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Finally... => Forum Games and Roleplaying => Topic started by: Doomblade187 on February 08, 2018, 01:44:56 am

Title: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: Doomblade187 on February 08, 2018, 01:44:56 am
The cataclysm rocked the planes, sending all into chaos. An unknown force had closed off the gates, wounding you and your master, and it was centuries before you were able to reopen the gates to the planes you sought. Your master healed, your beings rejuvenated, you are ready to conquer once more. Your master has offered you designs from their mind, developed over the decades.

You stand in the land of hot sand and darkness, eyeing the portal to the planes you seek to rule.

It is time to march.


And finally, a choice of three champions is offered.
Spoiler: Champions (click to show/hide)

Central thread (http://www.bay12forums.com/smf/index.php?topic=169465.0)
Discord (https://discord.gg/j6JaSWm)
Planning Spreadsheet (https://docs.google.com/spreadsheets/d/1M0AISBBdJDve1_WPzWyW7XuXotxYJjm7kcgHLmebrG8/edit?usp=drivesdk)
Title: Re: Gods Race Rebirth: Dark
Post by: frostgiant on February 08, 2018, 01:57:46 am
I want the dark engines.

I love mechanical, bronze and clanking Gears.

I like the Bolter, fits the theme. and The range attack is good. I also like the lich. Dislike the Speaker.
Quote
Army:
The Dark engine (1): Frostgiant

Champions:

Bolter (1):Frostgiant

Title: Re: Gods Race Rebirth: Dark
Post by: piratejoe on February 08, 2018, 02:13:17 am
Meanwhile, I want muh demons. Demons have a lot of versitility and can be used to turn our enemies to our own side if we use particular types...then again I'm a bit biased because demonic as a vague term can be used for plenty of things...that and I would not like to see how our gearkin do under water... Also, the speaker seems interesting as they seem to be the kind of person who can easily convert our enemies to our side, which is interesting, but I think I'll stick to last games old set of imps and litch.
Quote
Army:
The Unholy Pack (1): Piratejoe
The Dark engine (1): Frostgiant

Champions:

Litch (1):Piratejoe
Bolter (1):Frostgiant

Title: Re: Gods Race Rebirth: Dark
Post by: Hawk132 on February 08, 2018, 02:21:22 am
Demons are fun. Also, the Speaker looks pretty interesting.

Another also - first time ever joining a Race game.
Quote
Army:
The Unholy Pack (2): Piratejoe, Hawk132
The Dark engine (1): Frostgiant

Champions:
Lich (1): Piratejoe
Bolter (1): Frostgiant
Speaker (1): Hawk132
Title: Re: Gods Race Rebirth: Dark
Post by: frostgiant on February 08, 2018, 02:31:52 am
Quote

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

Changed to the Geneforge, I like them.
Title: Re: Gods Race Rebirth: Dark
Post by: Taricus on February 08, 2018, 03:21:19 am
Quote from: Votebox
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

A ranged combatant that destroys entire towns? Sign me the fuck up. And it's best to get the orcs; they're versatile, strong and their weakness isn't really a weakness since silver is pretty shit for weapons. We shall spread darkness and fear into the very hearts of our enemy as our armies march upon them.
Title: Re: Gods Race Rebirth: Dark
Post by: piratejoe on February 08, 2018, 03:34:41 am
Taricus, Orks aren't very magical...or versatile for anything that isn't charging the enemy with a big stick. Said stick usually being made of metal, and sometimes sharp. Still, Magic is very versatile for fighting, and so to is having a brain for clever and cunning tactics...Besides, think of the opportunities demonic things will give us.
Title: Re: Gods Race Rebirth: Dark
Post by: Taricus on February 08, 2018, 04:15:53 am
Demons provide less opportunities than what would would get with orks.
Title: Re: Gods Race Rebirth: Dark
Post by: VoidSlayer on February 08, 2018, 05:27:41 am
We could go with automatons and Speaker, then figure out how to make more darkness creatures and use them as minds for the machines.  When the golem is destroyed is when the true danger is unleashed.

Quote from: Votebox
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

Title: Re: Gods Race Rebirth: Dark
Post by: piratejoe on February 08, 2018, 05:40:56 am
I wouldn't say they give us less opportunities, I would go so far as to say they give us more. Orks are good as front line brute force, however they lack intelligence and the ability to really use any kind of magic, meanwhile, Imps while physically week are magically strong and will be able to cast fire at our enemies from range. Magic and demons give us a good starting point to utilize magic and we can fairly easily make a basic front line unit to fill in the gaps. Also, I believe their intelligence being higher then the Orks alone is a good enough reason to pick them over Orks. As where Orks would just charge in no matter what, Imps would actually try to skirmish with the enemy force and get the high ground, among other things that involve more then just rushing the enemy while shouting at the top of their lungs..
Title: Re: Gods Race Rebirth: Dark
Post by: Taricus on February 08, 2018, 05:41:41 am
Intelligence is easily fixed. Strength & size is not.
Title: Re: Gods Race Rebirth: Dark
Post by: piratejoe on February 08, 2018, 06:32:54 am
It actually is, if the last game is anything to go off of...Really, its just a single design to get something basic that will fill in for the front line grunts. We wont have any large ten foot tall trolls but I think a five foot six would be good enough...And if intelligence is easily fixed, why would slapping on a bit more meat be any different?
Title: Re: Gods Race Rebirth: Dark
Post by: Taricus on February 08, 2018, 07:01:25 am
Because we're doing a major physiological change.
Title: Re: Gods Race Rebirth: Dark
Post by: zomara0292 on February 08, 2018, 02:10:21 pm
We could go with automatons and Speaker, then figure out how to make more darkness creatures and use them as minds for the machines.  When the golem is destroyed is when the true danger is unleashed.

Quote from: Votebox
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
Title: Re: Gods Race Rebirth: Dark
Post by: frostgiant on February 08, 2018, 02:17:17 pm
Going to change my vote again.
Moving to my second choice

Quote from: Votebox

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
Title: Re: Gods Race Rebirth: Dark
Post by: piratejoe on February 08, 2018, 03:44:02 pm
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...
Title: Re: Gods Race Rebirth: Dark
Post by: Doomblade187 on February 08, 2018, 03:54:41 pm
Making a 5ft tall, stonger creature is not a major design if based on something existing, much more if brand new. You guys are minor God's, keep in mind.
Title: Re: Gods Race Rebirth: Dark
Post by: Failbird105 on February 08, 2018, 04:31:18 pm
Quote from: Votebox
Army:
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
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).

As for the  army, as much as I don't want to repeat the same units as last time, the importance of having a base of magic to work off of cannot be understated. If we went for the Lich then I would definitely switch to orcs as the Lich gives us a magic base to build on to make up for the orcs lack of it.
Title: Re: Gods Race Rebirth: Dark
Post by: piratejoe on February 08, 2018, 06:15:30 pm
Quote from: Votebox
Army:
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
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.
Title: Re: Gods Race Rebirth: Dark
Post by: Felissan on February 09, 2018, 05:40:20 am
Quote from: Votebox
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
Title: Re: Gods Race Rebirth: Dark
Post by: crazyabe on February 09, 2018, 10:46:50 am
Quote from: Votebox
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
Title: Re: Gods Race Rebirth: Dark
Post by: VoidSlayer on February 09, 2018, 12:16:44 pm
So I am thinking, if what we are doing so far turns out to win, that we make larger, stronger demonic troops and upgrade Bolter to fire that Etching Darkness acid poison cloud in his siege shot.  Force them to come to us or we turn the battlefield to our advantage, anywhere we want.
Title: Re: Gods Race Rebirth: Dark
Post by: Failbird105 on February 09, 2018, 12:54:00 pm
Personally, I think we need to either make at least a few thing that we have no current base for, or research into the workings of the magic and technology we do have to figure out other ways we can use them, but of course before we do this we need to figure out exactly what knowledge we have, because if this is like the previous one, then we only actually have 1 single spell, that being the one that lets us make objects shoot fireballs.
Title: Gods Race Rebirth Turn One
Post by: Doomblade187 on February 10, 2018, 11:10:11 pm
It begins.

Research Phase 1.

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: VoidSlayer on February 11, 2018, 01:56:24 am
Research: Etching Darkness Crystal

We solidify etching darkness into crystal along with the "normal" darkness in various mixes.  We start with just a small amount of etching darkness being introduced to the crystal to see how it interacts, then try adding it in during the crystal forging process.   We attempt to create a stable, concentrated form of etching darkness which will render anything cut by or in contact with the crystal to be infused with etching darkness and suffering from it.

We may need to find other forms of energy we can add in to stabilize the effect, like pain, suffering, hatred, apathy and any other negative effect we can concentrate and solidify into the mix.

My plan would be to create weapons that suffering even a single scratch from would prove fatal due to directly being infected with entropic energy.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Doomblade187 on February 11, 2018, 10:49:49 am
Is this a research action or a design?
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 11, 2018, 10:55:15 am
Research: Beastmen
Research into the making of beastmen, primarily by studying the incorporation of the physical traits and capabilities of mundane beasts, primarily mammals, such as bulls, wolves, and moles with the basic forms of our imps to make bigger, stronger frontline fighters.

Doom, can you think of any major problems with this action? The one I can see is that we might not really have examples of said beasts to go off of.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: VoidSlayer on February 11, 2018, 11:56:17 am
Is this a research action or a design?

It is meant to be research, basically combining two of our current techs into a new material.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 11, 2018, 02:26:56 pm
*sighs* missed this until it was too late to get lich+geneforge=custom bodies and undeath...

Body of Flame
By inserting a flame caster(or any other magic to flame converter) into an imp(or any other innate flame creature)'s spiritual nexus, and overloading it we can induce an explosion of purposeless(and thus freely malleable) flame magic into the beings living essence. This causes that being's essence to convert from physical life to thermal life, at which time it converts the physical body into fuel leaving only the creature's mind, spirit, and pyre attuned to the creature's innate fire control. While existing theories suggest that such a body would be incapable of producing its own magic, and thus exhaust its supply of fuel over a period of hours, it would in the intervening period have an immaterial and highly dangerous form that was completely under the control of its will, rather than a physical body that is subject less to the creature's own intentions and more to its physical environment.

In short: a spell to sacrifice an imp and a glow-rod to create a short-lived fire-elemental.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: frostgiant on February 11, 2018, 04:18:37 pm
Fireplume Golems:

Golems derived from the technomagic mechanisms that make up the Boltor.
The very mechanisms that make up their bodies share a liking to the clockwork and gears of the boltor.

Standing Almost double the Height of an imp and weighing many times over, the fireplume golems are Living Metal Walls, In addition to the magic that Gives them life, the golems posses the nexus of the various enchantment that give the golem life , the anchor spells for the life-giving matrix is located inside their heavily armored chest, beneath heavy metal plates that make up their outer shell, and then under the various gears and cogs that make up the inside of their body.
The head of a Fireplume golem is similar to a helmet, with a furnace-like grill in place of a mouth and a single slit where the eyes of an impnoid would go in the helmet.

The powerful technomagic of the Fireplume Golems make them living weapons. Their heavily armored gauntlets as capable as any metal mace, and their legs capable of grinding enemies into the mud through sheer force. However, The fireplume Golems do Go into battle equipped with Either a pair of Fire casters, embedded into their forearms or a pair of large Cog-like shields, that The golem can use to grind their enemies into a paste.
The Fireplume Golems Are the Beings that hold the lines.


Strong mainline infantry, based off the boltor. Comes in two configurations, Double Grinder shield (Big Gear-like shields that the Golem can use to grind and crush) Or double fire caster in their wrists, For a ranged flame attack.

Or

Mistress of the unending darkness(Champion)

The Mistress is a tall, thin and willowy individual, taking on a female form.

The Mistress of darkness was formed from the etching darkness itself, created so as to be immune to the effects of the darkness that had spawned her. This was done through a bit of sympathetic magic during their creation, after all, the darkness does not melt itself now does it?

Much taller then a imp, the mistress would only be a head taller then the average mortal human.
A mistress of darkness is a creature that does not see light when they are born, and if they had such a choice they would never bare the rays of their opposite upon their flesh. This lack of sunlight and constant life inside of the darkness has left the mistress with skin as white as plaster. There is no life to be found within the skin of these champions of the etching darkness.

A mistress gives off an illusion of fragility due to their thin forms, feminine appearances and Slender presence, This could not be more untrue. A mistress is easily able to pop an imps head with nothing but the bare palm of their hand, and Any damage that a mistress receives will be reformed from the very etching darkness that formed them.

They clad themselves in Large dresses, of their own choice. They use the swishing motion of these dresses to spread etching darkness around themselves.
When one of the dark ladies go to battle, only the screams of the enemy as they die can be heard, as the darkness created by the ladies of the dark is near impossible to be seen through.


A champion, based on the Etching darkness. Basically makes a big billowing darkness around her, the Will melt and kill anything else but her, in combination with regeneration and Basic Strength (not super strong, But enough to kill people that are already dieing via melting with their bare hands) This sets up work later for more billowing darkness, and an attempt to create some form of armour or suit that lets our forces Not die in the Etching darkness.

Quote
Action:
Research Beastmen ():
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 11, 2018, 04:38:03 pm
Quote
Action:
Research Beastmen (1): Failbird105
Research Etching Darkness crystal ():
Research Mistress of the Unending Darkness (1): Frostgiant
Design Body of Flame ():
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.

My plan for this turn is fairly simple: Research Beastmen, design imp-based minotaurs as a strong frontline unit, and make some sort of adamant weapon for our units (mainly the minotaurs) to wield, since from the way the crystal was described it seems somewhat fragile.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: frostgiant on February 11, 2018, 04:45:10 pm
From the sounds of it, Shadowcrystal makes bad defensive equipment. Too fragile, But put it on the head of a ballista bolt and I'm sure you can get quite the nice shrapnel.

Adamant seems like it will be really expensive to buy mainstream... unless we Make some production structure for it to give discounts and or free equipment.

