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Author Topic: At the Dawn of Time discussion thread (Need a replacement player!)  (Read 57982 times)

Strife26

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Huh? Open spot?
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Ahra

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yeah ochita left.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Strife26

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That's hardly good. I really enjoyed AOR, so I might be up for filling the spot. What kind of fill in are we talking? I'll start reading the backlogs, but my time is kinda limited right now (bloody war).
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Vanigo

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Edit: What's the cost of a dockyard?
Ah, did I not put that in there? Huh. It's 3 labor, 2 wood.
I think I will give you the food - there's no way you'd have spent it in the name of playing it safe.
Shazam. My search Fu has found the answer.
Thought I fixed the reference post last time.
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Vanigo

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That's hardly good. I really enjoyed AOR, so I might be up for filling the spot. What kind of fill in are we talking? I'll start reading the backlogs, but my time is kinda limited right now (bloody war).
General plan is to insert another civ for you. Or someone else, if they get something in first. This has been a remarkably fast-moving game, though; joining might not actually be such a good idea if you're deployed right now.
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Vanigo

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It seems like roads can go diagonally across tile sides. that's correct right?
Personally, i think that Sun charms should add magic damage.
Especially since my mages will be using Firebolt wands, and Sun charms are fire themed as well, so it makes sense that they would stack together.
Except that +1 magic attack is way more valuable than +1 attack. That said, I did say you're welcome to invent new magical goodies, so once you get Energy Magic, I suppose you can try and make amulets of the burning sun or whatever - just don't expect them to be cheap.
How expensive are they/will they be (now that ive gotten energy magic)?
(They would be a upgrade on top of existing sun charms preferably because that seems like it would fit).
For just +1 magic attack, 3 labor, 1 sun amber, 2 money. For +1 attack and +1 magic attack...? Not sure why you'd even want that. 4 labor, 2 sun amber, 2 money, I guess.
Also, who said you could use sun amber instead of fire rubies in firebolt wands? I mean, I guess you can, but you should have asked first.
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lemon10

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It seems like roads can go diagonally across tile sides. that's correct right?
Personally, i think that Sun charms should add magic damage.
Especially since my mages will be using Firebolt wands, and Sun charms are fire themed as well, so it makes sense that they would stack together.
Except that +1 magic attack is way more valuable than +1 attack. That said, I did say you're welcome to invent new magical goodies, so once you get Energy Magic, I suppose you can try and make amulets of the burning sun or whatever - just don't expect them to be cheap.
How expensive are they/will they be (now that ive gotten energy magic)?
(They would be a upgrade on top of existing sun charms preferably because that seems like it would fit).
For just +1 magic attack, 3 labor, 1 sun amber, 2 money. For +1 attack and +1 magic attack...? Not sure why you'd even want that. 4 labor, 2 sun amber, 2 money, I guess.
Also, who said you could use sun amber instead of fire rubies in firebolt wands? I mean, I guess you can, but you should have asked first.
Errrr... you...
Quote
Firebolt wands (Primary weapon, 2-2 magic ranged attack)
    Energy Magic
    3 labor (Enchanter's workshop)
    1 ember rubies or sun amber -> 1 firebolt wands

And i don't really want +1 attack, +1 magic attack, i suppose ill go with the +1 magic attack for 3 labor, 1 sun amber and 2 money (thats not onto of a sun charm right)?
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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.

Vanigo

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It seems like roads can go diagonally across tile sides. that's correct right?
Personally, i think that Sun charms should add magic damage.
Especially since my mages will be using Firebolt wands, and Sun charms are fire themed as well, so it makes sense that they would stack together.
Except that +1 magic attack is way more valuable than +1 attack. That said, I did say you're welcome to invent new magical goodies, so once you get Energy Magic, I suppose you can try and make amulets of the burning sun or whatever - just don't expect them to be cheap.
How expensive are they/will they be (now that ive gotten energy magic)?
(They would be a upgrade on top of existing sun charms preferably because that seems like it would fit).
For just +1 magic attack, 3 labor, 1 sun amber, 2 money. For +1 attack and +1 magic attack...? Not sure why you'd even want that. 4 labor, 2 sun amber, 2 money, I guess.
Also, who said you could use sun amber instead of fire rubies in firebolt wands? I mean, I guess you can, but you should have asked first.
Errrr... you...
Quote
Firebolt wands (Primary weapon, 2-2 magic ranged attack)
    Energy Magic
    3 labor (Enchanter's workshop)
    1 ember rubies or sun amber -> 1 firebolt wands
Oh, right. Heh.

Quote
And i don't really want +1 attack, +1 magic attack, i suppose ill go with the +1 magic attack for 3 labor, 1 sun amber and 2 money (thats not onto of a sun charm right)?
Right, that's making one from scratch.
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Nirur Torir

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Heh heh. They tried to hurt my lightly defended colony, but only made my upcoming elf slaughter easier. (The Peacebringers are listed at level 1 despite having +2 hp.)

Lemon10, hurry up and make contact so I can hire some spell-slinger auxiliaries.

How do mercenaries hired from other players work, particularly regarding healing?
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Happerry

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Quote
(FYI, the far riders won't be able to map any faster than speed 1 cartographers.)
Wasn't really expecting them to. I needed someone who could, and thematically it didn't make sense in my head for them to be spirit-touched or such.
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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.

IronyOwl

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Your War Gnomes are kind of scary, you know. :P

Also, anyone else kind of eager to see who else joins and with what?
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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.

lemon10

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My income is higher then you put it at last turn, because I built a marketplace the turn before.
Heh heh. They tried to hurt my lightly defended colony, but only made my upcoming elf slaughter easier. (The Peacebringers are listed at level 1 despite having +2 hp.)

Lemon10, hurry up and make contact so I can hire some spell-slinger auxiliaries.
What would you be willing to pay for them (assuming they have staffs, enchanted leather armor+enchanted wood shields+magic fire amulet things+mage specialist)?
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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.

Nirur Torir

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Your War Gnomes are kind of scary, you know. :P

Also, anyone else kind of eager to see who else joins and with what?
So are your walls. Attacking you for your gems isn't even worth considering. Not that I'd likely do that anyway, as conducting unprovoked attacks against players as a first method of getting their resources really isn't nice.
I'm hoping for Strife with the Zefies, although he'd probably end up stronger then me before too long.

What would you be willing to pay for them (assuming they have staffs, enchanted leather armor+enchanted wood shields+magic fire amulet things+mage specialist)?
I'd want wands, and I'd supply metal for shields and armor. I'd say that twice their cost is fair. Thinking further, however, I probably wouldn't have the resources before the end of the age, nor do I expect to have a trade route up before then. Magical mercenaries and the negotiations for them should probably wait until we have contact in the next age, I suppose.
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Vanigo

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Lemon10, you're going to have to rework your turn a little. The halflings don't have nearly that much food to trade. They'll give you up to 4 food for 2 stone or wood. Also, you haven't allocated enough labor for those amulets. It's three labor per, halved to 1.5, so three labor for the two of them.
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lemon10

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Also, you haven't allocated enough labor for those amulets. It's three labor per, halved to 1.5, so three labor for the two of them.
Oh, was sure that it was rounded to 1 each, and making two would be 1*2, ill fix it.
Lemon10, you're going to have to rework your turn a little. The halflings don't have nearly that much food to trade. They'll give you up to 4 food for 2 stone or wood.
Awww... my ideas of massive halfling food income are ruined.

EDIT: you didn't fix my income from last turn.
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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.
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