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Author Topic: Fiefdoms @ War: Turn 15  (Read 127823 times)

Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1230 on: April 05, 2011, 06:50:45 pm »

*Presses the "Tempt fate" button.*

Fluff thread, dudes.

At let me put this out: I'm on a political and mental edge with Adwarf, I'm literally about to fund an invasion of his homeland soon.

WHAT DID I DO NOW ?
I'm genuinely curious as well JF is the one who keeps flaming at everything adwarf does
Same here.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

CyberGenesis

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Re: Fiefdoms @ War: Turn 9
« Reply #1231 on: April 05, 2011, 06:52:28 pm »

I want to know why people can't keep fluff to the fluff thread so that some people can get answers from the GM on legit questions instead of history lessons <.<
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Everything below this line is a distant memory
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Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Terenos

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Re: Fiefdoms @ War: Turn 9
« Reply #1232 on: April 05, 2011, 06:53:14 pm »

So Iituem, Every turn is in. Ye working on the turn, or will we be waiting for tomorrow?
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Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1233 on: April 05, 2011, 06:57:31 pm »

Working on it now.  Compiling the turn summaries and double-checking for errors.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

mcclay

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Re: Fiefdoms @ War: Turn 9
« Reply #1234 on: April 05, 2011, 06:58:55 pm »

Post da turn ya git!
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Iituem

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Fiefdoms @ War: Turn 10
« Reply #1235 on: April 05, 2011, 08:05:59 pm »

Turn 10
Summer 1004 A.D.


Quote from: The Free Caulder Register
Captain Simo:  Hire Cost: £2000.  Upkeep £105.  Hero.  Attack +5, Defense +5.  Personal Attack 2, Defense 0.  Promotions:  Raider, Mariner, Ranger, Charger, Evader, Swordmaster I.
A famous Caulder adventurer before he formed his company, Captain Simo has fought on land and sea, on and off horseback.  His retirement fee is pricey, but he is unmatched in cavalry combat.

Light Cavalry:  £750.  Upkeep £90.  As the light cavalry unit.  4 available.

Heavy Cavalry:  £1100.  Upkeep £150.  As the heavy cavalry unit.  1 available.

Javelin Cavalry:  £1000.  Attack 18, Defense 18.  Upkeep £110.  +10 vs infantry.  2 available.

Horse Archers:  £1700.  Attack 18, Defense 18.  Upkeep £170.  +15 vs infantry, +6 vs cavalry/heavies.  1 available.

Knights:  £2500.  Attack 28, Defense 28.  Upkeep £245.  +12 vs infantry.  1 available.

Pikemen:  £550.  Attack 12, Defense 15.  Upkeep £65.  +10 vs heavies/cavalry.  4 available.



Other Events in the World

Pirates!:  The pirates of the Brentish coast have been quiet this season, but a lot of money has been working its way through the docks of Alestrom and Farland lately...




Spoiler: Free Tempests Republic (click to show/hide)



Spoiler: Arcadia (Kashyyk) (click to show/hide)








Quote from: New Technologies
Glassmaking I:  Enables construction of Glassmakers.

Fermentation I:  Enables construction of Brewery, Bakery.

Infantry Training II:  Enables recruitment of pikemen, tortoise phalanxes.

Quote from: New Buildings
Glassmakers:  £200.  Upkeep £10/turn.  Must be built on a coast.  Provides industry bonus of 25% of basic income.  Produces the Glass resource.  Tech: Glassmaking I

Brewery:  £200.  Upkeep £10.  Requires grain or wine.  Provides industry bonus of 20% over basic income.  Provides Beer resource.  Tech:  Fermentation I

Bakery:  £200.  Upkeep £30.  Requires grain.  Provides industry bonus of 35% over basic income.  Tech: Fermentation I

Windmill:  £1000.  Requires grain, Farm.  Provides an industry bonus of £200.  Counts as a new industry.  Tech:  Mechanics II

Quote from: New Units
Pikemen.  £600.  Attack 12, Defense 14.  Upkeep £65.  +10 vs cavalry & heavies.  Tech:  Infantry Training II

Tortoise Phalanx.  £1100.  Attack 18, Defense 23.  Upkeep £120.  +8 vs ranged units.  Tech:  Infantry Training II

Quote from: New Spells

Quote from: New Hero Promotions
High Priest:  £1000.  Upkeep increase £100.  The High Priest promotion allows the Hero to act like a priest in all its functions, with the notable exception that when it would be destroyed as a result of priestly action (other than making a proselytism attempt) the unit is instead either captured (20% chance) or sent back to its side's capital.  High Priests are not destroyed by proselytism and instead remain in the territory they have converted.  Tech: Organised Religion


Quote from: Balance Changes
Phantom Warriors are now a Shock troop due to their ease of replacement and weaknesses.