I really want to get access to the earth plane, if there will be materials to make good armor and good magic to back it up, it will be in the earth plane.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: piratejoe on February 11, 2018, 05:06:09 pm
The Mistress sounds like it would look like a vampire, and burn like a vampire if exposed to light magic. Still, I like the idea and will consider it. However, I believe we should try something a bit easier first so we can secure something to serve as the wall to our archers so to speak.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 11, 2018, 05:21:37 pm
So what do you think we should do then? I personally want to go for beastmen(including designing minotaurs this turn for a frontliner) because I feel like it's a good way to expand our current knowledge without being completely outside of our expertise.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: piratejoe on February 11, 2018, 05:30:10 pm
Beastmen can work out if its done right, though just saying "insert random mundane animal here" might make it a bit less effective. Minotaur's could work however, and be effective, yet they also could be hindered by intelligence if something goes wrong. We could also just go with the theme we are working on and make automatons for front line fighters, or some kind of demons.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 11, 2018, 06:14:16 pm
The reason it's combining imps and animals rather than just straight up making beastmen from scratch is because I feel that's easier to do. I'm willing to accept the drop in effectiveness if it means that we have an easier time actually creating them in the first place and potentially keep the imps fire affinity.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 11, 2018, 06:51:19 pm
What do beastment add that we don't have, that makes creating a new thing from scratch worthwhile? The primary issue I see with demons is that there is a lot of overhead. Demons generally need a purpose. Imps cause mischief so lack discipline. Succubi have the whole eroticism things going along with the mind-control that you actually want. Big brawny terrors tend to be body-builders rather than athletes and armed with forks and whips instead of hammers and spears... Not to mention that they can only offer their crazy versatility by having a unifying theme of evil and unnatural, which tends to make them consistently vulnerable to certain things and a level of innate biological impracticality that is overcome but at the cost of being more expensive for what you get.

Beastment seem to have the same problem. You end up with something that is restricted to a theme. Cow-men will generally be docile and lack agility because they are cow-like. You can never just have "stronger and tougher" you need to say "bears are strong and tough, let's do bears!" Which ends up with fur that can get caught in armour, barrel-bodies that don't fit in human armour, short legs and hunched gate that are bad for marching...

The minotaur on the other hand is a monster, not a beastman. Neither humans nor bovines are known for eating people, Minotaur loves the manflesh, it was probably a carnivore... The Minotaur was probably about the size a human would be if they weighed as much as a bull, which is kind of crazy. And the strength of the thing, considering that it spent its entire life locked in a maze? There is not much to train the upper-body in a maze...

Trying to research "monsters from ancient Greek and Roman mythology" might be worth it, but that is going to be difficult given how broad a category it is. If we just want animal-aspects to get big bruisers though? We already have demons, just look up some old depictions of hell and find something tough-looking and we get that with our existing demonic licence. No need to diversify into animals.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: crazyabe on February 11, 2018, 07:22:06 pm
Blackscales: Tall humanoid lizards with razor sharp claws, their name comes from their scales, which are a dark near black grey color, Blackscales have incredible night vision and natural skills at climbing and stealth.
Spoiler: Reference image (click to show/hide)

Quote
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 11, 2018, 07:46:11 pm
I can definitely see where you're coming from on beastmen. However you seem to be missing part of the point, which is to have things that aren't demons or golems.

I'd be fine with not going for beastmen, but I don't want to spend this free turn of research just making more things out of what we already have, I want to at least have something that is mostly separate from anything we got from a plane or our starter pack by the time we encounter the enemy.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: piratejoe on February 11, 2018, 08:12:41 pm
We could go birb, if we want. I kinda was planning on making some at some point anyway....I'll have a design or some such up if that sounds like a good idea.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 11, 2018, 08:35:11 pm
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...
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 12, 2018, 05:53:11 am
If we could get something like an inbetween a champion and regular units I'd support vampires for that.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 12, 2018, 08:15:16 am
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.
Undead, while done to death(apologies for the pun), would be quite a good option for a basic frontline soldier.
As for greco-roman monsters, honestly I think we'd be better off just trying to design them individually without research for specific roles.
Contagious monsters seem like kind of a full turn project and very likely to be shackled up with some kind of major weakness to stop them from being ungodly powerful, but I suppose they would certainly work.
And just basic Trolls I think would be a rather good idea.

Hmm, alright how about this.
Research: Dragons
Dragons, winged fire-breathing reptilian behemoths, they seem to be nearly a constant in worlds of magic and monsters. It was only natural that our already present leanings towards fire would drive us to look into creatures of their like. This research is, quite simply looking into the creation of dragons and dragon-like beings. Particularly focusing on their firebreath and hard-scaled reptilian bodies.


Quote
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: zomara0292 on February 13, 2018, 07:49:33 pm
If we were to do dragons, I would prefer to lean away from the classic take on them. Maybe make them far more ape-bodied, possibly thinner to make it lighter or something. Make it more of a sonic breath than a fire breath. But, for now, I prefer to start smaller and work on champions later.
Quote
Action:
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
[/quote]
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 13, 2018, 08:02:49 pm
Actually a vaguely humanoid soldier type is pretty much exactly what I intend to make with the dragon research.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: zomara0292 on February 13, 2018, 08:04:33 pm
Then you habe my guaranteed support on the next research action.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 13, 2018, 08:09:52 pm
I kind of dislike the ape idea. Quadrupeds seem better equipped to be aware of what is above them, good for something that can fly. There are plenty of rodents that are quite articulate with their forward feet, I see no reason that traditional dragons can't use tools. they might have a little difficulty looking at what they are working on, but then again, rodents don't have that much of a problem and we could give dragons more neck flexibility than that if we wanted to. Meanwhile, the big issues of dragons are the innate magic as opposed to active magic. Which we have a head-start with the fire affinity and just need to branch out into magically toughened scales and magical flight-assistance. Even a rather puny dragon would be well worth it if they are tough and fast enough for scouting and can breath fire onto supplies and flammable terrain...

Quote
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Doomblade187 on February 15, 2018, 11:48:35 am
We have a tie! You guys should break it.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 15, 2018, 01:48:37 pm
Quote
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 15, 2018, 02:16:31 pm
Quote
Action:
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
Meh, fine...
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 15, 2018, 02:37:41 pm
Quote
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 15, 2018, 02:46:16 pm
Alright so, here's my input on the two three current leading choices.

Design Blackscales - While I do like what these guys are going for, I feel like it will definitely wind up having flaws added onto it, all of the aspects are relatively mundane so I can't see them being too hard, but certainly not easy, possibly not normal either. These touch on no field of knowledge we have thus far, which means while we will get a bunch of new knowledge from them, they will also be made more difficult by such. I'd recommend adding a flaw or two to the design at least since that would logically make them less difficult, and probably adding a definition to "tall" because as is we don't know if that's supposed to mean human sized(our current guys are short after all), tall for humans, or taller than a human can possibly be. While this means that better rolls can give us greater results, it also likely makes the roll harder.

Research Dragons - The biggest drawback to this is it doesn't give us a design, merely a bonus to designing something related to dragons. However from this we can go off into designing something like lizardmen soldiers, but why hold back when we could just as easily go for dragon men soldiers that have fire affinity and fire breath, maybe even wings. From this we can also go off into straight up fucking dragons, as elites, champions, or just straight up our main soldiers if we feel like it, a line of large fire-breathing beast flying at you is more than likely a terrifying sight after all. From dragons we can potentially even make fire breath a staple of our forces, and likely spread flight around to give us.

Research MotUD - This shares the drawback from dragons of not giving us a design as it is a research action, however it also has the problem of not providing us any sort of bonus to making an effective front-line fighter, which we currently lack. It does set us up for further work in use of and protection from etching darkness however. The main problem is that I don't see the actual design working out, even with the research, it leaves a good bit of room for obvious weaknesses to be added which should make it a bit easier, but it also tries to do a LOT much of which would lead to it very easily not being worth two actions and however many points if cut out, all that on top of being a CHAMPION, which means that as far as I'm aware we get only one of them and they are likely to be quite a bit harder to design.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 15, 2018, 03:47:02 pm
Quote
Action:
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
Call me Ishmael
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: piratejoe on February 15, 2018, 04:14:48 pm
Quote
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 15, 2018, 04:18:54 pm
Alright, As I've expressed on the discord I find none of the options palatable to actually pick (Hence my enforcement of the 3-way draw).

Research: Biology: By studying the intricate components to living, organic mortal life would undoubtedly make us more skilled at improving and developing all the organs necessary to the performance of biological creatures.

Revision: Forgebound: Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat with extra fire/heat resistance built in them.

Most interestingly is the mental changes to the forgebound; more industrious, diligent & sociable than their imp forebears, the forgebound are able to work and fight alongside one another easily and without complaint.

Research: Vampirism: Vampires have been creatures associated with darkness from the moment they have been in the mortal consciousness. The midnight aristocracy would make for an excellent addition to the armies of darkness, providing us with peerless elites and formidable officers. But the weaknesses typically associated with them need to first be sorted out and eliminated.

Design: One Handed Blunt Weapons. Warhammers, Maces & Clubs. Designed to break bones and inflict blunt trauma onto flesh. While not terribly effective against soft targets and requiring some measure of strength behind a blow to be effective, the ability to ignore 'hard' armour and break stiffer & more brittle materials isn't something to bwe underestimated.

Quote from: Votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 15, 2018, 06:10:09 pm
Quote from: Votebox
Action:
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
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.

As for your ideas Taricus, I'm going to go over the problems with them one by one.
Blunt Weapon Design - Why would we make melee weapons when we don't even have a capable front line soldier to wield them yet?
Vampirism Research - We don't have basic front line infantry why would we be making or even researching elite units?
Forgebound - I already went into my tirade about how I absolutely refuse to just make bigger better imps until we have a solid army that isn't reliant on imps and other demonic beings. Also while the general knowledge doesn't say that imps don't have wings or that they do have hands, I feel like that's the more logical assumption to make and that the opposite is what would be mentioned if it were true, and otherwise this just makes them a little tougher, even less burnable, and more cooperative.
Biology research - I... I can't find any real logical problems with this option really, or at least not with my head as fogged up as it is from frustration and tiredness, it just feels kinda dirty to get a bonus to literally every living creature when the lowest bonus we can logically get from a successful research is +1 which is actually pretty big on a d6.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 15, 2018, 06:46:00 pm
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.

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.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Failbird105 on February 16, 2018, 08:35:58 am
Alright, I'm awake and coherent now.

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.

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.
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.

With the forgebound, it's not the magic that was the point, it's that they're an action spent just improving our imps, they don't really provide us anything in terms of new knowledge, just an improvement on the old. It falls into the same boat as a lot of other ideas that are in the votebox, I can see them being useful, and would consider voting for them, but not this turn.

Also, you might want to specify what materials the blunt weapons should be made of.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 16, 2018, 09:06:02 am
Metal mostly, the gems aren't particularly suitable as blunt weapons due to being brittle.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 16, 2018, 04:57:35 pm
If you have an option, isn't biology kind of a terrible choice for your brutes? Golems don't have that annoying "bleed to death from a slash across the arm" thing, and some interpretations don't even have a thinking centre to aim for. I mean, sure, you can go for the joints, but that applies to anything. Fundamentally, anything with a metabolism will be vulnerable to grapeshot/scattershot unless its armoured to the nines. Granted, biologicals are typically portrayed as faster than other physicals, but only marginally, while things made out of shadow or air can zip around like nobody's business. If we want a dangerous front-line rather than an implacable one, we would be better off with something like a Wraith (http://www.d20srd.org/srd/monsters/wraith.htm) or spectre (http://www.d20srd.org/srd/monsters/spectre.htm) from Dungeons and Dragons which pretty much embody the concept of "total party kill".

So you have, like, your muscle-bound gymnast-of-terror which looks like a mouth with four limbs and a tail sticking out of it and swings a mace around with enough force to shatter boulders. Or you have a bog-standard metal golem. Let's say it is made of bronze, stands 3 metres tall, and looks and moves like the Tin-man from The Wizard of Oz. Now, it seems to me that the former is more ambitious and more effective as a fighter, but worse at protecting the back lines. And if we wanted cavalry to assault flanks then we should look for something faster, or teleportation spells to flank with the slow golems. Or we should just give up on ranks and makesure that our ranged-attackers can protect themselves while the close-combat units run wild...
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 16, 2018, 05:18:43 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Doomblade187 on February 16, 2018, 06:16:17 pm
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.

Also, elves/orcs are biological. Imps/demons are demonic. More magic involved in creation/sustenance.
Title: Gods Race Rebirth Turn Two
Post by: Doomblade187 on February 16, 2018, 07:49:08 pm
Research Phase 2.

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: RAM on February 16, 2018, 07:54:15 pm
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?
...
Slime-monsters? Dividing and recovering based upon mass is, hrmmm... Jellies tend to be bad at mobility. I guess we could try for some gas-slimes for an aerial force, though I can't see them being fast without magic... Aerial slime cavalry? Riders using wind magic to propel slimes that work like air-submarines that eat anything physical that they come into contact with and aven't been trained/treated to tolerate?
Elastic oozes can probably cover ground quickly if the terrain has something to grab hold of.

Hrmm, what else self-repairs and self manufactures... Ooooh, what about one of those monsters that make a new one from any pieces that are chopped off? Something like that would have to run more off of magic than biology, unless it was a very rare sort of worm, and even then, there are limits to biology.

Still, Worms and bacteria would be the go-to critters for the maintenance and reproduction side of things. Which, again, are bad at mobility, unless you apply wind magic on bacteria or have some sort of turbo-worm land-shark thing...

