Army:
The Dark engine (1): Frostgiant
Champions:
Bolter (1):Frostgiant
Army:
The Unholy Pack (1): Piratejoe
The Dark engine (1): Frostgiant
Champions:
Litch (1):Piratejoe
Bolter (1):Frostgiant
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Dark engine (1): Frostgiant
Champions:
Lich (1): Piratejoe
Bolter (1): Frostgiant
Speaker (1): Hawk132
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Dark engine (0):
The Geneforge (1): Frostgiant
Champions:
Lich (1): Piratejoe
Bolter (1): Frostgiant
Speaker (1): Hawk132
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Berzerk Pack (1): Taricus
The Dark engine (0):
The Geneforge (1): Frostgiant
Champions:
Lich (1): Piratejoe
Bolter (2): Frostgiant, Taricus
Speaker (1): Hawk132
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Berzerk Pack (1): Taricus
The Dark engine (1): Voidslayer
The Geneforge (1): Frostgiant
Champions:
Lich (1): Piratejoe
Bolter (2): Frostgiant, Taricus
Speaker (2): Hawk132, voidslayer
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Berzerk Pack (2): Taricus, Zomara0292
The Dark engine (1): Voidslayer
The Geneforge (1): Frostgiant
Champions:
Lich (1): Piratejoe
Bolter (2): Frostgiant, Taricus
Speaker (3): Hawk132, voidslayer, zomara0292
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Berzerk Pack (2): Taricus, Zomara0292
The Dark engine (2): Voidslayer, frostgiant
The Geneforge (0):
Champions:
Lich (1): Piratejoe
Bolter (2): Frostgiant, Taricus
Speaker (3): Hawk132, voidslayer, zomara0292
Because we're doing a major physiological change.You mean like making it over 5 feet tall and stronger then a normal man? Really, I'm not lying when I say its easy, and I don't get how adding more meat is harder then making something more intelligent. And we aren't just taking our own creations and changing them in our designs, we are actually making new things...
Army:Adding my votes, I want the bolter both because having a powerful ranged attacker is a massive boon, and because it should help us making complex machinery in the long run by giving us something to base our work on(I imagine it would be fairly easy to make a simple cart carrying a manual ballista based on Bolters own).
The Unholy Pack (3): Piratejoe, Hawk132, Failbird105
The Berzerk Pack (2): Taricus, Zomara0292
The Dark engine (2): Voidslayer, frostgiant
The Geneforge ():
Champions:
Lich (1): Piratejoe
Bolter (3): Frostgiant, Taricus, Failbird105
Speaker (3): Hawk132, voidslayer, zomara0292
Army:I agree with Failbird, Getting tech and magic would be a wise idea, as we can then get magitech which is probably quite a useful combination.
The Unholy Pack (3): Piratejoe, Hawk132, Failbird105
The Berzerk Pack (2): Taricus, Zomara0292
The Dark engine (2): Voidslayer, frostgiant
The Geneforge (0):
Champions:
Lich (0):
Bolter (4): Frostgiant, Taricus, Failbird105, Piratejoe
Speaker (3): Hawk132, voidslayer, zomara0292
Army:
The Unholy Pack (3): Piratejoe, Hawk132, Failbird105
The Berzerk Pack (2): Taricus, Zomara0292
The Dark engine (2): Voidslayer, frostgiant
The Geneforge (1): Felissan
Champions:
Lich (0):
Bolter (5): Frostgiant, Taricus, Failbird105, Piratejoe, Felissan
Speaker (3): Hawk132, voidslayer, zomara0292
Army:
The Unholy Pack (4): Piratejoe, Hawk132, Failbird105, Crazyabe
The Berzerk Pack (2): Taricus, Zomara0292
The Dark engine (2): Voidslayer, frostgiant
The Geneforge (1): Felissan
Champions:
Lich (0):
Bolter (6): Frostgiant, Taricus, Failbird105, Piratejoe, Felissan, Crazyabe
Speaker (3): Hawk132, voidslayer, zomara0292
Is this a research action or a design?
Action:
Research Beastmen ():
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Action:Honestly I think the Fireplume Golem is another good idea, but I feel they'd be better as a sort of elite unit, simply because I feel like as is they're going to be too expensive to use in such large numbers, that said, I don't want to vote for them this turn because I feel like they don't really bring much new to the table, they have the shields but that's about it since golems are already something we can do, I'd happily vote for them any other turn unless something more important came up.