Entrenching as a rule is temporarily disabled until I can figure out whether I want to code it in and how.

Quote from: New Mechanics
A new ability, 'Buzzer', has been introduced.  Buzzing units are gliders or fliers incapable of sustained flight.  Buzzing units act as ground troops as far as movement is concerned, but gain the benefits of flight in combat.

Non-ranged buzzers get a +8 against non-ranged, non-fliers.  Ranged buzzers can strafe non-ranged non-flier units without chance of retaliation.

Fireflies have been rebalanced to include the Buzzing benefit.  They are now weaker against ranged units and other fliers.

Fireflies:  £600.  Attack 18, Defense 4.  Upkeep: £50.  Summoned (Chaos), Buzzer  Tech: Summon Fireflies
Strange will-o-the-wisps from another realm, these creatures resemble tiny candle flames; large swarms of them will burn the flesh from a man's bones.
« Last Edit: April 06, 2011, 04:22:49 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1236 on: April 05, 2011, 08:15:09 pm »

Spoiler (click to show/hide)
« Last Edit: April 06, 2011, 10:16:22 am by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1237 on: April 05, 2011, 08:47:02 pm »

Can't find behind your fireflies any more Taricus, cuz they just got BUR- *Hit*

But puns aside, here is my turn:
Spoiler:  Status of the Empire (click to show/hide)

« Last Edit: April 06, 2011, 03:27:33 pm by Johnfalcon99977 »
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CyberGenesis

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Re: Fiefdoms @ War: Turn 9
« Reply #1238 on: April 05, 2011, 08:52:49 pm »

"Technological advancement is an inherently iterative process.  One does not simply take sand from a beach and use it to fashion a dataprobe.  We use crude tools to fashion better tools, and then our better tools to fashion more precise tools, and so on.  Each minor refinement is a step in the process, and each step must be taken."

Bonus points (which are worth nothing except my praise) if you can tell me where this is from without looking it up on the internet.

Alpha Centauri ^.^


By the way, i have some ideas foryour entrenchment mechanic
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Everything below this line is a distant memory
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Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Phantom

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Re: Fiefdoms @ War: Turn 10
« Reply #1239 on: April 05, 2011, 09:15:51 pm »

What the bloody hell happened to the troops in Western Cauldron?

Spoiler (click to show/hide)
« Last Edit: April 05, 2011, 09:19:29 pm by Phantom »
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Terenos

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Re: Fiefdoms @ War: Turn 10
« Reply #1240 on: April 05, 2011, 09:54:06 pm »

Spoiler: Turn 10 Actions (click to show/hide)
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Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1241 on: April 05, 2011, 10:27:16 pm »

Spoiler: Turn 10 (click to show/hide)
« Last Edit: April 07, 2011, 02:12:27 pm by Criptfeind »
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1242 on: April 05, 2011, 11:27:56 pm »

Spoiler (click to show/hide)
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1243 on: April 06, 2011, 01:40:06 am »

((You forgot to colour Foul South in in my colour. And the hero bonus applies to the zombies as well right? Since it applies to phantom soldiers.))

Finally the shame of the first defeat of the Foul Empire had been cleansed in the blood of victory over Foul South! The Avatar of the Hive had proved worth his weight in gold. As such he would be further trained in all the arts of warfare known to the Foul Empire, so that he could lead the glorious armies of Klackondom to yet more victories! And his troops would be improved into a force worthy of his leadership. They will sweep across the continent like a wave, smashing all in their path!

Spoiler (click to show/hide)
« Last Edit: April 06, 2011, 01:55:39 am by Demonic Spoon »
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Zako

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Re: Fiefdoms @ War: Turn 10
« Reply #1244 on: April 06, 2011, 01:42:41 am »

Heh, hubris is getting it on for the good of the nation.

How patriotic. ;)
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