Or you could do it by focsing on the maintenance instead of avoiding it., Like, building Frankensteins/Necromancers and having the "units" be the maintenance and the "creatures" being a by-product...
Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: Failbird105 on February 17, 2018, 06:34:46 am
Considering I just got off of binge-reading Awful Hospital(pretty good webcomic, I'd recommend it. If you're sensitive to grossness though I'd say you should try it, but don't be afraid to back out if its too much for you) I'd be all up for making some sort of splitting worm or slime monster. Slime would probably help with making the lava monster idea too.
Title: Re: Gods Race Rebirth: Dark (Turn 1)
Post by: Taricus on February 17, 2018, 06:59:58 am
We don't get a summary of the design Doomblade? Anyway, re-posting my designs and such from last turn

Research: Biology: By studying the intricate components to living, organic mortal life would undoubtedly make us more skilled at improving and developing all the organs necessary to the performance of biological creatures.

Revision: Forgebound: Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat with extra fire/heat resistance built in them.

Most interestingly is the mental changes to the forgebound; more industrious, diligent & sociable than their imp forebears, the forgebound are able to work and fight alongside one another easily and without complaint.

Research: Vampirism: Vampires have been creatures associated with darkness from the moment they have been in the mortal consciousness. The midnight aristocracy would make for an excellent addition to the armies of darkness, providing us with peerless elites and formidable officers. But the weaknesses typically associated with them need to first be sorted out and eliminated.

Design: One Handed Blunt Weapons. Warhammers, Maces & Clubs. Designed to break bones and inflict blunt trauma onto flesh. While not terribly effective against soft targets and requiring some measure of strength behind a blow to be effective, the ability to ignore 'hard' armour and break stiffer & more brittle materials isn't something to bwe underestimated. Typically made out of metal.
Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: Failbird105 on February 17, 2018, 07:07:45 am
We have to either prototype the design or purchase it in the production phase to see how it turned out. Also, now knowing that Imps aren't considered biological, I would consider biology research worth getting at some point, however I'm going to put myself down for blunt weapons for now.

Quote from: votequote
Research
Biology ():
Vampirism ():


Designs
One Handed Blunt Weapons (1): Failbird105


Revisions
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: Failbird105 on February 18, 2018, 04:31:13 pm
g-guys, please, vote.
Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: crazyabe on February 18, 2018, 04:49:15 pm
Quote from: votequote
Research
Biology ():
Vampirism ():


Designs
One Handed Blunt Weapons (2): Failbird105, Crazyabe


Revisions
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: RAM on February 18, 2018, 05:24:13 pm
Research: Homogeneous Omnivorous Malleable Organisms
The theory is simple. A consistent aggregation of living material, capable of manipulating its form in almost any way and consuming any compatible material to either increase its bulk or maintain its energy. Giving its lack of specialist parts it should be immune to specific injuries, such as failed organs, crippled limbs, or "pressure points" and should even be capable of forming a new being from separated material. It should even be capable of easily producing new units in the field assuming that there is a source of material that matches whatever basic elements the creature is composed of.

Practically, however, there are hurdles to overcome. A being with no focus to its form is difficult to grant agency to. We hope to overcome this by brute-forcing an inherent agency to its substance, but may need to implement agency nodes to coordinate its functions.

Motion without leverage is near impossible. We are hoping to find some inherent animus in our other entities. Some component of golems that is innately transmorphic rather than motivated by gears, or some portion of imps' extra-vital physiology that operates independently from its bones. Even Etching Darkness seems to possess a means of progression even when it annuls all it contacts, thus preventing any form of grip...
 Failing the discovery of innate animus, we would progress onto spontaneous mechanisms. We have heard of biological components that are manipulated by pressue dynamics, such as spider-legs. If it could spontaneously generate internal films, then it could produce bladders that would press upon one another along a framework of bindings to produce directional expansion or contraction, but the complexity of such forms might be difficult to produce spontaneously and converting living homogeneous material from fluid to solid spontaneously might be a difficult task to achieve.
 Finally, we might be forced to have them layer sediments into hinged skeletons and pressure bubbles. Not ideal, but further progress can be researched later... On the other hand, such a sstem might prooduce greater mobility, and could be investigated as a later enhancement even if a better system is successful.

Eating without specialised digestive sections is another obstacle. Ideally the creature's nature would be such that its entire mass would be capable of self-synthesis, and would inherently leech compatible material into its manufacturing process when in contact. failing that, some form of temporary or mobile digestive sacks could be implemented...

The final obstacle would be energy conveyance. My initial plan is to implement a form of stasis. The mass would only consume energy when in use, and when in use they would be exposed to opportunities to acquire energy. This, however, is likely insufficient, but would be greatly desirable regardless. My next proposal is to work on energy differentials. When a component is starved of energy, it creates an energy void, and high-energy components surrounding would then be unbalanced by comparison, and would "spark" energy into the void, which would then depleate those elements relative to the remainder of the organisms, resulting in energy balancing.
Or we could fail miserable and implement some sort of bladders and pumps system to ooze material around the thing in a highly wasteful process...


Quote from: votequote
Research
Biology ():
Vampirism ():
1 Oozekind: RAM


Designs
One Handed Blunt Weapons (2): Failbird105, Crazyabe


Revisions
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: zomara0292 on February 19, 2018, 08:30:03 am
Quote from: votequote
Research
Biology ():
Vampirism ():
Oozekind (2): RAM, zomara0292


Designs
One Handed Blunt Weapons (2): Failbird105, Crazyabe

Revisions
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: zomara0292 on February 22, 2018, 09:58:49 am
((*poke*))
Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: Doomblade187 on February 22, 2018, 03:14:43 pm
You guys should break the tie. :)
Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: Taricus on February 22, 2018, 03:17:42 pm
Quote from: votequote
Research
Biology ():
Vampirism ():
Oozekind (2): RAM, zomara0292


Designs
One Handed Blunt Weapons (3): Failbird105, Crazyabe, Taricus

Revisions
Forgebound ():

Title: Gods Race Rebirth: Dark (Turn 3)
Post by: Doomblade187 on February 24, 2018, 02:31:05 pm
Research Phase 3.

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Dark (Turn 2)
Post by: Failbird105 on February 24, 2018, 03:32:32 pm
As a note, just because the designs done so far are listed as their design intends them to be, that does not mean they will necessarily come out that way once we actually make them. Now then, some options for this phase.

Ballistae
Ballistae, theoretically we already have experience making these. They are after all the main weapons used by Bolter. In practice however, making versions that can be utilized by our armies soldiers is trickier then just changing the size and adding on a set of wheels. The primary reason is that Bolters ballistae are parts of its body, controlled by the gears and machinery that comprise it. This means that the primary challenge will be removing some of the mechanical components, and adding methods of manual aiming and firing. Once we have a manually usable ballista, then we can attach it to a basic adamant cart to make it mobile. Finally, they have a pair of large adamant plates like tower shields on either side of the place where the bolt fires from, these make it a bit harder to aim, but help to defend the crew from ranged attacks.
In the end, these ballistae will likely be less effective than an automated ballista of a similar size due to requiring a crew to load them, aim them, fire them, and move them. Each ballistas effectiveness will depend on the capability of its crew. The other side of this is that they will have less moving parts to break down, and will almost certainly cost less than a ballista that can do all those things by itself.

Alternatively, the boring but probably sensible option.
Adamant Shields
Not really all that much special. Just simple round shields made from adamant to give our soldiers some basic defenses they can use in combat. These shields have a short but sharp shadecrystal spike protruding outwards from the center, both to serve as an improvised weapon in a pinch, and to make enemy charges more dangerous. The shields will obviously provide quite a bit less defense than a suit of armor, and needs to be used well to be effective, but a shield can fit all but the most physically divergent of units without needing to be remade repeatedly.


Quote from: da box
Research


Design
Ballistae (1): Failbird105
Adamant Shield ():

Revision

Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Failbird105 on February 27, 2018, 07:43:46 am
Decided to make this after much coercion from Doomblade, I'm probably going to keep submitting refined versions of it every turn until it gets made, but not necessarily gonna vote for it.

Grue
Grue, an old word, to shiver or shudder from fear or cold. It fits the darkness, and indeed fits this idea we have conceived, these monsters, for they cannot truly be called anything else. The Grue are creatures formed from the etching darkness, the purest form of our masters cold, consuming grip, stabilized and solidified into a form that is, in shape, not too dissimilar from an ape, with a head taken up almost entirely by a mouth of ferocious fangs, and long forelegs that function as arms with feet that function as hands. The Grues most dangerous trait is its own flesh and blood, the darkness that makes it up may be stabilized, but it is not harmless, its skin burns to the touch, its teeth leak the etching darkness like a venom, and the bile in its makeshift stomach is also etching darkness, pure and unaltered. The Grue do not breath and thus make little noise, the Grue step softly so as to not be heard, the Grue move with purpose so as to never be noticed, by the time you notice a Grue, it is already upon you.
The Grue is not without its flaws however, to a degree they are by design. They cannot wield our equipment for any weapon, tool, or armor will slowly crumble away to their touch. Additionally, light is the Grues bane, too much indirect light, artificial or otherwise, repulses them, direct light burns their skin like pressing upon a wound, concentrated light tears their bodies apart. This makes them vulnerable, but means that the Grue are unwaveringly opposed to our enemy above all else, for the light is antithetical to their very being.

Quote from: da box
Research


Design
Ballistae (1): Failbird105
Adamant Shield ():
Grue ():

Revision

Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: RAM on February 27, 2018, 03:14:25 pm
Oh, wow, grue... I dislike that it is so specific and plausible. I picture grue as being more cthuloid/memetic... but that would be much harder to control, and we probably favour using darkness more than the enemy, so inventing a reason that nobody can be in complete darkness ever again is probably a problem...

As it stands, those sound effective at hunting down scouts. The scouts either take lamps and get spotted or don't and get grued. I think that I would like an air-force and artillery first, but anti-scouts like those do sound useful.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Taricus on February 27, 2018, 03:32:11 pm
A couple more sensible designs that we'll definitely need, plus the forgebound & Research topics again:

Research: Biology: By studying the intricate components to living, organic mortal life would undoubtedly make us more skilled at improving and developing all the organs necessary to the performance of biological creatures.

Revision: Forgebound: Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat with extra fire/heat resistance built in them.

Most interestingly is the mental changes to the forgebound; more industrious, diligent & sociable than their imp forebears, the forgebound are able to work and fight alongside one another easily and without complaint.

Research: Vampirism: Vampires have been creatures associated with darkness from the moment they have been in the mortal consciousness. The midnight aristocracy would make for an excellent addition to the armies of darkness, providing us with peerless elites and formidable officers. But the weaknesses typically associated with them need to first be sorted out and eliminated.

Design: Light Chainmail Armour: Designed to be protective, easy to move around in and relatively plentiful supply for our forces. Consisting of a chainmail shirt & padded undershirt, metal helmet, leather gloves and boots. The arms and legs are covered by mere padded armour, enough to soften blows and keeping minor wounds from becoming too serious.

Design/Revision?: Improved Adamant (Adamantine): While so far the Adamant we have is pretty good, some composition changes in the material itself could allow it to become qualitatively better significantly.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Failbird105 on February 27, 2018, 03:36:25 pm
So RAM do you want the ballista then? The alternative for artillery would be a ballista golem, which would likely be easier, but I want to save it for when we have better equipment and magic to attach to them and make a proper fearsome elite unit out of them.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: crazyabe on February 27, 2018, 04:06:24 pm
Design: irongears: as A machine descended from Bolter's designs, the Irongears are sentient smoke belching devices meant to produce nonmagical Equipment from materials Fed to them, they stand one meter tall, by one meter wide upon short legs, on their sides strong arms meant for carrying heavy loads extend, their mouths are large gaping hoppers affixed to the front, their eyes are singular black gems above their maws.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Failbird105 on February 27, 2018, 05:03:17 pm
You know what, yeah, I'd be willing to make forge golems if we promise to make armor/shields next turn.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: RAM on February 27, 2018, 06:17:01 pm
So RAM do you want the ballista then?
Meh...
Quote from: da box
Research


Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():

Revision
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: crazyabe on February 27, 2018, 08:58:15 pm
I Promise that I will vote for whatever sounds like the most reasonable armoring option next round.
Quote from: da box
Research


Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe

Revision
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Failbird105 on February 28, 2018, 11:29:02 am
Just gathering all the options for this round together.

Quote from: da box
Research
Biology ():
Vampirism ():


Improved Adamant ():

Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor ():


Revision
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: zomara0292 on February 28, 2018, 08:15:27 pm
I think better armor to go with our weapons will do us much better in the short run, as we will probably start to spread next turn.
Quote from: da box
Research
Biology ():
Vampirism ():


Improved Adamant ():

Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor (1): zomara0292


Revision
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Failbird105 on February 28, 2018, 08:49:51 pm
Yes but we also get another three designs before that spreading actually starts.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: zomara0292 on February 28, 2018, 10:17:09 pm
What kind of theme are we aiming for, for our army, anyway? Basic, I mean.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Taricus on February 28, 2018, 10:45:56 pm
Quote from: da box
Research
Biology ():
Vampirism ():


Improved Adamant ():

Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor (2): zomara0292, Taricus


Revision
Forgebound ():

Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: RAM on March 01, 2018, 01:50:00 am
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.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: zomara0292 on March 01, 2018, 08:13:18 am
We need to come up with an end goal, that way we can argue about which path to take, instead of which way the wind is blowing. Maybe we should start with what kind of end goal units we want in our army. A light, defensively based, infantry unit, a flying tank, a wall like artillery, a rapidly deplyable mid ranged unit, a massively effective medic unit, etc. . .
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: RAM on March 01, 2018, 06:25:11 pm
Ehh, I suspect most of that comes down to specifics and counters. A medic will stop being effective if they invest in one-hit kills or something. We could get a similar effect with a mobile golem factory deploying replacements, but then that is subject to long-range strikes against a large, low-mobility target. Skirmishers have their own issues. Armoured artillery is reliable, but can be out-competed by dedicated artillery. Flying tanks tend to be slow and easy-pickings for fast anti-air. Light infantry is similar to skirmishers, a difficult point between lacking the stopping power to defend against cavalry, so needing support, but being too specific to work well in a formation. They can be great to have, but it takes effort to make use of them, and some sort of cavalry with a retreat feature, like teleportation, would be terrifying against them...