Research Beastmen (1): Failbird105
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Action:
Research Beastmen (1): Failbird105
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Design Blackscales (1): Crazyabe
We could try dragons. They are pretty versatile power-houses which are classically depicted as evil. Necromantic creatures have been done to death, but aiming for a "binding of fallen souls into war" thing could work. Ummm... Greco-Roman monsters have a lot of options, though mostly rely upon special tricks, like regeneration or poison or bad-hair-day-itis... they are such a disparate group though that it is difficult to bring them together under a single heading. We could try contagious monstrousness, like werewolves or vampires or zombies or something... acting as a conversion to whatevr else we make and possibly some of the stuff the enemy makes. Or giants, ogres, trolls, something like that. Just D&D trolls would be a solid option. A variant with a new regeneration weakness would be easy enough and some elements can be resisted with equipment...Hmm, while I think Dragons wouldn't be TOO hard to do with our current resources, I feel like they fall into the problem of lacking hands, not that we couldn't correct it I suppose, there's also the possibility that draconic creatures of some variety come standard with the fire plane.
Action:
Research Dragons (1): Failbird105
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Design Blackscales (1): Crazyabe
Action:[/quote]
Research Dragons (1): Failbird105
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:
Research Dragons (2): Failbird105, RAM
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:
Research Dragons (2): Failbird105, RAM
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (2): Frostgiant, Taricus
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:Meh, fine...
Research Dragons (1): Failbird105
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (3): Frostgiant, Taricus, RAM
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:
Research Dragons (2): Failbird105, Taricus
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (2): Frostgiant, RAM
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:Call me Ishmael
Research Dragons (3): Failbird105, Taricus, RAM
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:
Research Dragons (3): Failbird105, Taricus, RAM
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (2): Frostgiant, Piratejoe
Design Body of Flame ():
Design Blackscales (2): Crazyabe, Zomara0292
Action:
Research Dragons (2): Failbird105, RAM
Research Etching Darkness crystal (0):
Research Mistress of the Unending Darkness (2): Frostgiant, Piratejoe
Research Biology (0):
Research Vampirism (0):
Design Body of Flame (0):
Design Blackscales (2): Crazyabe, Zomara0292
Design One Handed Blunt Weapons (0):
Revision Forgebound (1): Taricus
Action:sigh fine. I'd rather take making a capable infantry unit that is under explained and trying to do like three new things at once with no research than any of the other options currently available, and I doubt anyone else is willing to change to dragon research at this point, so I guess dragons just won't be coming.
Research Dragons (1): RAM
Research Etching Darkness crystal (0):
Research Mistress of the Unending Darkness (2): Frostgiant, Piratejoe
Research Biology (0):
Research Vampirism (0):
Design Body of Flame (0):
Design Blackscales (3): Crazyabe, Zomara0292, Failbird105
Design One Handed Blunt Weapons (0):
Revision Forgebound (1): Taricus
It's less of a +1 on a D6 and more a (Possibly small) reduction of difficulty for any biological thing we make. Which is more or less any living troops we can make.Hmm, yeah I can see that for the biology research, but in that case I don't quite see it being large enough to spend an action on. If it's a noteworthy reduction then maybe, but it also leaves us with virtually no direction to go in terms of "front-line soldier" other than biological, which is quite the broad category, so I still feel we should at least get ourselves a good frontliner first, the Blackscales at least give us a good set up for capable infantry and a good few alternative options outside of what we started with, I can see a design or revision to make a variation that sacrifices stealth for being big, tough, and fire-resistant.
As for the forgebound, they aren't meant to be better at magic, just better at being... well, a good, stable base for infantry and/or labour. They'll definitely do alright as a front-line in a pinch, just consider forgebound effectively the same as slightly demonic dwarves or the like.
Biologicals have innate repair capabilities that require minimal resources to function barring major damage, and they replicate themselves efficiently. No reason to not go biological really.A friendly reminder that you can give golems and others basic regeneration and reproductive abilities.
Biologicals have innate repair capabilities that require minimal resources to function barring major damage, and they replicate themselves efficiently. No reason to not go biological really.Well there are actually lots of reasons not to. The inherent degradation over time, multiple fatal or crippling weak points, many parts that don't self-repair and can't be easily replaced, a mas production method that tends to produce lots of non-combatants, environmental tolerance limited by precise chemical interactions... The list goes on, but that doesn't mean they are a bad choice, just that there are other considerations. You are correct that they are usually low-maintenance and self-manufacturing which are nice boons, can we get better from elsewhere though?
