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Author Topic: War of the Wasteland: Turn 2 - War ... war never changes ( one slot left )  (Read 10458 times)

Ahra

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Re: Wasteland: Rise of Cities, and Nations
« Reply #15 on: April 22, 2011, 10:18:27 am »

You won't be able to grow very much for awhile actually. The landforms have changed greatly, radiation is still dominant in most areas, and local wildlife will impede your growth.
geckos? deathclaws? radioactive fire geckos? cyberdeathclaws?(exists)
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #16 on: April 22, 2011, 10:21:18 am »

You won't be able to grow very much for awhile actually. The landforms have changed greatly, radiation is still dominant in most areas, and local wildlife will impede your growth.
geckos? deathclaws? radioactive fire geckos? cyberdeathclaws?(exists)

Yes they do which will add an extra bit of difficulty to the game. Some areas rich in resources may have say a Deathclaw nest in it.
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Terenos

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Re: Wasteland: Rise of Cities, and Nations
« Reply #17 on: April 22, 2011, 10:22:41 am »

Let us not forget ghouls, mutated plant and animal life, Raiders.. Yeah. Its not gonna be a fun time. Buff that military!
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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: Wasteland: Rise of Cities, and Nations
« Reply #18 on: April 22, 2011, 10:25:11 am »

Let us not forget ghouls, mutated plant and animal life, Raiders.. Yeah. Its not gonna be a fun time. Buff that military!

You do start with three riflemen squads although they need ammunition. When you start they have enough for three battles, and hten they are out of ammo, and using combat knives.
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Ahra

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Re: Wasteland: Rise of Cities, and Nations
« Reply #19 on: April 22, 2011, 10:27:16 am »

what about watch,towers/posts?
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #20 on: April 22, 2011, 10:30:58 am »

what about watch,towers/posts?

They are part of the Defense Section of the research tree. Basically if you wnat to research something tell me put some money into it, and we will see where it gets you. Also if you get a hold of a Robot factory, and a Scrapyard thats a pretty deadly combo. Now I am off to watch Stargate SG-1 Post any questions you may have, and any suggestions. I will get around to them in time.

Edit: I will take 4 more players I quess.
« Last Edit: April 22, 2011, 02:00:33 pm by adwarf »
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adwarf

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Re: Wasteland: Rise of Cities, and Nations ( Four slots open )
« Reply #21 on: April 22, 2011, 05:25:44 pm »

Edited the Sign up sheet to show that you can chose one starting tech if it isnt listed just go ahead and tell me hwat you want.
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ggamer

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #22 on: April 22, 2011, 09:01:08 pm »

Leader's Name:John barker

City's Name: New Odessa

Faction's Name: The Sons of God

Starting Tech: Adaptive farming

Bio: John and his family, his wife and two children, upon emerging from the vaults, met with ten other families. together, they formed new odessa.

Bdthemag

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #23 on: April 22, 2011, 09:15:01 pm »

Leader's Name: Brian or his nickname "The Mag"
City's Name: Newheart Junction
Faction's Name: Neutral
Starting Tech: Carpentry
Bio: The survivors of a civil war within their vault caused by their malicious AI decided to journey out into the wasteland. Most of the vault dwellers were used to hard labor and many of the vault dwellers knew how to make wooden crafts.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.

adwarf

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #24 on: April 22, 2011, 10:02:23 pm »

Would you guys like me to show the position of each players starting city, but not ones they create unless scouted ? Also where do you two want to be placed ?
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Bdthemag

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #25 on: April 22, 2011, 10:34:23 pm »

Just place me anywhere thats inland and near Ceasar's Legion territory.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.

Terenos

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #26 on: April 23, 2011, 12:08:14 am »

I'll take Carpentry myself, as my tech.
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But despite what you've been told, I once had a soul. Left somewhere behind...

noah22223

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #27 on: April 23, 2011, 12:13:16 am »

Leader's Name:Kick Mcback
City's Name:Backian
Faction's Name: The Backian's
Starting Tech: Metalworking
Bio: A group of nomads, lead by there leader, Kick McBack, had traveled far north to try to find a cooler climate. they found a more or less comfortable place, and set up a Small city near the irradiated ocean.
(The embark civilization was at the lowest part of the western island, and, while they were travelling to its highest point, it was destroyed by Famine.)
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http://www.youtube.com/watch?v=hWTFG3J1CP8
So I'm a Depressing Jesus Wizard being stalked by Satan Lights, and my home's wiring is going bad?
Goddammit.

Ahra

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Re: Wasteland: Rise of Cities, and Nations ( Five slots still open )
« Reply #28 on: April 23, 2011, 02:39:26 am »

starting tech:stone quarrying
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

adwarf

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Re: Wasteland: Rise of Cities, and Nations ( Two slots still open )
« Reply #29 on: April 23, 2011, 03:04:27 am »

Your in Noah, and nice choices in starting tech guys. Metalwroking is essintial for advancing units while carpentry, and stone quarrying is great for defence. Updating OP now to include info of what each tech unlocked.
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