But it is still a very good approach to take prior to meeting the enemy.
Hrmm...
Well a heavy infantry to anchor formations is a nice basis. This may turn into trench warfare or something so it would be good if it was flexible enough to do something other than stand and be a big target, but magic armours can get pretty impressive...
I would love a dedicated reinforcement unit. Something very versatile. Able to modify itself in the field to provide whatever is needed, be it armour-penetration against a boss, mobility against something with devastating attacks, armour against something with area attacks, precise ranged weapons against aerial threats... I like amorphs for this, but some sort of golem with an assortment of attachments, or cavalry with very diverse weapon training and a choice between fast but vulnerable mounts or slow but secure dismounted combat...
Artillery is a given. The ability for long range to concentrate fire is massive, and a dedicated unit can pack massive ordnance.
Antiaircraft is going to be necessary. Not necessarily dedicated, but our current fire wands don't seem suited to the task so it would need a big investment in ranged armaments or something specialised like air-burst-homing. Or we could try to deny the airspace by producing clouds of acidic steam that loiter over our battles.
Numbers are also valuable. With a heavy anchor infantry we would want an expendable filler. A mobile golem factory spitting out weapons on legs could do it. Undead are always fun. Or we could try something with an insane gestation rate that injects eggs into enemies...
Assassins and scouts are important. Some sort of moving cloud of shadow with a sealed core of etching darkness that it can use as a suicide attack but generally avoids combat and concentrates on scouting?
Archers... Well we already have those fire wands. I feel as though artillery can do much of what archers should, but massed ranged attacks can keep air opponents at bay so long as they can't be out-ranged and are devastating against an enemy approach, especially against morale.

I consider this a draft and hope it more inspires than is supported...
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Taricus on March 01, 2018, 06:29:57 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Doomblade187 on March 01, 2018, 06:55:48 pm
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.

You are gods.

You are gods.

You can totally do it.

Also, please vote to tiebreak.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Taricus on March 01, 2018, 06:57:11 pm
Just because it can be done does not mean it's worth doing.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: piratejoe on March 01, 2018, 07:02:01 pm
Quote from: da box
Research
Biology ():
Vampirism ():


Improved Adamant ():

Design
Ballistae (2): Failbird105, RAM
Adamant Shield ():
Grue ():
Irongears (1): Crazyabe
Light chainmail armor (3): zomara0292, Taricus, Piratejoe


Revision
Forgebound ():

The Lord god Kyuu favors defense...for now anyway.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: RAM on March 01, 2018, 07:04:38 pm
Not in the mood for chainmail(Feels like something that could easily become redundant with tougher skins), but ballistae didn't work and a start in factories sounds like a good step with golems...

I figure that oozes could easily switch roles. Give them the ability to form hard planes and transfer pressure and they can morph into all sorts of things from giant axes to walking shells to rock cannons, all for just a little more cost than any one of those things. Golems also could have different attachments as stated, or transforming parts... Yes there would be extra mechanisms and parts, but they would be far more efficient at any given role than a dedicated force would be outside of its role. And given how the game works, something that can't be easily countered while being able to counter a mess of other things is worth a bit less potency.

Quote from: da box
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 ():

Title: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 04, 2018, 03:08:50 pm
Production Phase

10,000 Power to Spend

Spoiler: Production Costs (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Failbird105 on March 04, 2018, 03:22:28 pm
What about our starting equipment? The daggers and flame casters?
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 04, 2018, 03:49:13 pm
Fixed!
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 04, 2018, 04:04:01 pm
Production Plan A:
1 x Bolter (3000 Power)
583 x Blackscales w/Light Adamant Chainmail, Bronze Blunt Weapons & Flame Casters (12 Power Per Unit, 6996 Power Total)
1 x Imp w/Flame Caster (4 Power)
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 04, 2018, 04:11:27 pm
A quick reminder: Adamant is as strong as bronze with half the weight.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: VoidSlayer on March 04, 2018, 04:16:19 pm
Yeah give them shadow blades, who made blunt weapons out of adamant?
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 04, 2018, 04:21:28 pm
They already have claws, no need to double up on slashing damage. Just swapped the blunt weapons to bronze instead. Cheaper AND more effective.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Failbird105 on March 04, 2018, 04:59:05 pm
Quote from: Production
Plan A (http://www.bay12forums.com/smf/index.php?topic=169467.msg7703889#msg7703889) (1): Failbird105
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: RAM on March 04, 2018, 05:02:38 pm
plan Don't Use New Creations for Everything. We don't see our rolls until we field them. We shouldn't overinvest in new technology until we have seen its quality.
3000   1 Bolter
2000 200 Blackscales+ Bronze Blunts+ Adamant Light Chain
1500 300 Imps+ Shadow Blades+ Bronze Light Chain
1500 300 Imps+ Shadow Blades+ Flame Casters
2000 500 Imps+ Flame Casters

Possibly overinvesting in ranged weapons, but I worry about fliers and a strong ranged attack can break a force before they meet.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 04, 2018, 05:06:38 pm
It's several minutes for a flame caster to recharge after firing; going heavy on them is a bad idea.

Moreover, we can fix the blackscales if they've turned out bad, it'll just take power from next turn's production phase.

Quote from: Production
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
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Failbird105 on March 04, 2018, 05:22:24 pm
Correction: it might take power from next turns production phase. Depends on how big the change is.

That being said, I do kinda feel like we should at least have some amount of things we can 100% rely on to not wind up being practically useless besides our champion
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 04, 2018, 05:48:02 pm
I doubt the blackscales would be useless. And more to the point we also don't know if they turned out brilliantly either.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: RAM on March 04, 2018, 06:21:21 pm
We do however know that there are a third as many of them as imps. I think that numbers are valuable, overkill and fronts and all that... Granted, equipment costs do increase the value of a few expensive units compared to many cheap ones, but with judicious use of equipment, such as having cheap archers with just imp+caster, then you can still benefit from numbers. If you then get to compare them to kitchen-sink generalists then you can double your numbers for a third of your budget. Granted, this would only be of value if the caster-troops are worth anything, but, well, it is part of our basic package and twice as expensive as a really sharp dagger that can attack, well, a lot more than once every several minutes. I am trusting that we weren't given a complete and total dud here and hoping that the initial salvo will be enough to damage morale and that I have put in enough forces to hold the line while the archers prepare for another salvo. If a battle lasts half an hour, and the archers average a kill once every ten minutes, then that is well worth it. And even then, only a fifth of my budget is dependent upon the things.

And while Blackscales might be possible to fix with a revision, that revision could fail, and their armour and close-combat weapons are subject to the same issue. And certainly they could also be fantastic super-successes, but that is only a chance, and it leaves us with no variation in our forces...

Ultimately though, it comes down to a question of whether or not our starting options are inherently weak. If flame casters keep going to their maximum range and will burn through a hundred blackscales if they all stand in a line, then they are probably worth it. If the projectile travels as fast as the average toddler and inflicts a mild sunburn, then no, they aren't good for much. I don't have a way to discount either of those based upon the description. That is a bit of a toss-up too, which is why I have a mixed force.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 04, 2018, 07:16:17 pm
Those cheap archers have a pitiful amount of firepower given the recharge times on the wands. At some point we do have to sacrifice quantity for quality to some degree. And moreover we have no idea if our foes have done the same package as we have, meaning they could well be aiming to have troops with mass wands, in which our better equipped and touch melee troops dispatch them.

Hence why the blackscales have the flame casters; they aren't vulnerable to being blasted. Get in some tactics to take advantage of their stealth and we'll start stacking the force multipliers on them like mad.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: zomara0292 on March 05, 2018, 07:41:21 am
Quote from: Production
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 am not a big fan of hedging my bets, so this is the most agreeable plan with me. Yes we can fix the next generation with the next update, but I doubt it will be retroactive unless we specifically design it to be. And, depending on how we do that, we may lose a good portion of our investment in the process. I feel, if we are to push forward, properly, we want to have a good variety of units on the field as often and as much as possible. I am hoping to use the next turn to create a half creature between a blackscale and a dragon, though. Once I design said bruiser.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Failbird105 on March 05, 2018, 07:48:38 am
Doomblade said that if we make a revision to a specific unit it will apply to pre-existing units. It's just if the revision increases the units cost then we will have to pay the extra points. That's pretty much the entire reason I'm going with Taricus' plan
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 05, 2018, 10:19:33 am
The fire casters will punch basketball-sized holes through one average (human) toughness creature and burn the one behind.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 05, 2018, 04:34:18 pm
I'm guessing that's being reliant on hitting the enemy though, rather than just getting near the enemy?
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 05, 2018, 04:56:03 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 05, 2018, 04:56:56 pm
Arrow fast or bullet fast?
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 05, 2018, 05:04:50 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 05, 2018, 05:08:04 pm
Okay, so fast but not impossible to dodge. As for accuracy?
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 05, 2018, 05:13:28 pm
Okay, so fast but not impossible to dodge. As for accuracy?
Good. They go where you point them.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Failbird105 on March 05, 2018, 05:15:37 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Doomblade187 on March 05, 2018, 05:59:11 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Failbird105 on March 13, 2018, 08:51:45 am
Mmm... I think I'm gonna change votes.
Quote from: Production
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) (3): RAM, zomara0292, Failbird105
Because 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.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: RAM on March 13, 2018, 05:17:00 pm
Oh, just to be clear, "Dunce" refers to my own plan, and was mostly a convenient acronym. It in no way is intended to insult Plan A. A is a solid approach to capitalising on new material, I just prefer the alternative.

Oh, does anyone have any thoughts on production plans being easier? I would like to see more production plans but they seem like a little bit of work, so might discourage people who don't have much time or effort to spare.
 My own tip is to calculate the cost of a single complete piece, a creature and all its equipment for example, and then multiply it to multiple of 500.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: Taricus on March 13, 2018, 05:51:12 pm
Fire casters aren't that particularly effective though, and we shouldn't squander imps in close combat with only a dagger.
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: RAM on March 14, 2018, 01:25:49 am
Those are intended to fulfil a sort of light-infantry/skirmisher role. Mostly they would stay with the archers and provide some basic defence against close-combat whithout compromising my approach of extreme meanness in giving most of the ranged attackers no other weapon. But they could potentially rush a breach or something if the enemy has completely defenceless archers or they massively outnumber someone. And there is always the possibility that there is just nobody else to call upon against the enemy breaching...

I am the first to admit that my plan falls towards the "cheap and nasty" side of things. Those numbers come at a price...
Title: Re: Gods Race Rebirth: Dark (Turn 4)
Post by: crazyabe on March 21, 2018, 08:46:57 am
Quote from: Production
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
Title: Gods Race Rebirth: Dark (Turn 4 Research)
Post by: Doomblade187 on May 17, 2018, 03:13:45 pm
Research Results

Blackscales
Tall humanoid lizards with razor sharp claws, their name comes from their scales, which are a dark near black grey color, Blackscales have incredible night vision and natural skills at climbing and stealth.

Normal, 4

Rationale: This is the first time designing a biological creature. It was also requested to add night vision, climbing ability, and stealth. These aren't too much to ask for, as they are all small buffs by comparison- the hardest one being night vision, and that still needs light to function, though a very small amount. Also, your home plane is almost completely dark. So there's that.

A biological creature is a novel concept in this realm, but it turned out well. Standing 6 feet tall, with sharp, wide-pupiled eyes, the lizards stand tall, their claws gleaming in the dim light and their grey-black scales comfortable against the hot sand of your home realm. They see very well in the dim light and shadow that covers your home, and can disappear into the dark with relative ease. Climbing should also be relatively easy for them- with their sharp claws and strong muscles, they should have a fair time of getting around, even loaded with armor.

6 Power

One Handed Blunt Weapons
Warhammers, Maces & Clubs. Designed to break bones and inflict blunt trauma onto flesh. While not terribly effective against soft targets and requiring some measure of strength behind a blow to be effective, the ability to ignore 'hard' armour and break stiffer & more brittle materials isn't something to be underestimated. Typically made out of metal.

Easy, 6

Rationale: This is your first time designing melee weapons, but it's not a hard job. Nice roll, btw.

You look over the plethora of weapons you have crafted. From one handed flanged maces to massive warhammers that the Blackscales will have trouble carrying, let alone wielding, you have a veritable armory on hand. The weapons can be made out of Bronze or Adamant, but given that bronze is heavier, your soldiers seem to do more damage with them in test combats. Adamant does make the two-handers lighter though. The weapon testing against hard armor goes well, and the blow is typically felt very well through hard shells and the like, so long as the soldier is able to swing properly.

1 Power (Bronze) 2 Power (Adamant)


Light Chainmail Armour
Designed to be protective, easy to move around in and relatively plentiful supply for our forces. Consisting of a chainmail shirt & padded undershirt, metal helmet, leather gloves and boots. The arms and legs are covered by mere padded armour, enough to soften blows and keeping minor wounds from becoming too serious.

Easy, 2

Rationale: Your first time developing proper armor, but it's very simple.

The Adamant links flow like thick water in your grasp as you examine the chain shirt. The links are connected together beautifully, each ring welded together by divine power, the fit tailored to each different species of soldier. The padded armor is by comparison plain, simple layers of rugged cloth with leather bracing at points to protect the wearer. It is cheap but effective, and will serve as an excellent base for further, more comprehensive armor. In a boon to the designers, 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.

1 Power (Bronze), 2 Power (Adamant)

Spoiler: Production Costs (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: General Knowledge (click to show/hide)

Note: Power costs have changed. Yes, your gear reduced in cost. Namely the armor, as I overpriced it. This means you get some free troops.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Research)
Post by: Failbird105 on May 17, 2018, 03:25:59 pm
HAHA YES, finally the Dark shall push forth!
Title: Re: Gods Race Rebirth: Dark (Turn 4 Research)
Post by: crazyabe on May 17, 2018, 03:59:59 pm
If nothing else, things are going well.
Title: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Doomblade187 on May 17, 2018, 08:30:24 pm
Production Phase

The legions march out from the gloom, their weapons shining dimly through the shadow. The fire from the Imps' eyes glows an ominous orange over the sand, like fire. Thanks to some surprise cost reductions during production, some more imps were able to be supplied.

