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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237419 times)

NUKE9.13

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #885 on: February 05, 2012, 08:14:47 pm »

No, no, you can still communicate directly with them. But as your power grows, things like the exact resource output of the mines of Barrspring interest you less and less- petty, mortal details are best left to petty mortals to deal with, whilst your focus becomes ever more large-scale.





Maybe track Important Buildings? Just ones that are finished, and no changing stats, just copy-paste except when they are modified in qualitative ways. What place they're in could be just a paranthetical. And this would work for things like ships to.
Yeah, I might put in something about the existence of the Forge-Temple and the Akatree groves in there.
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mcclay

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #886 on: February 05, 2012, 10:38:56 pm »

bump
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NUKE9.13

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #887 on: February 05, 2012, 11:11:48 pm »

Alright folks can we get a consensus?
Although by this point it will have to wait till this afternoon, after I get some sleep.



Hey hey hey headsup.

You may have noticed in the first post it says "I am currently in/around a major depression". You may not know what a major depression is like, and for that you may be grateful (hint: it sucks). You may find it hard to believe that I can both be in a major depression and be running this sort of game with such flair and elegance that it has spawned not one, not two, but three imitators (two of which were by the same guy, but whatever).
I find it pretty hard to believe myself!
But still, ask me to do anything but update this forum game (eg sleep at sensible times, eat enough food), I shrug and say: "Eh, what's the point?"
The quinsequonce of this is that I am currently being bounced around a bunch of head-examiner-people, each more incompetent than the last, with serious consideration being given to my institutionalization (I kid you not).
If that happens, the future of this game may be a teensy weensy bit uncertain.

Tl;dr: I am batshit crazy, there is a chance that this will make it impossible/very difficult to keep this running.

But, to quote the glossary entry on DEATH: That is not dead which can eternal lie, and given strange aeons even death may die.
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Tiruin

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #888 on: February 05, 2012, 11:16:27 pm »

Mispost
« Last Edit: February 06, 2012, 07:44:36 am by Tiruin »
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agertor

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #889 on: February 06, 2012, 02:31:40 am »

Hey I know the feeling man. Keep on doing what you need to do.
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NUKE9.13

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #890 on: February 06, 2012, 07:40:04 am »

Good news (for you lot): this psychotic madman gets to roam free and update his forum game for the next while.

Now, where were we.

Oh, yes, I remember.

CAN WE GET A CONSENSUS?
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Tiruin

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #891 on: February 06, 2012, 07:47:54 am »

Sorry there.

Out of the three choices:
Quote
-Corrupting the valley, causing chaos throughout, then invading the town when the garrison is busy.
-Slowly corrupting the minds of the citizens, until the town joins you willingly
-Flying into town and killing all who stand against you.

We instead have something along the lines of:
The Battle Plan

1) Wait for night, attack the town in a huge dragon form, kill\destoy everything you see
2) Meanwhile your army rampage through countryside
3) In and after combat raise fallen citizens as wild zombies, yes, don't even bother to control them. Also raise wild skeletons\specters from local cemeteries. Don't spend any power on controlling them, too
4) Summon new flying monsters from all the resulting evil (Red imps and Air elementals by default, But I'd like to see some more interesting ideas, maybe enslaving and corrupting local birds?)
5) Tell the "guardsman" that he can "save" far more Lives by working for us and convincing people to join willingly rather than the wholesale slaughters we've been "forced" to employ. (if we're going for a lawful-evil dark knight with him.)


Preceding suggestions go along the line of "Attack Town with other suggestions."

So I guess we are all going with:

-Flying into town and killing all who stand against you.
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #892 on: February 06, 2012, 08:12:10 am »

Glossary request: Dragons, Dorael(god of earth) , Pantheon , Black imp, Red imp
« Last Edit: February 06, 2012, 09:04:09 am by Ukrainian Ranger »
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NRDL

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #893 on: February 06, 2012, 08:12:29 am »

Fly into town, destroy. 
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kaian-a-coel

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #894 on: February 06, 2012, 02:48:27 pm »

Fly into town, destroy. 
pretty much that.

also, as I find that "organisation: low" sucks, here is some re-organisation.

First, the realm will have 4 divisions, two of wich being sub-divided in 4 again. With more organisation and ranks. It's still the cult of the Tall man, no real scission.

-First division: The Eyes of the Tall Man.
   All spies goes there. Cults reports goes there then up to us. Missionaries of the Alternate Faith and Followers of the Tall Man sort of belong to this division. The cults' reports goes to their respective Operation's Overseer, who then transmit a clear report to us. Everything necessary to keep outer cults running belong here (messengers, etc.)

