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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 74222 times)

Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1020 on: April 05, 2011, 12:22:13 pm »

What magic would theoretically be good against Fireflies?
« Last Edit: April 05, 2011, 12:31:34 pm by Taricus »
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Phantom

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1021 on: April 05, 2011, 12:23:09 pm »

Fire? They're fireflies. Flies don't fly very well in heat waves.
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Kashyyk

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1022 on: April 05, 2011, 01:10:30 pm »

I'd have thought water, since they're basically fire elementals.
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1023 on: April 05, 2011, 01:11:12 pm »

Likely electrical (for flying) and water (for fire) types if he's keeping with standards of most games. Fireflies should technically be immune/resistant to Fire -IF- there are elemental types associated to units in the game world. If not, then it'd be based on element vs unit type. Fliers would take a kicking from lightning, but be immune to an earthquake.

Adding elemental types would be a pain in the ass in ome respects, add more depth and strategy in others as well as make Iiteum cry a little coding it into the system after it has been made (been there, done that...)
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Sheb

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1024 on: April 05, 2011, 01:26:12 pm »

Adding simple "elements" magic would make this game too classic. Since they come from chaos magic, orders or nature should be well suited.

Also, a question I wanted to ask. Can we promote an hero to diplomat as well?
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1025 on: April 05, 2011, 01:34:56 pm »

Also, a question I wanted to ask. Can we promote an hero to diplomat as well?

Yes, it's one of the promotions listed right there, in the rules.

Quote from: Hero Promotions
Diplomat:  £500.  Increases upkeep by £20.  Allows the hero to act as a diplomat.  In situations where a diplomat would be expelled/return to its home territories, the hero must also be expelled/returned.  A diplomat hero can resist expulsion if he is able to lead troops in a fight to resist it.  In situations where a diplomat would be killed, the diplomat hero is instead captured.  Tech: Diplomacy I.
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1026 on: April 05, 2011, 01:37:20 pm »

Exist aleady:
Illusion
Chaos
Nature
Death

GM Drop Hint:
Light

Likely others:
Order


General systems i've used to make games were as polar-paired as possible. Fire-Water, Earth-Air, Order-Chaos, Life-Death

In those you can subdivide/combo to things like Nature(Earth/Life) or Illusion(depending on the type could be a combo of anything in the order/chaos and water/air areas)
« Last Edit: April 05, 2011, 01:41:31 pm by CyberGenesis »
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Sheb

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1027 on: April 05, 2011, 01:41:41 pm »

But I think the GM is taking the schools from that game Magic something. So those five are the most likely (only likely) ones. And I guess that game already had some kind of rock-paper-scissor stuff set in.
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1028 on: April 05, 2011, 01:49:42 pm »

Magic: The Gathering...makes sense i guess for a simple setup
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1029 on: April 05, 2011, 01:50:27 pm »

Masters of Magic.
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1030 on: April 05, 2011, 02:02:58 pm »

Exist aleady:
Illusion
Chaos
Nature
Death

GM Drop Hint:
Light

Likely others:
Order


General systems i've used to make games were as polar-paired as possible. Fire-Water, Earth-Air, Order-Chaos, Life-Death

In those you can subdivide/combo to things like Nature(Earth/Life) or Illusion(depending on the type could be a combo of anything in the order/chaos and water/air areas)

It's sorcery, not illusion. Based on Master of Magic, not Magic the Gathering.

MoM schools:

Sorcery
Nature
Life
Death
Chaos
Arcana(General)

I'm curious if we're going to have nodes in the game, it'd be cool.
« Last Edit: April 06, 2011, 12:59:11 am by Demonic Spoon »
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Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1031 on: April 05, 2011, 03:51:19 pm »

Arcane is another sub-school. I am pretty sure it deals with all the unconventional magics (With the exception of Teleportation).

Also, I am most likely going to drop a lot of money into anti-sea invasion tech. If I pimp out my coast with things that pervent Sea-invasion, then an invastion from Temptess will be utterly immpossible. Next I may put money into infatructre, "Quality over Quanity" Units, and Arcane, more specificly, t-... No. I shouldn't.

My long term goals are Industrial factories, Railroads, and (A idea that I stupidly gave to Sheb.) Gunpower.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1032 on: April 05, 2011, 03:52:19 pm »

Bye-bye.
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Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1033 on: April 05, 2011, 03:56:31 pm »

Why? You are in no position to launch an invasion, giving me plenty of time to research and buy defences. You don't even have a boat, and leaving your land undefended may not be your best choice...
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1034 on: April 05, 2011, 03:58:39 pm »

Don't think I can't gear up for an invasion within a turn.
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