Spoiler: Current Units (click to show/hide)

You send out some scouts during the initial production run. They report by the gate they left through.

Fire Domain

Your scouts return, singed and battered, their aetheric forms wavering. The passage to the fire plane was rough by itself, but once there, it just got worse. They emerged from the portal into a scorched landscape, filled with pools of fire and occasionally molten earth as well. The area immediately around the portal was at least somewhat hospitable- there was ground present and not too much danger nearby, but beyond that… well.

The lead scout reports that as they reached the edge of the portal area, they came upon a vast expanse ahead of them. A massive vista of Fire and Earth, the air was filled with embers as slithering wildlife moved within the flames, swooping through clouds of smoke and fire. There was no ground at the bottom, to their knowledge- the clouds of fire reached above and below, blotting out all. To descend would have been death. The solid ground that is present was fragmented, some pieces reaching all the way down to the clouds below and puncturing through, fire and ash foaming around the base. Some are connected by land-bridges of dark stone, charred into different shades of grey. The portal is connected to one such mass, but to go too far into the mainland would have invited conflict- there are tribes of fire-creatures wandering the solid lands, making their home in carved stone dwellings and floating between sky islands on gliders riding the heat currents. Pools of water live in crevices within the rocks, and it is possible there may be more present, just hidden. The vegetation is surprisingly plentiful for such a burnt landscape, but it stays short and scrubby.

The scouts ran into some wildlife on the way back to the portal traversing the skies as flaming beasts of the sky swept down upon them. As they were about to leave, the landmass rumbled, shaking the earth. The occupants took cover on this occasion, but the cause is unknown.

Earth Domain

Your scouts return, mud tinged around the edges of their forms.

You're missing one, it turns out. They explain.

The portal took the scouts and delivered them underground into a large cavern. Light in the area was mainly provided by the portal, but luminescent crystals with little bugs swarming around them add a dim glow to the cavern. As they branched out to explore the cavern, they discovered the tunnels of cave systems, and more than one underground lake. Vegetation is generally present, but is to a large degree fungal in nature. A tribe of beings with multiple limbs and dull eyes were spotted at least once. Where they make their home in the caves is unknown, but several warriors were sighted wearing a dully gleaming set of armor and carrying matching weapons. Due to the low light, the scouts had to provide their own, and on more than one occasion had to flee swarms of the insects. While they seem fairly innocuous, nobody wanted to risk it. The missing scout had gone off with their partner to explore a deeper cave system, leading to some hot steam vents doubtless hiding a reservoir of molten earth nearby, but when they briefly branched out to explore the nearby caves, they simply didn't return. The earth had shaken gently in the vicinity, but given the proximity to magma, it is unknown what the cause of disappearance was. The tunnel the scout had gone down had been collapsed, the remaining scout gathered before returning to meet with the others in the portal.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 18, 2018, 01:54:08 am
Ravens:
By inverting the process of crystallising manifest darkness, we take the material kin of darkness, specifically ash*, and coax it into forming an immaterial aspect. By taking the examples of impish will and golem animus, we forge these into forms that resemble, in both form and function, birds of pure black. Their immaterial aspect spreads their animus across material separations, allowing them to almost instantly reform themselves from anything that doesn't either completely disperse their matter, too far for their immaterial aspect to spread, or attacks against their immaterial aspect, such as divine light. Further, they can spontaneously form beaks and talons of Dark Crystal, and constantly radiate an aura of darkness, invoking fear, doubt, and weakness in those they encounter, which can accumulate when they congregate in large numbers...

Something for the fire plane with a them of being scary and difficult to defeat with conventional means, but somewhat lacking in direct firepower, what with them just being birds made of ash with a few small spikes. They should make for an effective support unit while being largely immune to fire and falling, which should make them effective at conquering the fire plane. They ought to be able to function in the water plane, but would likely be greatly troubled by being soggy. Still, soggy is better than extinguished which is what you would get from the typical fire minions...

*Ash being to fire what shadow is to light, the remnant of its absence. Shadow is a form of darkness, and fire is a form of light...
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 18, 2018, 02:22:53 am
RAM, this is the strategy phase, not another design phase.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 18, 2018, 04:01:12 am
Oh, okay...
Huh, I didn't spot a description of the deployment phase. Oh well, unit placements I guess...
Well, flame casters probably aren't much good in fire(unless they also have a kinetic aspect?), and blackscales are made out of meat, which is a thing that cooks.

We could send the 200 blacks and 500 flamers to earth, and the 675 shadow-wielders to fire? Or we could mix it up a bit and hope for the best... Or go all for Earth and hit firw with something that can fly and doesn't cook.

Quote from: divided we fall upon them
Earth:
 200 blackscales
 500 imps + Flamecasters
Fire:
 375 Imps+shadowblades+bronze light chains
 300 Imps+shadowblades+flamecasters
 1 Bolter

Quote
1: RAM: Plan Dwefut

Now I am feeling bad for leaving the 500 archers with only 200 melee forces in what seems to be an enclosed environment. They have plenty of shotgun-like burst-damage, and can cycle out their recharging casters, but it still feels a bit cheap to loan them out ot the only 4000 strength group- make that 3800. Hrmmm...
We had 500 suits of armour, which all had their costs reduced by 1. We got 75 imps which each cost 4. 1x500=500. 4x75=300. And these blackscales cost 9 each, which is only a multiple of- 5 more amroured imps would cost 20, which would drop the blackscale difference to 180, which is am ultiple of 9? So 380(+80x4) armoured imps and 220(+20x9) blackscales might work, or we can take our lumps for being lethargic...
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Doomblade187 on May 18, 2018, 10:18:07 am
To clarify, this is a design phase. That said, you can deploy some troops if you want.
Title: Re: Gods Race Rebirth: Dark (Turn 3)
Post by: Failbird105 on May 18, 2018, 12:39:40 pm
Well in that case, I'm bringing this back up because I feel it would be quite the thing in those caves, though it would be basically worthless in fire-world

Design: Grue
Grue, an old word, to shiver or shudder from fear or cold. It fits the darkness, and indeed fits this idea we have conceived, these monsters, for they cannot truly be called anything else. The Grue are creatures formed from the etching darkness, the purest form of our masters cold, consuming grip, stabilized and solidified into a form that is, in shape, not too dissimilar from an ape, with a head taken up almost entirely by a mouth of ferocious fangs, and long forelegs that function as arms with feet that function as hands. The Grues most dangerous trait is its own flesh and blood, the darkness that makes it up may be stabilized, but it is not harmless, its skin burns to the touch, its teeth leak the etching darkness like a venom, and the bile in its makeshift stomach is also etching darkness, pure and unaltered. The Grue do not breath and thus make little noise, the Grue step softly so as to not be heard, the Grue move with purpose so as to never be noticed, by the time you notice a Grue, it is already upon you.
The Grue is not without its flaws however, to a degree they are by design. They cannot wield our equipment for any weapon, tool, or armor will slowly crumble away to their touch. Additionally, light is the Grues bane, too much indirect light, artificial or otherwise, repulses them, direct light burns their skin like pressing upon a wound, concentrated light tears their bodies apart. This makes them vulnerable, but means that the Grue are unwaveringly opposed to our enemy above all else, for the light is antithetical to their very being.

going to take a bit to come up with some good ideas, problem is that most of the obvious stuff to make for these planes is probably going to be the stuff we get from conquering these planes
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 18, 2018, 04:28:55 pm
Yes, I feel that ashen ravens are somewhat different to what the fire plane provides, and yet quite capable of massively contributing to its conquest. They are still ash monsters though. Golems are another option. Flying golems are difficult, but not impossible, and metal should hold up fairly well so long as it isn't insanely thin. That said, the updrafts in plane offire are going to be stronger than pretty much anywhere else, a glider golem that flies there might only fall slowly most other places. Of course, a flying transport would also be good, but almost useless in what we have seen of earth, though I expect there to be vertical shafts that need to be explored...

Or we could just try for dragons. We haven't seen any in Fire so far...
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Failbird105 on May 18, 2018, 05:03:08 pm
Well I don't know, the flying things in the fire plane might be pretty dragony, we don't know that much about them yet but they seem to be at least somewhat reminiscent of eastern dragons.


So lets go over what we do know of the two planes we have.
Fire has very little land besides some small islands, including the entrance(and probably exits), and a big central landmass. There are fire Wyrms(or well, some kind of flying serpent-like things that can withstand fire easily), there are fire elementals(? it mentions them being fire-creatures, don't exactly know how literal that is) who have and actively use gliders to get around. There's some sort of event that happens occasionally which scares the fire people(and maybe the animals too?) into hiding.

Earth is a network of caves with relatively little light, which is only provided by crystals, would be good for blackscales(and great for Grues). There are small swarming insects that are attracted to light and might be dangerous in swarms, there are molemen with multiple pairs of arms(probably at least, multi-limbed makes me think of extra limbs rather than just having more than one limb) who have armor and weapons which implies there is something down here that they fight(possibly something we haven't seen yet, though it might just be other molemen). There's something dangerous that tends to cause cave-ins(my money is on giant worms).

Reviewing it all, I honestly feel like some Ballistas would actually be fairly useful for the fire plane. The creatures there are flying(or gliding in the case of the people) and fire resistant, and our only ranged weapon is a fireball projectile. As for the caves, well, I say Grue would be good but I might be biased because they're my idea.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 18, 2018, 07:21:25 pm
worker
A small hovering golem the worker is equipped with a set of two small arms, It senses the world through echolocation, and is equipped with basic fire manipulation. It pays for this and its low price tag with being relatively slow, being utter cowards, mild curiosity, and having low intelligence. They serve as workers, Building whatever is needed and Forging weaponry for our main forces.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 18, 2018, 07:48:59 pm
The events that causes the rumbling of the earth are likely linked in the realms of fire and earth. I would hazard those are just earthquakes or the like. Fire resistant creatures would be a plus in the realm of fire (And our blackscales would perform extremely well in the realm of earth already).

But, one of the biggest bottlenecks is going to be production, lets see if we can't get that out of the way.

Design: The Forge With the newfound mass production of armour and weapons being necessary for our army, this gigantic forgeworks complex is designed to create untold amounts of equipment for far less effort that what we've previously needed. The only downside is that it needs mortals to operate, though the forgeworks are intended to be easily expandable should we have a larger workforce.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 18, 2018, 08:14:13 pm
The grues feel like they would be poor in the plane of fire. Too open, too much light, and not enough to walk on.
Earth they would be good in, but the cramped quarters feel like they suit the blackscales well enough. Coupled with grues, probably, being expensive, and they are... well, nice, but their stealth is largely wasted in tunnels.

Probes shoot fire, which is not great in fire plane, unless casters have a kinetic component. The darkness bomb would be grand, but expensive? Honestly, with that bomb they look much more effective than they sound, but also more expensive. I also worry that they are too slow to scout ahead of our forces without slowing down our armies. But flying bombs would work well in small twisty caves and etching darkness should work well against anything in the fire plane, anything they can catch that is...

The forge is something that I would love to have the support of the fire and earth plane in its construction. A permanent source of heat and minerals is something that manufacture would greatly benefit from, but the forge could serve as a prototype for that? Also, spontaneous generation of material through divine means was cited as an advantage to our armour. It might be that forged armour is inferior...
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.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 18, 2018, 08:16:36 pm
Oh, that version of the probe was meant to be caught, at which point the canister is ruptured killing whatever caught it. This is the new version, which works very similarly.
Seeker
The seeker is a small hovering golem shaped like a sphere It has several small tentacles wrapped around its form, It uses these to manipulate it's enviroment and as a way to defend in emergencies. It is quite a fast little thing, zipping along with incredible speed. For armaments it has a darkness caster (firebolt caster that shoots etching darkness), fire manipulation, and a set of canisters of pressurized etching darkness, it will rupture these canisters in a sucide attack should it be caught. It pays for all of these with low intelligence, mediocre survivablility, and insatiable curiosity. It is also designed to be cheap-ish, serving as a front line swarm unit, and suicider clearing out the area before our troops enter.
Also
Forging darkness
Based on etching darkness, this form of the deadly substance is able to be commanded by our forces. Strategically solidifying into crystal and able to absorb and eat other substances to turn them into more of itself it is the ultimate tool for making fortifications, roads, and buildings in the field.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 18, 2018, 09:29:19 pm
The forge makes our quality cheaper, meaning we can afford reserves. Such reserves would be vital just about anywhere. Moreover, given that it's just the welds that would be affected, and that only affects the weight, the actual quality of protection remains unchanged.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: crazyabe on May 18, 2018, 10:07:33 pm
Deamons, Based upon Imps, Deamons are tall Maroon skinned monsters with somewhat short wings and long claws, in general they can be seen as significantly scaled up imps in many ways. They have a Significant Affinity for Fire, and despite not being capable of true flight are able to glide fairly effectively.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Doomblade187 on May 18, 2018, 11:10:14 pm
Welded rings are a forging technique where instead of locking the form of each ring with a rivet, the Ring's ends are welded together. It's fairly easy to to this with magic, so it's not a big deal. Just make sure any forges can use magic.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 18, 2018, 11:19:09 pm
Or else ensure the forger workers are capable of using such magic?
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Doomblade187 on May 19, 2018, 12:04:18 am
Or else ensure the forger workers are capable of using such magic?
Yes. Also, this does add some difficulty.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 19, 2018, 03:41:01 am
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.