Research
Biology ():
Vampirism ():
Designs
One Handed Blunt Weapons (1): Failbird105
Revisions
Forgebound ():
Research
Biology ():
Vampirism ():
Designs
One Handed Blunt Weapons (2): Failbird105, Crazyabe
Revisions
Forgebound ():
Research
Biology ():
Vampirism ():
1 Oozekind: RAM
Designs
One Handed Blunt Weapons (2): Failbird105, Crazyabe
Revisions
Forgebound ():
Research
Biology ():
Vampirism ():
Oozekind (2): RAM, zomara0292
Designs
One Handed Blunt Weapons (2): Failbird105, Crazyabe
Revisions
Forgebound ():
Research
Biology ():
Vampirism ():
Oozekind (2): RAM, zomara0292
Designs
One Handed Blunt Weapons (3): Failbird105, Crazyabe, Taricus
Revisions
Forgebound ():
Research
Design
Ballistae (1): Failbird105
Adamant Shield ():
Revision
Research
Design
Ballistae (1): Failbird105
Adamant Shield ():
Grue ():
Revision
So RAM do you want the ballista then?Meh...
Research
Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Revision
Research
Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Revision
Research
Biology ():
Vampirism ():
Improved Adamant ():
Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor ():
Revision
Forgebound ():
Research
Biology ():
Vampirism ():
Improved Adamant ():
Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor (1): zomara0292
Revision
Forgebound ():
Research
Biology ():
Vampirism ():
Improved Adamant ():
Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor (2): zomara0292, Taricus
Revision
Forgebound ():
What kind of theme are we aiming for, for our army, anyway? Basic, I mean.You seem to be under the impression that there is some sort of plan here... At present we have a golem and some imps and some, umm, people with claws? Three species is probably enough, I would love something amorphous, maybe to combine with a golem to have a gooey shell around a hard centre, but imps are basically spellcasters, claw people are going to claw, and the golem shoots things. Wecould diversify into flying imps, cheaper golems, and bigger claws or something and get a decent range of combatants.
Anything that can self-modify itself physically in the field in a massive way would be unreasonably expensive to deploy and difficult to research that we may well not bother and reap the benefits of working upon something else.You are gods.
ResearchThe
Biology ():
Vampirism ():
Improved Adamant ():
Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor (3): zomara0292, Taricus, Piratejoe
Revision
Forgebound ():
Research
Biology ():
Vampirism ():
Improved Adamant ():
Design
Ballistae (1): Failbird105
Adamant Shield ():
Grue ():
Irongears (2): Crazyabe, RAM
Light chainmail armor (3): zomara0292, Taricus, Piratejoe
Revision
Forgebound ():
Plan A (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703889#msg7703889) (1): Failbird105
Plan A (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703889#msg7703889) (2): Failbird105, Taricus
Plan D.U.N.C.E (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703919#msg7703919) (1): RAM
Plan A (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703889#msg7703889) (2): Failbird105, Taricus
Plan D.U.N.C.E (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703919#msg7703919) (2): RAM, zomara0292
I'm guessing that's being reliant on hitting the enemy though, rather than just getting near the enemy?While you do have to aim, they fly... Like a fireball. So pretty fast.
Arrow fast or bullet fast?Arrow fast for lack of a better comparison. It travels as fast as a D&D fireball. Which is similar to arrow fast.
Okay, so fast but not impossible to dodge. As for accuracy?Good. They go where you point them.
Can our imps use them one handed? I know the blackscales probably can because they casters are sized for imps, so they're pretty small, but they are apparently staff sized for the imps.They can, but it won't be as accurate. They fire from the top of the staff, unless you change that.
Plan A (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703889#msg7703889) (1): TaricusBecause I think it's better to have a solid, and much larger, force than it is to have lots of new and potentially better things, and I don't feel like the fire casters are a waste now that we know how effective they are.
Plan D.U.N.C.E (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703919#msg7703919) (3): RAM, zomara0292, Failbird105
Plan A (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703889#msg7703889) (1): Taricus
Plan D.U.N.C.E (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703919#msg7703919) (4): RAM, zomara0292, Failbird105, Crazyabe
Earth:
200 blackscales
500 imps + Flamecasters
Fire:
375 Imps+shadowblades+bronze light chains
300 Imps+shadowblades+flamecasters
1 Bolter
1: RAM: Plan Dwefut
each ring welded together by divine power, the fit tailored to each different species of soldier. ... the bronze version of the chain shirt is not overly heavy, despite being twice the weight of its Adamant counterpart, due to the power-fueled welds and limited coverage.I support the forge in theory, and setting things off to some future point when more resources are available often goes wrong, but it seems ill-suited to our immediate issues and might be better later. In earth we have generally tight quarters, where quality tends to win over quantity, and fire is dominated by open skies, and the forge would currently provide neither flight nor ranged attacks. This just doesn't seem like the time for it.
Or else ensure the forger workers are capable of using such magic?Yes. Also, this does add some difficulty.