-Second division: Mad Flames.
   Yes, they got their own division. There goes sorcerers, warlocks and necromants. Every follower with magical potential belongs there. Classical three-men counsil, with necro-guy at the top. Students are grouped by 4 and succeed or fail as one. So cooperation (or so I hope). They do not have a single master, and take class by every capable sorcerer. Exceptional apprentices may have a dedicated master for individual teaching. Main place: CFM (because it's the only magic-relevant place we have).

-Third division: Working Hands.
     Yup, civilians. if you live in our realm, are not a magician and do not fight, there you go. 4 sub-divisions by works:
  -Shrieking Iron: metalworkers, miners, smiths, etc... Everyone and everything that keep the Forges running (including sacrificial slaves)
  -Haunted Stones: Builders. Stone and woodcrafters. meh.
  -Cursed Seeds: Food-related jobs.
  -Chanting Pyres: Worshippers. I do not mean "people who worship us", because everyone is supposed to do so. I mean priests and so, who organize and attend the casual ceremonies and sacrifice slaves.

-Fourth division, last but not least: Armies of Krlnkir Yrvlnt.
     at least, the army! pretty much self-explanating. 4 sub-divisions as well.
  -The Charred: undeads. Zombies, skelettons, Amberärshs, spectres and ghouls (even if not technically dead).
  -The Melted: Experiments. Sintaurs, baneghouls, and everything involving fusing bodies and corpses.
  -The Summoned: Imps, elementals, dragons, beasts... Guys you summoned (either like elementals or by the "evil call" like dragons) and are not human-like nor undead.
  -The Enlighted: Humans and humanoid followers. There goes armed slaves and cultists. Leader: Axe-guy (I think it's Dar-kahh). For we do not have any other champion, he also is the whole army general.

Army in general, and humans in particular, are organized in 4*4 classical squads. (1 captain + 3 soldiers) + 3*(1 sub-chief + 3 soldiers).


Then, I think we lack conventional ranged weaponry. Like crossbows.
Make living crossbows out of Akatrees' fleshwood and barr-iron. Muscles and tendons will be and pull the bowstrings (yes, plural). bow himself is iron. mechanisms are iron and bones.

There should be four strings, and multiple arming muscle-systems. A magazine on the top allow, with clever mechanisms, a repeatitive fire without the user ever needing to reload himself, except when magazine's empty. arrows may even be living fleshwood entities, able to direct themselves onto the enemies, thanks to their mobile membranes, and bite them profoundly, yipping in joy as they do so.
The crossbow itself must alas be feeded... Only downside in having sintaurs firing living, medieval, evil AK-47. :P
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Evil Marahadja

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #895 on: February 06, 2012, 02:51:43 pm »

What Kainan said.
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #896 on: February 06, 2012, 03:03:59 pm »

IMO, it's overly complex, especially civilian part. We have a realm, peons, and resources, it's enough.
Maybe we should create proper units for army, but it's too small ATM

As for "low organization", currently we have that only in the CFM, just reorganize it if you think it should be improved. And are you sure that low organization is strictly worse  than high organization?
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Evil Marahadja

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #897 on: February 06, 2012, 03:05:24 pm »

IMO, it's overly complex, especially civilian part. We have a realm, peons, and resources, it's enough.
Maybe we should create proper units for army, but it's too small ATM

As for "low organization", currently we have that only in the CFM, just reorganize it if you think it should be improved. And are you sure that low organization is strictly worse  than high organization?

Complex but cool. I dont expect it to be used for more than Rp.
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kaian-a-coel

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #898 on: February 06, 2012, 03:31:36 pm »

IMO, it's overly complex, especially civilian part. We have a realm, peons, and resources, it's enough.
Maybe we should create proper units for army, but it's too small ATM

As for "low organization", currently we have that only in the CFM, just reorganize it if you think it should be improved. And are you sure that low organization is strictly worse  than high organization?

Complex but cool. I dont expect it to be used for more than Rp.
Neither do I. Except the LIVING CROSSBOWS part.
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #899 on: February 06, 2012, 03:39:08 pm »

Well IMO it's not a nice command structure either, especially for the army,  every branch is too independent from another and coordination will be awful. And why should we separate zombie grunts and human grunts, if they do exactly the same thing? Why group together Sintaurs and Baneghouls if they do very different things (Cavalry. and assaulter)?

It's like modern army would group units not by their role, but by nationality of soldiers\ manufacturers of weapons

Also, Why separate all mages from civilian jobs? Or from the army? Or from the church?

Also, forgers and priests are pretty much same people in the Temple forge, and mages and priest are same people in the CFM

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.
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