Or we could have inferior tools. Weight it pretty much the most important aspect of armour. Pretty much everything comes down to weight economy. It also looks as though divine manifestation was improving the armour's fit, but that is debatable.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 19, 2018, 04:47:41 am
If we have inferior tools, then it behoves us to improve those tools to the point of them being superior. And we need to get on that train early for best effect; we can't just sit back, wait and rely on conquest to being in things we need to do ourselves.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Failbird105 on May 19, 2018, 06:59:51 am
Currently one things that's going to be a big problem for us in the fire plane is the fact that our only actual ranged weapon uses fire to do most, if not all, of its damage(which one would imagine would not be effective against things that live in a plane filled with fire). Therefor I'm bringing back this suggestion from the last round of designs as well


Ballistae
Ballistae, theoretically we already have experience making these. They are after all the main weapons used by Bolter. In practice however, making versions that can be utilized by our armies soldiers is trickier then just changing the size and adding on a set of wheels. The primary reason is that Bolters ballistae are parts of its body, controlled by the gears and machinery that comprise it. This means that the primary challenge will be removing some of the mechanical components, and adding methods of manual aiming and firing. Once we have a manually usable ballista, then we can attach it to a basic metal cart(or set of wheels) to make it mobile. Optionally, they can have a pair of large metal plates like tower shields on either side of the place where the bolt fires from, these make it a bit harder to aim, but help to defend the crew from ranged attacks.
In the end, these ballistae will likely be less effective than an automated ballista of a similar size due to requiring a crew to load them, aim them, fire them, and move them. Each ballistas effectiveness will depend on the capability of its crew. The other side of this is that they will have less moving parts to break down, likely take up less space, and will almost certainly cost less than a ballista that can do all those things by itself.



The other option is that rather than modifying them to be manually usable, we instead just make a smaller golem to attach them to.

Also, if the natives have better stuff than we do, what exactly is there to stop us as gods from just taking it? I'd imagine we could do a research action to learn more about the native peoples and beasts of these planes, and then we can just make designs to replicate or improve upon that.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 19, 2018, 09:25:40 am
...We might want to think of something more portable and smaller than a ballista as a ranged weapon.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Failbird105 on May 19, 2018, 09:32:28 am
True
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 19, 2018, 03:20:24 pm
Meh, we're fighting monsters, something small enough to be convenient might not have the momentum, displacement, and magical capacity to hurt them.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 19, 2018, 07:00:13 pm
I have made a votebox of the stuff people have proposed
Quote from: votebox
Seeker v1: (0)
Dark caster: (0)
The forge: (0)
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
Design for a dark caster
realizing that a firebolt spell might not be useful in all planes we have made a version that fires etching darkness instead.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 19, 2018, 07:05:39 pm
Quote from: votebox
Seeker v1: (0)
Dark caster: (0)
The Forge: (1) Taricus
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 19, 2018, 07:06:06 pm
we need to choose three
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 19, 2018, 07:07:23 pm
Quote from: votebox
Seeker v1: (1) Dgr
Dark caster: (1) Dgr
The Forge: (2) Taricus Dgr
Worker: (0)
Ballistae: (0)
Forging Darkness: (0)
Grue: (0)
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: Taricus on May 19, 2018, 07:07:38 pm
I think the designs get done sequentially, so choosing three isn't too important here.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 19, 2018, 07:08:28 pm
Ok
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: zomara0292 on May 19, 2018, 07:16:09 pm
Quote from: votebox
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)
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 19, 2018, 07:21:17 pm
Something fireproof that flies, something for field construction and a break into etching darkness manipulation, and something ranged with an introduction to insidious clockworks... The dark caster is tempting though...
Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: crazyabe on May 19, 2018, 07:22:23 pm
Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: dgr11897 on May 19, 2018, 07:25:53 pm
You removed ram's vote
Title: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 25, 2018, 05:38:49 pm
The Forge
With the newfound mass production of armour and weapons being necessary for our army, this gigantic forgeworks complex is designed to create untold amounts of equipment for far less effort that what we've previously needed. The only downside is that it needs mortals to operate, though the forgeworks are intended to be easily expandable should we have a larger workforce.

Hard, 2

Rationale: Developing crafting systems, building large structures.

2: The design has several flaws, but accomplishes its general purpose.

A grand factory, its endless halls and lofted rooms churning out equipment for the legions. This is the goal, and this is what you get.

A tall building with a flat roof and simple walls, support pillars are visible through the entry doors. The doors are portals into the dimly lit Forge, allowing mortal workers and carts of equipment in and out of the building. The equipment for the Forge is simple for now, a vast array of work tables adjacent to furnaces with hammers and tongs to work heated metal bars into equipment. More advanced equipment is only present in the armor hubs, a ring-welder to make rings for the mail shirts with tailoring stations nearby to create padded armor. Central to each forging hub is a smelting furnace to melt down stock into bars for the mortals to work. Each forging area is specialized to one type of equipment, and changeover takes some time. Further, imps are too weak to work the machinery in the factory, so stronger workers are needed.

At the end of each production cycle, the workers take the scrap material and rework it to maintain the factory. However, this isn’t quite enough, and the furnace flames need re-enchanting every so often, so it will require some amount of power to keep running.

1 Forge has 10 Forge Hubs.
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.

Challenge

Pick a name for your god (Or be nameless, your pick) and describe your domain. Also add anything about your god. Let's build a pantheon!
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 25, 2018, 06:27:53 pm
1 Forge has 10 Forge Hubs.
You do not have to run all 20 forge hubs. This doesn’t cut maintenance cost, though.
10 hubs or 20?
1 Material is equal to 1 power for worth of non-magical equipment. (Adamant counts as non-magical)
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.
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...

I might be the god of unquiet, "the shivers", a chill felt down one's spine or such. I would be associated with fear/horror/dread, unfamiliarity, epiphany, revelation... but more the sensation of such things than the things themselves. My clerics would gain bonuses to alertness and a "beginner's lick" bonus to encourage doing new things and preach awareness and avoidance. "The darkness does not pierce the light, it senses where the light is not, spreads throughout, and starves the light until it dies from its own greed..."
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Failbird105 on May 25, 2018, 07:05:25 pm
I do not have a proper name, however some refer to me as the god of the Black Forest or just as The Black Forest. I am the god of creativity and oddity, known for making things that are thought up outside the box or require others to think outside the box to deal with them.

My domain is, obviously, the Black Forest. In spite of its name the forest is ironically bright, one of the few locations within the plane of darkness that can be seen in by mundane eyes with the magically glowing bulbs that hang from the tallest trees, giving an impression of stars in the night sky. Yet in some ways that just serves to emphasise how much of it is truly pitch black, even compared to the utter lack of light of the rest of the plane, like a void. The creatures of the black forest are only small shadow like demonic birds and critters, but have recently expanded to include a few small biological reptiles, and the ecology will likely continue to grow as the Darks knowledge does.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 25, 2018, 07:10:53 pm
(Design) Forgebound: Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat, with extra fire/heat resistance built in them to ensure that they can easily work with the furnaces and the blazing hot metal.

Designed with working in the forgeworks in mind, and being cheaper than most alternatives whilst being skilled labour makes them an optimal choice for running the forges for the legions. Not to mention the efficiency gains due to making them that extra bit fireproof so the heat won't impact them too much.

"As for I? I am Kyazir, Traitor to the Light & the God of War, Engineering and Beauty. Creator & Destroyer. I inspire my followers to be great builders, great warriors and being absolutely fucking fabulous and dashing all the while. You won't find someone as dedicated to creating utterly devastating machines of war, as who else but the virtuoso that sees such weapons operating to be akin to fine art?

As for my own personal domain, I don't like to boast or brag but my plane of
Tiberus is pretty great, absolutely stunning vistas, absolutely stunning people and absolutely stunning works of art made here. Don't think the gods of light expected such a plane to exist on our side, much less in the hands of a turncoat. You guys should definitely make sure your domains are still there. No sense in letting someone else run your own little demesne."
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 25, 2018, 07:11:17 pm
Forge notes:
it currently cannot produce magical gear.
Manpower needs are based on humans.
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.
You can build more than one forge. This just makes the overall forge complex bigger, adding more hubs. Each factory contributes to maintenance cost, but currently are run as one cost.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on May 25, 2018, 08:44:34 pm
My name is Kran-CLak-thun Dark god of quantum mechanics, and my realm is basically a system of massive gears that make no sense, why? because reality is broken, with the gears each covered in a random biome, a biome that is not decided until observed. With the gears floating in an endless sky, with gears connected not necessarily by being next to each other, and which gears they connect to slowly changing as they turn, and some connections have no set endpoint, with the gear being connected to all possible connections at once. These connections are just points in space that transfer you to a different point when you walk through. The biomes on the gears are maddening and alien, with some being just areas where space and time don't work quite right. The gears are also sometimes apposed, you can walk through a connection, look up, and see the gear you just came from floating above you. In addition, sometimes you may find yourself on the cogs of the gears, with two gears mashing together, threatening to crush you if you don't get out of there in time. However, it does posses some stunning vistas, with waterfalls flowing off of cogs in a deep blue sky, and greenery thriving on various locations, it is only certain areas, known as the "Badlands" by those who dwell there, that are innately hostile. those who dwell here do so in a variety of villages, getting used to the broken reality of my realm, even delving out into the badlands to retrieve rare gems, resources, and to hunt dangerous creatures.  Of course the badlands are situated around my home in the direction of the entrance and things also get more dangerous the farther out you go, it also stretches out into infinity. The native sentient species that dwells here are called the broken, and appear as areas of distorted light, prismatic almost, don't touch them, less they quantum destabilize you. Imps also dwell here, along with humans, and many other species dwelling together in (relative) harmony.
 My home lies at the center, and you must follow a complicated series of nonsensical directions to reach it, with your path looping back on itself, and you going in circles before ending up somewhere else. My house meanwhile, is a simple affair for all of that, a high quality mansion, with a wooden fireplace and plentiful books.
When you look at me you see all possible versions of yourself, at once. A single glance can drive the weak willed or minded mad. My citizens, dwelling in my realm, are immune to my appearance driving them mad, and see past it to glimpse my true form. My true form, seen only by gods and those who understand, is a mass of gears, ever turning. As such I often wander the villages, seeing how they bend the broken physics of my realm to their purposes.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 25, 2018, 08:47:20 pm
Putting in a votebox so people don't forget to put votes in.

Quote from: votebox
(Design) Forgebound (http://www.bay12forums.com/smf/index.php?topic=169467.msg7770512#msg7770512) (1): Taricus
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 25, 2018, 09:05:10 pm
Quote from: votebox
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

I don't think that anything has changed?
I am pretty vehemently against forgebound. The imps seem good enough, the opportunity for beasties from the fire and earth planes seems absurdly good for this task, and it really isn't a large expense. A once-off cost of 1000-2000 power is not a big deal in the grand scheme of things, and this would at best half the cost and double the production-capacity, which would only be saving 500(and ruining their combat potential if we replaced them later) once and 200 a turn, which is peanuts. We could get something to improve our performance in the planes and get much better options for this later on. If we had something that was actually good at fighting in the plane of fire, or were not looking to gain knowledge of beings that are partially formed from the sort of heat and minerals that a forge is all about, then I might consider it, but as things stand, no.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on May 25, 2018, 09:08:49 pm
OK on the discord the GM told us that better workers could improve the output of the forge, as well as potentially allow us to make magical stuff with the forge.
Plus, Having a dedicated worker for the forges is just generally a good idea.
Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 25, 2018, 09:25:53 pm
We don't have any magical stuff that would help us in the fire plane, and as it is it will be a meat-grinder at best. Improving the output won't get us more items per point of power, it will get us more items per forge, which does have an upkeep cost, so it is, effectively, more items per point, but it is massively inefficient at that.

Quote from: Demon Pillar
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.

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...
With luck it gives us aerial mobility and logistics...
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 25, 2018, 09:38:02 pm
Improving the forge's output, unless you're actually just increasing production rate/scale, typically means increasing the amount of equipment you get per point of power. That is to say, making a more efficient forge improves your power-equipment ratio.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 25, 2018, 09:42:38 pm
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. 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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on May 25, 2018, 09:43:52 pm
Also, less expensive equipment (less power points per unit of equipment), means more power for making people to use said equipment
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 25, 2018, 11:52:20 pm
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.
 Still, it is a fixed-cost investment, so blackscales could do it if they have no gear, and be cycled into the front lines when it is more opportune to design workers. At present we don't have army enough to justify this. We will struggle through the planes, be outrun by the light, and smashed in the middle against better prepared and better staffed forces. It is better to let the forges lay idle than sink more resources than we can afford. Forging is nice, but this is too many designs to sink into one project when we have no air-forces with which to attack a plane with no reliable land-passage and are using flame-throwers against things that live in fire. I don't think that the forge was worth it. It is nice, but the wrong time when we might be able to harvest the planes of the forge and lack a competent mix of forces(no cargo, fliers, high-mobility forces, scouts, combat engineers, defences against magic, heavy infantry(defined by armour, 'scales are heavy and infantry, but more shock-troops than heavy infantry, they lack staying-power, if anything they are cavalry...), and we just have the one artillery piece). The forge improved economy, I genuinely like it, but economy is multiplicative, and our army's value is low enough that multiplying it doesn't add much.

I am going to assume that 20 hubs was a typo. It is either that or each forge having 10 was a lie, or that we have two forges... Is there a cost to build forges?

50 blackscales per forge, 10 forges, 6 power per 'scale. 3000 power is... that is, 3000 power minus whatever forgebound cost is... cheaper than a design, and we can still use the scalers once we make something better at forging, possibly dedicated to forging, so we just lose 3000 points of production, that we would have used anyway. We can staff it with 'scales for now and get something better, for FORGING, from the planes of FIRE and EARTH... If you don't think we can get something suited to forging from the planes of hot metal then I give up...