Or else ensure the forger workers are capable of using such magic?Which is potentially similar to avilities that might be held by native denizens of the earth or fire planes. An earth-shaping ability might be translatable to metal-shaping. An ability to burn with a touch might translate to welding with one's bare-hands, or flame-control might enable heating a weld without heating its surroundings. It is possible that we don't gain anything from the native denizens, and it is possible that they have no pertinent abilities, but the possibility that they might... It would just be so much easier to start with some sort of basis, rather than constructing a new magic from scratch or imparting our own power into the forge for the mortals to wield.
Seeker v1: (0)Design for a dark caster
Dark caster: (0)
The forge: (0)
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
Seeker v1: (0)
Dark caster: (0)
The Forge: (1) Taricus
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
Seeker v1: (1) Dgr
Dark caster: (1) Dgr
The Forge: (2) Taricus Dgr
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751 (http://Ravens)
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402 (http://Seeker v1): (2)DgR, Zomara
(http://Dark caster): (2) DGR, Zomara
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764381#msg7764381 (http://The Forge): (3)DGR, Taricus, Zomara
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363 (http://Worker): (0)
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647 (http://Ballistae): (0)
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402 (http://Forging Darkness): (0)
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054 (http://Grue): (0)
http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450 (http://Daemons): (0)
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): (1) RAM
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
The Forge (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764381#msg7764381): (3) Taricus, Dgr, Zomara
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402): (2) Dgr, Zomara
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402): (1) RAM
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647): (1) RAM
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056): (2) Dgr, Zomara
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751) (1) Crazyabe
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402): (2)DgR, Zomara
The Forge (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764381#msg7764381): (4)DGR, Taricus, Zomara, Crazyabe
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647): (0)
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402): (1) Ram
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg776405): (0)
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450): (1) Crazyabe
1 Forge has 10 Forge Hubs.10 hubs or 20?
You do not have to run all 20 forge hubs. This doesn’t cut maintenance cost, though.
1 Material is equal to 1 power for worth of non-magical equipment. (Adamant counts as non-magical)I had a little trouble parsing this. Suggestions in purple. Just hyphenating not-run would help, I am not sure if it is proper grammar but it seems like proper communication...
1 Power = produces 2 Material (may be rebalanced depending on future developments)
1 Forge costs 400 Power/Turn to run. You can not run may avoid running the forge if you want.
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (1): Taricus
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 1 RAM
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (1): Taricus
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 1 RAM
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (2): Taricus, DGR
A long, hollow demon mad out of segmented cylinders. Each cylinder has a pair of spiked legs that can dig into rock surfaces to climb up sheer cliffs. The segments can lock together to form an armoured but immobile laddered/stepped tunnel. It can inflate massive gliding wings from every 6th segment. Every sixth segment with an offset of three can produce a bag,m nflated with hot air, to slowly and clumsily take it to altitude in favourable conditions. The intervening segments breath and can assist in inflation. It's basic method of operation is to be loaded with troops and then gently float into the air, before switching to a glider and gracefully diving at a target to unload. But it is also capable of land-operation or locking itself to form a spontaneous fortification or passage. It lacks specific weapons, but the legs are dangerous and mobile, if clumsy spears, and it can do a great deal of damage by ramming or rolling at things.With luck it gives us aerial mobility and logistics...
Otherwise, it is a resistance-focused imp,hollowed out with its extremities removed, given ribbed plating and a few novel growths, then extended out to about 30 metres long and 3-metres tall, with about 60 segments...
The thing is RAM, is that we don't need any magic to help in the plane of fire. Normal stuff will work just as well there.It doesn't have a conventional land-route. We currently have land-forces only. At best we would be constantly harassed from what is largely beyond our ability to reply, at worst it is actually impossible. We probably don't even have blackscales on account of the heat. We are horrifically ill-equipped.
More to the point, we need the forgebound as the blackscales are too expensive to devote to laborious tasks, and the imps can't actually staff the forge.I... somehow missed that imps could not work it. Apologies for that.
