm »

In the first post yeah.  I've been saying "Ashguard" this entire time, haha.
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Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #448 on: February 07, 2011, 10:34:43 pm »

Sorry I wasn't able to do a turn today I had q math meet. Oh and squeaky not sure if it matters but when I created the quarrus I had placed them on the eastern continent
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It's FEF, not FEOF

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #449 on: February 07, 2011, 10:37:43 pm »

Oh bugger.  I already made a western city...  do you want me to retcon it, and place their city in the east?

Also Furtuka it is still your turn.  You can go now if you want.

Here is the current website build.  I'm going to work on Gelenson's for a while, since we're closing the first age.  I have most of the events of the first age, but I'm sure you'll find things I'm missing.  Up next is still the Crest Lizard, then the Fall of Lord Ashford...  argh.
« Last Edit: February 08, 2011, 12:20:48 am by squeakyReaper »
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