I'll be glad to revisit the issue after we have taken a plane and know what can be harvested from such, and if someone wants to suggest a primary combat unit that fills a role we lack and might also be a cheaper or more-effective labourer, then fine, but a dedicated labourer is just not worth a design at this time.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 26, 2018, 06:04:02 am
There's a cost to building forges, and it's ten hubs per forge. And we can't get anything better for forgeworkers from the plains of earth and fire since we need skilled labour for it. Also, the existence of bridges in the plane of fire means we CAN actually traverse it conventionally, if somewhat in a restricted fashion.

And what makes the forgebound good workers also translate into them being reasonably effective as infantry/combat engineers as well; they'd just need the equipment for it.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 26, 2018, 06:56:37 am
We haven't seen the whole plane, and we don't know if the bridges can be broken, and we don't know if they can just hover hundreds of metres over the bridges and drop rocks on use without much concern over the slow fireballs and sporadic bolts we can throw back. The fire natives have an immense terrain advantage over us. That we CAN get through, is plausible but uncertain. That we WILL get through, is likely but dubious. That we will lose more from being ill-equipped than we would gain from producing our ill equipment more efficiently is all but certain. Bl;ackscales used for forging are not lost, they can still be sent forward if we make something better. There is no loss to waiting, and massive expertise from the planes, not to mention saved forces from the battle, to gain.

Fire and plain deal with heat and mineral. These are things that would be massively advantageous to skilled forgeworkers and would be inherent to their nature, rather than things that could be easily added later. Also they have produced equipment, so clearly they ARE skilled labour. Just waiting until we have actually observed them and learned what their abilities are, maybe performing some dissections, would be a colossal boon to our efforts to design forgeworkers.

They are specialised to use forge-tools. Combat engineers would be far better suited to either be much more stealthy, much faster, or much more resilient. They need to work in rough climates and should be optimised to either not need tools or to have tools that are swift, and that means purpose designed. While forgework is more generalist, having to deal with anything that we might want to produce, and the threats are more climatic than violent. Then there is infantry, having to build equipment to get them to effectiveness is wasted actions. There are some advantages to wide-spread upgrades, but all too often equipment is too niche to benefit from such. Beside, again, the sacrifices made to make them effective in a forge and working with materials makes them ill-suited to a combat environment. Combat engineers and infantry face far grater costs for being uncompetitive, we should focus on that. We might want dedicated forgeworkers someday, but for now, we can get by just fine with combat forces that can serve in the forge to a tolerable degree.

The blackscales can't do anything that imps can't. They are nice, they can do things better than imps, but they still just run at things and hit them. The forge is nice. Power efficiency is a multiplier that will serve us well in the long-term, but it adds nothing to our capabilities. Our forces are extremely vulnerable to certain threats. These threats happen to be abundant in the fire plane especially. We need to deal with the extremely limited abilities of our army, and we have thus far spent all our actions on better doing things that we could already do. We have bolstered our strengths but done nothing to cover our weaknesses, and this needs to change. Being so horribly unprpared will cost us far more than any forge upgrade could hope to account for.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 26, 2018, 07:14:14 am
Imps are far too weak or fragile to use as front line infantry. We need reasonably tough and strong beings for that, something the blackscales fill out rather nicely. More to the point if we can get from one portal to another on the plane of fire with just walking, we only need infantry to control it.

More to the point, dissecting their inhabitants will not be worthwhile and the earlier we get the forgeworks staffed with skilled labour, the better. It would also mean that we can get started in making more expensive equipment which can improve our combat efficacy several times over.

Finally, we still have another design this turn. And I plan on solving our ranged combat deficiencies with it. But we'll need the forgebound for it.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on May 26, 2018, 09:48:03 am
I am personally against making a specialized forge worker, just yet. I feel that the bonuses that we will receive from conquering both the fire and earth planes will far outweigh any small boost we will get from making a prototype forge worker, beforehand. That being said, to me, the obvious focus should be in creating/designing something that can be used to easily both planes. Preferably in one act, of course, but, that may not happen.

This does mean that I agree with RAM. we should cover over our weaknesses in combat, FIRST, and then continue highlighting our strengths. one of said weaknesses is the lack of aerial units. That puts us at a far bigger disadvantage in the fire plane, than the earth one. Especially since we can confirm large flying units, there, and the fact that the land there is fragmented, with death drops separating them. We could hope that they can find/produce, enough material to move from place to place, there safely. . .  but I would not recommend that. instead, I feel we should make an anti-aerial aerial transport units (far too hard), an intelligent aerial unit, or, something that can. . . well, everything needs to have some way of taking to the sky.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 26, 2018, 12:34:53 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 26, 2018, 04:48:04 pm
The problem with flying units is armament. As we lack any ranged weapons which will be effective on the plane of fire
Flying 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...

It isn't even likely that Forgebound would be able to produce magical equipment on the first attempt. We "might" get cheaper magical equipment when the magical equipment we have isn't much use. We "might" get significantly cheaper mundane equipment that would be useful in Earth, but not so great in Fire, on account of not being ranged or flying. We will almost certainly get a minor cost reduction, possibly just from having fewer forges and workers for the same output. We will almost certainly get cheaper workers, and at 6 power a piece for the current option that is likely quite nice, in the short term, if you discount that they can be cycled into the front lines later and replaced with something cheaper so we are trading the opportunity cost of having a better-suited army for the opportunity gain of having more soldiers on the front.

OR we could get something that can fly. Or something that can shoot, or something that can magically shield our forces against ambushes and ranged attacks, so as to quickly take the planes, so as to quickly see what the advantage of taking a plane is and see if we can get better forgeworker designs from examining the planes of forging... As it stands, the blackscales should do decently in Earth, although it is largely a mystery at this point. Fire though is looking to be a meat-grinder that will cost us far more from being unprepared than we could make back from spending a design to revise our forge.

Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 26, 2018, 06:49:11 pm
We still have a design this turn after making the forgebound or whatever, which I do intend to put in a ranged weapon design. Once we have both fire will be far more smoothly integrated.

No sense in trying to put carts before horses.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 26, 2018, 07:44:23 pm
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...

"cart before horse" is EXACTLY why forgebound are a terrible idea right now. Wait until we have our horses. Whatever prizes can be extracted from the metal and smelter planes, a range of magical equipment which is actually useful in the theatres in which it will be used, soldiers that can engage the current opposition effectively instead of yelling insults from a narrow path between fatal drops. These are the horses that we need before the cart of the foregbound.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 26, 2018, 07:58:33 pm
Again, we don't need to rely on magical equipment. The forge and it's workers are the horse, everything else is the cart. We can't expect to field something if we can't afford to actually get it onto the field. 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. 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.

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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 26, 2018, 10:00:55 pm
Ummm... I was seriously just going to bow out here. We've said our pieces, but, umm, everything you just said was wrong. It is kind of unfathomable and I am trying to figure it out.
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...).
This is a long line of reasoning saying we need these forgebound in order to make magical equipment(I see no direct reference to magical crafting in the forgebound description.) while just next thing you say that we don't need magical equipment. One of these statements is disingenuous or a change of policy. I don't care about magical equipment, the ravens can scratch and distract and mess up fragile wings and that is enough for now. I am likely to be interested in magical gear later, but right now the only advocates for magical gear are the ones saying that the forge needs this upgrade in order to get it, but magical gear doesn't matter?
Great! We don't rely upon it, so no need for magical forgeworkers! So let's just ignore the tiny chance that the forgebound might pull it off as some obscure interpretation of a single word on and overshoot success!
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".
What we will most likely get from the planes is nothing... directly... What we would get is living flames that we could capture with a design and use to perfectly control the furnace just by talking to it,not to mention that "living flames" sound crazy-good for magical crafts. Then again, we might find a community of fire-immune beasties who like building metal flying machines, however could we benefit from recruiting them? And what if we find a ferrokinetic in the earth plane? Could we not dissect some of them and implant their magic into imps for a vastly superior version of what the forgebound would be without that example to learn from? We haven't even seen battle in the planes, and already you dictate exactly what the reward will be? Citation needed!
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...
If, on the other hand, you are just saying that the forge don't need no stupid planes because it was designed better than that. Then, umm, no? Just no? Why would the forge be hostile to improvement based upon new information? I would have set the forge back until seeing the planes and their denizens, which we have yet to do enough to glean the necessary data. But we have the forge, and tragically it makes no use at all of the planes. Hopefully that error can be rectified.
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.

But... Yeah... I guess I have said as much as I should. So Imma just leave it to the fates now... You and all your kin are welcome to the last word if you want it.




Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on May 28, 2018, 06:44:00 am
Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 28, 2018, 10:37:25 am
To be clear, can the Ravens fly?
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: crazyabe on May 28, 2018, 10:40:48 am
Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Failbird105 on May 28, 2018, 11:04:50 am
Honestly, I don't really want to get any of these right now, I feel like we should make a ranged weapon, such as a clockwork gun, I just can't think of a good design for it right now.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: zomara0292 on May 28, 2018, 11:21:55 am
Ravens:
 we forge these into forms that resemble, in both form and function, birds of pure black.
I would assume so
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 28, 2018, 01:08:49 pm
@Failbird I have a good design, but we'll need the forgebound since it they might be a little expensive in material cost.

As for the ravens, the ravens don't particularly do anything that we'd need right now. Can't really conquer anywhere with bids that would essentially crumble the minute rocks get pelted their way, which would almost be a certainty given the presence of flying creatures. They'd also also require a good roll to remain as durable as written as well. Fear does not conquer realms; only force does.

Also seriously guys, make your domains for the god contest. I can't stress how important that reroll could be.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on May 28, 2018, 01:20:26 pm
Guys another thing to point out, let's say we do make the ravens now Vs later, what benefits does that bring us? They are a design that will likely prove useful in most environments and cases, an excellent ace in the hole to surprise our enemies with midgame, and if we do them now all that surprise is ruined on the first encounter. Meanwhile if we do forge-workers now, We probably get more and better equipment, the ability to make magical items in the forges, and a benefit that will generally get better over time, with us building more forges and creating more workers. Plus, making a dedicated worker for the forges means we can have more units on the front lines instead of having to keep them back at home making tools, and they can potentially act as combat engineers or operators for vehicles and different manufactories. Finally we have the fact that taricus has a good design for a gun in the works, and guns are best when used in large numbers, something which better forge workers would let us accomplish.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on May 28, 2018, 01:26:47 pm
You can, but you have two who see it as directly more valuable than the forge in the more immediate, that being said, I did vote on the forge because IT IS A GOOD IDEA, in and of itself, for the future. But now that we have it, we need to focus on the next thing, for now. And that’s taking over the planes.

Edit: And if we get a really bad roll on the guns? If we get another bad roll on the forge? If we get a good roll, but it doesn’t benefit us by much? The less chances you have, the less you should hedge your bet on one thing. I am fine with making the gun design, and I will switch to it, when you put it up for the vote, but not for the forge, at least for this design phase.


Darkness brings homogenization. Bright light does, as well. That is not what I am, nor what I represent. Some call me ‘Change’. Others ‘Evolution’. But, in truth, I am Ukuzalwa. I rule over the inbetween state of Black and white. The transformation that bring about an unclear boundary of what is and is not. Anything that grows, morphs, and becomes something new, uses my power to do so, as I borrow the power of all to inact  that change. Nope. Got nothing.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 28, 2018, 01:33:53 pm
The guns will require the forge workers, low roll or otherwise. The ravens will not be helpful in taking over the planes however. We need something more substantive to really affect that.

And if you're worried about bad rolls, get to work on god + domain fluff. The more and better fluff we put out, the better our chances of securing a reroll for a design this turn.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 28, 2018, 01:36:04 pm
You can make the guns without forge workers, but expense is still a factor.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: zomara0292 on May 28, 2018, 09:51:46 pm
Spoiler: Edited Ravens (click to show/hide)
RAM. 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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 28, 2018, 10:03:23 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 4 Production)
Post by: RAM on May 28, 2018, 11:59:11 pm
Spoiler: Edited Ravens (click to show/hide)
RAM. 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.
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 their victim's pilot's sanity? Meh, whatever is fine, feel free to suggest any alternative! It is unfortunate that this voting system penalises similar simultaneous ideas, but it is what it is.

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.

Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 29, 2018, 12:07:09 am
I'm pretty sure a bird that flies and generally looks like... Well, a bird is going to be a lot less likely to be shooed off compared to a beetle. Besides, birds can fly higher and remain undetected at such heights.

Now, it's true we'd have a bit of difficulty actually communicating and relaying the information they receive, but that's likely the hardest part of a design.

Now, as a harrassment force, they don't strike me as particularly effective there. Only takes a large gust of wind or shockwave for them to be blown apart. Moreover we're going to need something a lot more solid than a harassment unit (which we already have in the form of imps, by the by) to really impact combat.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 29, 2018, 02:29:48 am
I would hope that it would take a weaponised gust of wind that could knock confectional forces off of their feet(which would be an expoiltable vulnerability, but they should largely ignore being cut with a sword, so it is trade-offs...), but bad rolls are bad rolls... Even if they can be gusted-and-dusted-to-custard, they are still extremely irritating until such a gust appears, so relevant, could typically take shelter so as to not be completely exterminated, and could be revised to be less vulnerable to such things.

I would argue that the imps are ineffective at penetrating enemy lines, reduce the effectiveness of blackscale formations they integrate with, and aren't fast enough to intimidate through positioning. In heavy armour they are heavy infanry. Not GOOD heavy infantry, but they are a starting unit. Likewise they are somewhat bad light infantry in light armour and somewhat bad archers with ranged weaponry. They are a generalist starting race with high potential(from the currently-useless? fire affinity and magical equipment). They are sort-of-bad at everything but functional. The balckscales are far more intimidating as heavy infantry, and could take the role in a pinch, but I suspect that their biological systems are lacking the endurance required to hold a line for literal days as one might expect of a truly epic battle of the champions of the gods...

If the Ravens match the description, they should be very tenacious, inherently disheartening, able to persist anywhere the enemy doesn't have largely explicit countermeasures, and able to pick apart weak-points of any units that possess such. My only real worries are specific countermeasures, such as radiant light-fields which would trouble us regardless if we are being thematic, and the high difficulty from having a somewhat new construction and a somewhat new fear effect, but I just couldn't resist the thematic elements...