The problem with flying units is armament. As we lack any ranged weapons which will be effective on the plane of fireFlying units don't need to be ranged. It would certainly help, but they can be a threat without it. Ranged fliers are mostly advantageous for their ability to attack ground units with relative impunity, which is very unlikely as they will be opposed by flying units. Ranged weapons can even be a liability if they are unwieldy in a melee. Don't forget that teleportation, immaterial creatures, and projectile-resistance magic are all plausible as far as we know, so "cripple them before they reach us" might not be viable. Having aerial heavy infantry to keep aerial anti-aerial forces away from our ranged fliers would be a good long-term plan.
we lack any ranged weapons which will be effective on the plane of fire, we need to work on that. However, in order to do so, we need the forge being capable of creating said armaments. As the forge is non-magical, we need a workforce that is magical in order to mass produce magical equipment.The only magical equipment we can make is those exact same ranged weapons that don't work on the plane of fire(we don't have confirmation yet, but it certainly seems so), and possibly shadow-blades, which are a melee weapon, which we have a mundane alternative to which can be made in the forge. The plane of earth is tunnels, possible earth-moulders, and possible earth-magic. This means ambishies, which is, ehh, the flame-casters have lots of burst-damage, they are not terrible, but it is not a theatre for ranged weapons. Fire is fire, and relying on fire to kill there is bad news. Flame-casters are ill-suited to our current battles. This leaves shadow-blades, a weapon primarily for imps, which apparently...
are far too weak or fragile to use as front line infantry.which rules out their use in Earth which lacks the room for light infantry to manoeuvre, and in fire they are fighting ranged things that can fly while they are stuck on rickety bridges waving their knives around...
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 1 RAM
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (2): Taricus, DGR
No sense in trying to put carts before horses.I... what? You want to make the magic factory before having the magic item to make with it. You want to make the factory into which to integrate earth and fire before we even know what we would have to integrate or how integration functions. We are here assembling a proud beacon of carts stretching into the sky when the mere possibility of horses is only an untested hypothesis. The forge is a cart. The forgeworker is a cart. The things to actually build are the horse. We have armour and blunt weapons, which is not enough horse to ride through Fire. The things that we equip are the horse, Blackscales should fight well in the tunnels, but in Fire, someone decided we needed biology, biology tends to die from heatstroke in temperatures well below most familiar burning points, blackscales "might" be able to struggle slowly through the furnace due to narrative convenience but they are not going to be optimised. Aside from that we have imps, which I have great hope for(though others seem less optimistic towards them as a core army), but they can't fly, so if they are fighting over a bottomless pit and happen to stumble, it is bad, if they are fighting sky pirates, it is bad, if they only have fire sticks against things that literally live in fire, then we had better hope those fire-sticks hit like a cannon-ball or magically convert matter to ash directly rather than just heating things...
Again, we don't need to rely on magical equipment.
The problem with flying units is armament. As we lack any ranged weapons which will be effective on the plane of fire, we need to work on that. However, in order to do so, we need the forge being capable of creating said armaments. As the forge is non-magical, we need a workforce that is magical in order to mass produce magical equipment.See, here is a thing. So we do or don't need magical equipment? We need a magical worker to work a magical forge?(I am pretty sure there are other ways, but workers are a decent one. of course, we could focus on forge efficiency and make magical items ourselves, or even make a different forge, there are lots of options...) This is relevant because we need the forge to make magical equipment(we don't). This in turn is necessary in order to get ranged weapons which are required for functional aerial forces(nope and nope...).
The forge and it's workers are the horse, everything else is the cart.Saying that doesn't make it true. The cart is the factory that is producing things that we don't need and can build anyway for a not-terrible price. The horse is the things that the factory might produce that it can't because they don't exist yet. A cart is a container that requires a horse in order to push it. The factory requires designs to produce and workers to use them or it is worthless. A horse can carry rider and cargo without a cart. Weapons and soldiers can be produced without a manufactory. The forge is the big lug of overhead costs that would make us more efficient if we are hauling in bulk, a cart. The units and equipment are the things that work just fine as they are, but if we are hauling in bulk, some sort of large cargo space on wheels would be really nice: horses. Yo udo not put the thing that is dependent before its dependency. The forge is cart, most else is horse, you are trying to massively overinflate the importance of the forge and it just isn't right.
We can't expect to field something if we can't afford to actually get it onto the field.The forge is a discount. Discounts are very nice, but not required. We are looking at our forces being dropped to a fifth in effectiveness because the plane of fire is terrible for infantry. The forge is, like, a one-third discount on imps and a one-fifth discount on 'scales, as a favourable estimate. It would be better to let the forge idle then to waste a design revising it to be a little cheaper, the value just isn't there, not that we would need to idle it as is.
More to the point, you think it possible to integrate those two planes into our plans. But the best we're going to get out of those plains is raw materials for the forge.Do you have a source on this? I have a source on the polar opposite:
The power to materials ratio is basically static. Don't try to improve this, as it's based on the fact that creating metal bars is easier than creating armor. It's less mental effort for the gods.Granted, the wording isn't perfectly clear. Scavenging free materials is an edge-case, but it can certainly be interpreted to "don't even bother getter cheaper materials, it is the only thing balancing this design" which is toxic to the prospect of "we will probably get free materials from the plane".
