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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 76111 times)

Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2295 on: April 29, 2011, 05:38:16 pm »

Hey, Iituem, can I merge these peoples beasties with demons to make, say, hell wolves? Or hell birds?

Sure, just research Super-Advanced Genetic Engineering.

I'm toying with a Chaos spell to let you transform certain ordinary units into demonic versions, mind, but they'd really just be separate units as I don't track units individually (just as a statistic).


Edit:  Part of me wishes someone else would start this game with a similar ruleset or the like, just so I could play.  I really want to see if I can do the Charlescomm thing.  =B
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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: Fluff Thread
« Reply #2296 on: April 29, 2011, 05:39:32 pm »

I would.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2297 on: April 29, 2011, 05:44:22 pm »

I have one thing to say to JF

@ JF -

Now you know how it feels that is exactly how you treated me except you were a bit worse. Its the best feeling isn't it ?
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2298 on: April 29, 2011, 05:47:09 pm »

but they'd really just be separate units

Yeah. That is what I meant.

\Part of me wishes someone else would start this game with a similar ruleset or the like, just so I could play.  I really want to see if I can do the Charlescomm thing.  =B

Yeah. I have been teaching myself Phython so I can run a game like this, learning goes slowly cause I am a lazy fuck.
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Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2299 on: April 29, 2011, 05:53:35 pm »

Got out the related text game set around 700-800 years after the current year in this game.
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Also known as the Knowlagable, the Forgetful, and/or the Ignored

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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2300 on: April 29, 2011, 06:30:46 pm »

If i had the ruleset you were using Iituem, i could make a C# or VB program to calc turns
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Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2301 on: April 29, 2011, 06:32:16 pm »

He's using Python for it. I think, the reason the turns take so long is the fluff.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2302 on: April 29, 2011, 06:34:05 pm »

If i had the ruleset you were using Iituem, i could make a C# or VB program to calc turns

Pretty much, that and it's not 100% automated.  I use a fair amount of console commands to make it work, chiefly so I can always have the guts open to edit.  In terms of actual rules, pretty much all the rules (in plainspeak) are written out in the OP now.  There aren't really any hidden mechanics.
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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.

Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2303 on: April 29, 2011, 06:35:46 pm »

Yet.
Also, Iituem, I appreciate your time spent writing fluff. Its good fluff and part of the reason I watch other peoples turns. Its simply that interesting to see.
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But despite what you've been told, I once had a soul. Left somewhere behind...

adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2304 on: April 29, 2011, 06:37:06 pm »

What would it take to make a flying caravan or something that can carrry a caravan and fly ?
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2305 on: April 29, 2011, 08:49:09 pm »

If i had the ruleset you were using Iituem, i could make a C# or VB program to calc turns

Pretty much, that and it's not 100% automated.  I use a fair amount of console commands to make it work, chiefly so I can always have the guts open to edit.  In terms of actual rules, pretty much all the rules (in plainspeak) are written out in the OP now.  There aren't really any hidden mechanics.

I'll see what i can do anyway. Also would be easier with an excel spreadsheet or something used as the database

I dunno, i get bored and need projects, so we'll see.
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Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2306 on: April 29, 2011, 08:51:23 pm »

If i had the ruleset you were using Iituem, i could make a C# or VB program to calc turns

Pretty much, that and it's not 100% automated.  I use a fair amount of console commands to make it work, chiefly so I can always have the guts open to edit.  In terms of actual rules, pretty much all the rules (in plainspeak) are written out in the OP now.  There aren't really any hidden mechanics.


I'll see what i can do anyway. Also would be easier with an excel spreadsheet or something used as the database

I dunno, i get bored and need projects, so we'll see.

If you get bored try AO the MMORPG
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2307 on: April 29, 2011, 09:00:13 pm »

I cant play MMOs at work...I can however write code at work
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Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2308 on: April 29, 2011, 09:01:46 pm »

..Oi! You have a project. Get to it. Don't make me fly down there.
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But despite what you've been told, I once had a soul. Left somewhere behind...

adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2309 on: April 29, 2011, 09:05:49 pm »

Ah I see, and Terenos don't make me hit you with a cookie.
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