And further to the point, could you please point out where exactly in the design that intends to integrate the other plains? Because none of the forge design was intended to require those plains to function.I think there is a typo. If you mean "where is" then it will be made(or not, depending upon priorities when we know more) when we actually have anything to gain from it. It would be asking for a count of chickens when we didn't see what laid the eggs, but there seem to be a lot of it about...
Moreover, as I said, I do intend to introduce a ranged weapon design that'll work on both plains after the forgebound are put into service. One that can take advantage of the forge and doesn't require magical ability to use. We do have a third action this turn after all.We HAVE a ranged weapon. Let's all look forward to burning a design on a cheaper, less magical redundancy to our current option. Granted, the flamecaster is not the greatest thing. I would want it replaced or revised in time, but at present a new design would be almost solely useful against the fire plain, and just a minor upgrade everywhere else. We are going to get through the fire plane(or not at this rate) and at that time burning an action to make the threat we pose more uniform won't be a boon. A long-range siege weapon might help. Dedicated air defence would fill a potentially relevant niche for a while, but replacing a design we already have when there are so many things we need is folly. A plan that relies upon rendering the FLame-caster obsolete, before a single battle has passed, when we have nothing that flies, nothing resistant to arrow bombardment, no crowd control or medicine, nothing to fortify, scout, or raid? Is a very bad plan. Flame-caster might not be good, but it is better than nothing, which is what you are choosing if you spend a design replacing it while there is a massive heap of nothingness all around it.
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 1 RAM
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (2): Taricus, DGR
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 2 RAM, Zomara
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (2): Taricus, DGR
Quote from: voteboxRavens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 3 RAM, Zomara, Crazyabe
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (2): Taricus, DGR
Ravens:I would assume so
we forge these into forms that resemble, in both form and function, birds of pure black.
Well I did originally envision them flying people around, but it never seemed practical. I guess this works. I imagine that they swarm someone, spread across their body, then morph into giant wings while slowly raining theirRAM. I had an idea of improvement for a slight increase in difficulty, but a dramatic increase I. Effectiveness. But i want your approval, since this is your baby.Spoiler: Edited Ravens (click to show/hide)
On the discord an idea struck me. Rather than trying to use he ravens as offensive scouts (Which... to be honest they'd be shit at), why not revise the design to make them spies? Our eyes and ears which could well make themselves innocuous at a moment's notice.They are more harassment forces. They distract, inflict minor but wide-spread damage against soft targets, are highly tenacious, and directly impair morale. As scouts they are just difficult to spot and highly mobile. They don;t have any great communication or monitoring skills that you would want scouts or spies to possess. It may as well be a completely new design for spies, and beetles would probably be better in the role.
the Kran-CLak-thun microlith is part of my personal army. the golem things that I use as enforcers, and the police of my domain. they are known as Cogs, and take the form of hedrons, with cogs and gears turning in their core.
The microlith is the most basic, and smallest of my forces, taking the form of two pyramids, apposed to each other, with a glowing crystal in the middle. With four small hedrons acting as legs. It is equipped with a few different abilities.
First is its quantum instability beam, a spell that destabilizes whatever it hits, causing it to degrade into energy and fall apart. the spell itself feeds on the energy that gets released and uses some of it to replicate/spread, and contains the rest. Eventually the energy bursts out of containment in a large explosion that disperses the spell. Unfortunately the microlith's quantum beam is quite weak, creating blasts that release about 3 times the energy of a fireball at maximum, where the bigger units can destroy small islands in a single shot. The other use of the quantum instability beam is harvesting energy, this process is short ranged and takes time, but it allows the microlith to "mine" matter and turn it into energy for use either by itself or its masters.
Its second ability is the quantum shield, the quantum shield uses a spell to alter the quantum state of projectiles (this includes melee weapons) aimed at it, causing them to miss. It has more difficulty with large numbers of projectiles, or explosions. Both of which will rapidly exhaust its power source.
Its final trick is quantum duplication, with enough energy it can make a copy of itself, for a bit less than it would take to make one completely from scratch.
Ravens (http://www.bay12forums.com/smf/index.php?topic=169467.msg7763751#msg7763751): 3 RAM, Zomara, Crazyabe
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Worker (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764363#msg7764363): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Forging Darkness (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (2): Taricus, DGR
Kran-CLak-thun Cog guard, microlith class (http://www.bay12forums.com/smf/index.php?topic=169467.msg7780365#msg7780365) (0):
Quantum Sight (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786834#msg7786834) (0):
Gupta Hakki (http://www.bay12forums.com/smf/index.php?topic=169467.msg7781809#msg7781809) (0):
Shade (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786871#msg7786871) (0):
As my primary domain it comes to my attention that we lack basic quantum magic. Where fire is deadly and destructive, quantum magic is... strange, providing a wide range of abilities and spells, from the devastating quantum destabilization beams, to quantum shields, and advanced teleportation.
For now though, we must start with the basics, quantum sight, the ability to see probabilities of what will happen in the next few moments, making for a decent way to avoid traps and find pathways that are safe.
Within his domain, shadows grow darker as even perfect darkness contains too much light, hills of ash and bone lie nigh untouched by all but the bravest of imps and blackscales, he views himself as a divine balancing scale, taking from one to give them what they need, an eye for Forsight, an arm for "true" strength, Emotions for peace of mind... But he is not evil, nor cruel merely Wise in his own way, always offering to return what is taken if the deal seems wrong to those who would take it.
(Design) Forgebound (1): Taricus
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (1): Taricus
Quantum Sight (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786834#msg7786834) (0):
Gupta Hakki (http://www.bay12forums.com/smf/index.php?topic=169467.msg7781809#msg7781809) (0):
Shade (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786871#msg7786871) (0):
Hunter class shadow monster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786902#msg7786902) (0):
Evolver (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786998#msg7786998) (1): Zomara
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (1): Taricus
Quantum Sight (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786834#msg7786834) (0):
Gupta Hakki (http://www.bay12forums.com/smf/index.php?topic=169467.msg7781809#msg7781809) (0):
Shade (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786871#msg7786871) (0):
Hunter class shadow monster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786902#msg7786902) (0):
Evolver (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786998#msg7786998) (1): Zomara
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (3): Taricus, Zomara, DGR
Quantum Sight (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786834#msg7786834) (0):
Gupta Hakki (http://www.bay12forums.com/smf/index.php?topic=169467.msg7781809#msg7781809) (0):
Shade (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786871#msg7786871) (0):
Hunter class shadow monster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786902#msg7786902) (0):
Evolver (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786998#msg7786998) (0):
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (4): Taricus, Zomara, DGR, Crazyabe
Quantum Sight (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786834#msg7786834) (0):
Gupta Hakki (http://www.bay12forums.com/smf/index.php?topic=169467.msg7781809#msg7781809) (0):
Shade (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786871#msg7786871) (0):
Hunter class shadow monster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786902#msg7786902) (0):
Evolver (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786998#msg7786998) (0):
Grue (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764054#msg7764054): (0)Huh...
Seeker v1 (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764402#msg7764402):
Daemons (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764450#msg7764450):
Ballistae (http://www.bay12forums.com/smf/index.php?topic=169467.msg7764647#msg7764647):
Dark caster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7765056#msg7765056):
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (4): Taricus, Zomara, DGR, Crazyabe
Quantum Sight (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786834#msg7786834) (0):
Gupta Hakki (http://www.bay12forums.com/smf/index.php?topic=169467.msg7781809#msg7781809) (0):
Shade (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786871#msg7786871) (0):
Hunter class shadow monster (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786902#msg7786902) (0):
Evolver (http://www.bay12forums.com/smf/index.php?topic=169467.msg7786998#msg7786998) (1): RAM
please stand by.By does not know how to stand. It is a word, words don't generally do that sort of thing unassisted. Truly, most instances of words standing occur amongst enslaved words, and enslavement of conceptual entities is frowned upon in divine society, for obvious reasons...
Bolter
200 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain
375 Imps+ Shadow Blades+ Bronze Light Chain
300 Imps+ Shadow Blades+ Flame Casters
500 Imps+ Flame Casters
1 Forge has 10 Forge Hubs.Initial costs would be 2500 forge + 1000 forgebound=3500 Ongoing costs would be 400 forge + 1000 material = 1400. Production would be 2000 power worth of gear.
1 Forge Hub uses 200 Material/turn and needs 50 workers.
1 Material is equal to 1 power worth of non-magical equipment. (Adamant counts as non-magical)
1 Power produces 2 Material (may be rebalanced depending on future developments)
You must run 1 type of equipment per Forge Hub. Any wasted material is not refunded, material is not shared between forges.
You do not have to run all 20 forge hubs. This doesn’t cut maintenance cost, though.
1 Forge costs 400 Power/Turn to run. You can turn off the forge if you want.
Production:Probably light in Earth...
Forges:
5400 = x2 forges + x1 running costs
1300 = 650 forgebound(1350 more for full capacity)
1300 = 2600 materials
{-1000} = 500 Adamant Blunt Weapons
{-1600} = 800 Adamant Light Chainmail
Troops:
2000 = 500 Ravens
Placement:
Fire:
001 Bolter
400 Ravens
500 Imps + Flame Casters + Adamant blunt weapons(-500=0) + adamant light chain(-500=300).
100 Imps+ Shadow Blades+ Flame Casters + Adamant Light Chain(-100=200)
020 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain
Earth:
100 Ravens
180 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain
200 Imps+ Shadow Blades+ Flame Casters + Adamant Light Chain(-200=0)
375 Imps+ Shadow Blades+ Bronze Light Chain
Dark:
2 forges
650 forgebound + nudity
Plan Norush (http://www.bay12forums.com/smf/index.php?topic=169467.msg7809458#msg7809458) (1) - Failbird
Plan Norush (http://www.bay12forums.com/smf/index.php?topic=169467.msg7809458#msg7809458) (2) - Failbird, zomara
Plan Norush (http://www.bay12forums.com/smf/index.php?topic=169467.msg7809458#msg7809458) (3) - Failbird, zomara, DGR
Also, if you need the deployment spreadsheet in another format, let me know.I am sure that they are fine. I just hate working with Google stuff and am no good with spreadsheets. These are, of course, personal issues and hopefully other proposals will emerge that make use of it. I just wanted to make sure that we had something...
If I remember correctly, we had made some troops, already, so we should have more than What we are making right now.Those troops are factored in. My proposal includes imps and blackscales and a bolter in the placement, and has none of those in the production.
Honestly I think we could cut back on the amount of forges we're getting. If we can't even staff the one fully, there's no point in getting twoThat is fair criticism, a proposal with only the one would likely be better. On the other hand, the costs involved are difficult to work into one turn, and we are likely to have better stuff to spend on next turn, and I don't see us prioritising a reduction in initial costs of forges. We probably want two eventually, so... meh. Clear a fixed cost early and sort out the details later...
If I remember correctly, we had made some troops, already, so we should have more than What we are making right now.You do. I don't know off the top of my head where the nber weirdness is.
RAM. We don't really need that many fire sticks an a plane made of fire. heck, it may not be wise to have any, but i am not sure if the attacks will be canceled out, boost/heal, the fire based entities, or do just minimum damage... it would probably do us much better in earth, where we have the least amount of troops.I didn't buy any new fire sticks, I "added" them because I was a derp and forgot to include them on the troops that already had them. The Earth plane has, thus far, been mostly enclosed spaces, which seem to lack good opportunities for ranged combat. They might be effective against fire creatures, we have yet to test that : (. If you want to post a competing new or modified plan with the casters shifted elsewhere than that is fine, but we can't have fewer casters.
Evolver
The evolver is a wolf like organism, with the general shape of a wolf, but having feathers, spikes instead of fur and slitted eyes.
The evolver has a unique ability, the ability to drain the life force and memories of a target, rather than consuming the flesh, this makes them smarter and gathers energy/data for their next big ability. You see, the evolver can enter a chrysalis at which point they begin stealing adaptations and abilities from the things they killed, as well as creating new adaptations to help it confront the challenges it has experienced since the last time it entered this state. The adaptations it gains from this can be almost anything, from minor changes, to completely new forms and limbs. This lets them grow ever stronger and more efficient. Which nicely ties in with their final ability, the ability to reproduce asexually. They do this by simply laying a small clutch of eggs.
The offspring retain the adaptations of their parent, but not its size or strength. Eventually, groups can grow large enough to create entire new subspecies.
An improved and heavily modified form of Flamecaster, Specifically this version technically has no cool down time between shots as it produces a constant beam of fire.
We have seen That although we provided some tactical knowledge to our troops- but found their strategy wanting, These are the Solution- Bulbous and squid like The Shadowminds sacrifice physical strength in exchange for mental strength, a great sense of tactics- and the Gift of Tongues, the Ability to understand many languages- which will allow us to gain knowledge from our captives and organize our attacks to a greater degree.
A Combination of Spear, Axe, Shovel, and Pickaxe- this is meant to be the only tool our men will need in the field, allowing them to quickly and effectively construct some simple fortifications, and to control the battle field to a better degree.
Research
Scuttlers (http://www.bay12forums.com/smf/index.php?topic=169467.msg7829503#msg7829503) (1): Failbird
Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
Research
Scuttlers (http://www.bay12forums.com/smf/index.php?topic=169467.msg7829503#msg7829503) (2): Failbird, Crazyabe
Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
Research[/quote]
Scuttlers (http://www.bay12forums.com/smf/index.php?topic=169467.msg7829503#msg7829503) (3): Failbird, Crazyabe, Zomara
Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():