 We do, however, have many fine proposals left over from the previous round of voting. Grues are, well, I worry they are ill suited to Fire, but I like them otherwise... They would likely allow forces to be diverted from Earth to Fire... Seekers are capable, though very ambitious... Forging darkness could sole our problems with Fire's limited mobility if it works well, and also provide barriers against ambushes in Earth. Daemons can't fly, but could probably be thrown well enough to get work done in Fire, and I suspect that some of the fliers in Fire can only fly there, so maybe the Daemons could too? The Ballistae offers a ranged attack with a range and heft that the flame caster is lacking, being distinctly artillery, and offers research into mechanisms. It is a solution to the lack of reliable ranged weapons in Fire that would collaborate with the flame caster rather than replacing it. Any of these would be decent choices.

So yes, on a bad roll the Ravens would be very troubled. More so than a simpler design, but they really don't seem to me to be in any way redundant with imps.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 29, 2018, 02:56:10 am
It's unlikely we'll face any battles that'll last days on end. Even if the enemy tries to force it we should endeavour to ensure that any battles they try to fight ends swiftly and decisively in our favour.

And again, we DO have another design after this, which I do intend to have the forgebound work well in conjunction with. And as the forgebound are built off our existing imps and made more fireproof/heat resistant. In the end we still have to occupy territory; and the ravens just don't allow us to hold territory well. Can't really conquer someplace if everyone keeps running off.

As for the blackscalces, I'd say the biological nature is more of a strength than a weakness; they're self multiplying, self repairing and easily maintained. Not to mention a rather suitable base for teaching and learning. Imps... they aren't infantry at all. Frail to begin with, with something tougher like the blackscales means they should never be on the frontline in melee or such. Keep them as support for our blackscales, or else work on their magic potential to make them serviceable casters.

I've said this before, but I do intend to put a design up for firearms once the forgebound are in. This will give us access  to far more potent range weaponry than what we'd have access to with just ballistae or crossbows. While this might slow down initial forays into the other planes, we aren't in a rush for counters or the like, and won't be until we start facing off against the forces of light. Hell, just sending bolter into the plane of fire would ease up our ranged problems if the fact about it's ballista being able to just level towns is correct.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: RAM on May 29, 2018, 04:06:54 am
For my own assessment of The Bolter: An imp seems similar to a human in effectiveness. Possibly a bit less, and likely less optimised for ranged combat, but it seems like a fairly standard generic soldier. The Flame-caster seems, well, a 1-power weapon seems functional, Flame-casters are twice that. They seem like an elite starting weapon. Not really good by early-game designed-weapon standards, but functional. We could get 750 for the price of one Bolter, and the bolter has an additional limit of only one at a time, and seems to be expected to be relevant up to the mid-game as-is. Seven-hundred-and-fifty archers is quiet an impressive force, so I wouldn't underestimate the bolter. It seems reasonable to assume that it can, indeed, destroy towns by itself. Then again, towns are composed of building-sized objects that don't move and are not famous for shooting back. It is possible that it could conquer Fire by itself, but it would almost certainly be slow...
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Taricus on May 29, 2018, 04:22:59 am
Slow is something we can accept. As long as it's moving forward and we're not taking significant losses.

And imps are not human analogues. A human analogue could operate the forge, whilst the imps cannot. So presumably that while overall an imp is sorta akin to a human in effectiveness, it's mostly their magic affinity that carries it, given their short and relatively frail build.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 29, 2018, 01:30:54 pm
*Rustles thread for a better vote ratio*
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on June 06, 2018, 03:09:17 pm
Might be slightly too powerful...
Quote from: Kran-CLak-thun Cog guard, microlith class
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on June 08, 2018, 01:41:42 pm
Alright. My idea for a creature to invest in.
Spoiler: Gupta Hakki (click to show/hide)
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Doomblade187 on June 11, 2018, 07:10:31 am
Oi. I have time to update today/tomorrow most likely, so vote quickly.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on June 14, 2018, 06:51:29 pm
Alright. My god:

Ferojared
A god literally as old a life itself, as it was born from the thing that gave birth to life, whether as the cause, or as a consequence. Though thought to rule over life itself, It does not. It merely oversees it. No. It is responsible for the change of life. It delights in diversity, and, at times, finds itself forcing it on creatures to make them, different.  If one were to really think about it, its spheres of rule is over defects. Of Variations. A god of the green butterfly born among the blue. If you were born with more than another, or less, pray to Ferojared. If you wish to play the odds, sacrifice a creature born odd, and maybe he will give a good blessing on your offspring.

Those who choose to sacrifice to it make their own alters, generally. But, the grand alter isn’t an alter at all. It is a strange circular area, with 3-18 different biomes, the number randomly changing each time the last of a generation has passed. When a creature finds itself wandering into it, they change. It’s not always noticeable,  but, it always happens. Sometimes they just seemingly have a third eye, or none at all, or their hoof shape changes into a protohand. While it seems ideal for making new sacrifices, there is always the chance that the creature going in may die from the change, and, even if it doesn’t, the change reverses as soon as it leaves the area.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on June 15, 2018, 03:26:15 pm
Quote from: votebox
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):
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on June 15, 2018, 03:27:30 pm
Quote from: quantum sight
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: crazyabe on June 15, 2018, 03:50:22 pm
My god:
Quote from: Fizitnix
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: dgr11897 on June 15, 2018, 04:16:26 pm
Shade
The shade is a humanoid shadow, in essence simply a humanoid raven. It is designed to serve as a worker, manifesting dark crystal tools and tendrils that go out from itself, enabling it to rapidly assemble and forge things. In addition it can imbue a part of itself into what it is working on, allowing it to make magical items and enchant normally non magical things. It can also use its ability to make tools to create dark crystal blades.
Title: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: Doomblade187 on June 15, 2018, 04:17:26 pm
Ravens

By inverting the process of crystallising manifest darkness, we take the material kin of darkness, specifically ash*, and coax it into forming an immaterial aspect. By taking the examples of impish will and golem animus, we forge these into forms that resemble, in both form and function, birds of pure black. Their immaterial aspect spreads their animus across material separations, allowing them to almost instantly reform themselves from anything that doesn't either completely disperse their matter, too far for their immaterial aspect to spread, or attacks against their immaterial aspect, such as divine light. Further, they can spontaneously form beaks and talons of Dark Crystal, and constantly radiate an aura of darkness, invoking fear, doubt, and weakness in those they encounter, which can accumulate when they congregate in large numbers...

Something for the fire plane with a theme of being scary and difficult to defeat with conventional means, but somewhat lacking in direct firepower, what with them just being birds made of ash with a few small spikes. They should make for an effective support unit while being largely immune to fire and falling, which should make them effective at conquering the fire plane. They ought to be able to function in the water plane, but would likely be greatly troubled by being soggy. Still, soggy is better than extinguished which is what you would get from the typical fire minions...

*Ash being to fire what shadow is to light, the remnant of its absence. Shadow is a form of darkness, and fire is a form of light…

Hard, 2

Rationale: creating fire magic incorporeal ash golems, summoning natural weapons with magic, creating fear aura (dark magic spell).

2: The design has several flaws, but accomplishes its general purpose.

A truly revolutionary project in several aspects, the Ravens combine aspects from your imps, Bolter, and the Shadecrystal swords. The revolutionary aspect is not making golems with fire magic- they're similar enough that many of the mechanisms would be decently similar. The hard part is making them incorporeal. A bold move to be sure, but a surprisingly effective one - conventional weapons have almost no effect on the shadow-birds. Unfortunately, that is where the good news ends.

The experimental nature of the Ravens means that all the effort that would have gone to the other features simply didn't happen. The birds are incorporeal, and their form disperses and reforms as damage is received. They fly about as fast as a seagull, but if you were to dunk them in water, they would have a bad time.

The Shadecrystal claws were a decent project in of themselves, so you throw together some crafting magic real quick to allow the birds to have something. The birds can summon a few claws, but it takes them about a minute to do so, and they are tired out by the process, so they have to rest up a little bit. Luckily, once the claws are summoned they're set until the physical form is disrupted.

Regarding the curse, you managed to put one together, but it's not stellar, and only as good as a weak imp’s cackle. It functions much better in numbers, but currently single Ravens give off a vague sense of dread that can't be turned off.

They're also not very smart, and can't talk. They'll listen, though.

Contest Judgement after the rest of my homework.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: Taricus on June 15, 2018, 04:33:41 pm
Welp, raven went as well as it would've been. We went with too many things for it to do and to the surprise of... Well, probably anyone that actually supported it, it doesn't do them well.

(Design) Forgebound: Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat, with extra fire/heat resistance built in them to ensure that they can easily work with the furnaces and the blazing hot metal.

Designed with working in the forgeworks in mind, and being cheaper than most alternatives whilst being skilled labour makes them an optimal choice for running the forges for the legions. Not to mention the efficiency gains due to making them that extra bit fireproof so the heat won't impact them too much.

Quote from: Votebox
(Design) Forgebound (1): Taricus
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: zomara0292 on June 15, 2018, 04:43:56 pm
Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: dgr11897 on June 15, 2018, 04:48:36 pm
Hunter class shadow monster
A shadowy four legged monstrosity, this beast is made in a similar fashion to the raven, though larger, about the size of a large wolf. With the ability to manifest shade-crystal blades and having an incorporeal form, just like its smaller cousin.  They are still unintelligent, but they have pack instincts and are fierce hunters.
However these creatures differ in several ways. The first is simple, rather than being completely incorporeal, they have a small solid core, starting at about the size of a marble.
 The second main difference is that they do not have an aura of fear, instead they have the ability to drain the energy from their victim, stealing their lifeforce, they store this in their solid core, causing it to grow larger.
The third big difference is their ability to evolve, by going into a chrysalis and becoming immobile they may begin to evolve. While in this state their mind runs faster and become optimized for making adaptations to the environment, stealing adaptations, and devising new adaptations from their experiences. Unfortunately this ability is rather limited, only able to make small changes and adaptations, being unable to change their forms in any major way without a catalyst. This catalyst is energy from us, granting them the ability to completely change their forms and gain new abilities, both by either devising new ones, or basing them off of things they have eaten. This allows them to form entire new subspecies, with unique roles on the battlefield and greater capabilities to survive in the environment they are in.
Their third and final ability is the ability to bud off new cores from their own at a certain point, while this renders them weaker, and creates a weaker version of them as a copy, it is still an incredibly useful ability.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: dgr11897 on June 15, 2018, 06:35:55 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: zomara0292 on June 15, 2018, 07:54:12 pm
Welp, I know what I like and will support!

Quote from: votebox
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
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: dgr11897 on June 15, 2018, 08:00:29 pm
Quote from: votebox
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):
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: crazyabe on June 15, 2018, 08:21:04 pm
Quote from: votebox
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):
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: RAM on June 18, 2018, 03:51:07 am
Quote from: votebox
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) (1): RAM
Huh...
I... guess...
I sort of don;t want to advance on fliers right now, the ravens are enough to disrupt aerial forces so we they can't just sit back and snipe us, but the roll was not great and those evolvers do sounds nice...
Then again, ballista so we have more than one artillery piece...
Meh...

Huh? When did Zomara's vote change? You really need to say when you are changing someone else's vote, unless this is an edit thing?
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: zomara0292 on June 18, 2018, 05:22:08 am
Sorry, yah, my vote did change, we agreed on that in the discord. It’s just that I had said that I would help with the forge after we handled our lack of a flier issue. Just keeping my word. To be honest, I would prefer the evolver, or my weird creature which has too much going for it, but. . .  Promise is a promise.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: dgr11897 on June 18, 2018, 01:07:29 pm
I have to say, I am impressed everyone thinks my evolver design is good. But for now, we should do the forgebound, for a few reasons.
1. We honestly need the ability to produce more magical equipment.
2. It would shut tarcus up (no offense, but dude you have been pushing for forgebound since day one.)
3. We won't have to pump more designs into the forge for a while.
4. The evolver is a good design no matter what, the forgebound is best when done early.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: Doomblade187 on July 12, 2018, 06:34:28 pm
Design Phase 3 Results

Forgebound:
Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat, with extra fire/heat resistance built in them to ensure that they can easily work with the furnaces and the blazing hot metal.

Designed with working in the forgeworks in mind, and being cheaper than most alternatives whilst being skilled labour makes them an optimal choice for running the forges for the legions. Not to mention the efficiency gains due to making them that extra bit fireproof so the heat won't impact them too much.

Easy, 1

Rationale: Reshaping imps to be buffer, more resistant to fire, and losing the wings.

The Forgebound are just what the proverbial healer ordered. Slightly taller, much more muscular, and with their innate Fire magic focused to provide heat resistance, they will be excellent workers in the Forge. While they aren’t very tall, it isn’t an issue at present. The only flaw is that they’ve lost their innate control of fire, so they won’t be able to fire the forges themselves.

Production/Deployment phase next, please stand by.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
Post by: RAM on July 12, 2018, 09:13:23 pm
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...
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: Doomblade187 on July 16, 2018, 09:20:13 pm
Production and Deployment Phase

It is time. Build additional units and send them out. You can move units 1 realm a turn, including the turn they were made. You are gods, after all.

Planning sheet (download a local version):
https://docs.google.com/spreadsheets/d/1M0AISBBdJDve1_WPzWyW7XuXotxYJjm7kcgHLmebrG8/edit?usp=drivesdk

Spoiler: Production Costs (click to show/hide)
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: RAM on July 17, 2018, 04:02:35 am
Quote from: extant forces
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
Quote from: Is this still accurate?
1 Forge has 10 Forge Hubs.
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.
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.
So 9800 would get us maximum shopping power in the shortest timeframe but would only end with, say, 2000 adamant light chains and nobody much to put them on... but would get us a 1200 power discount on future turns and that armour would be used eventually...

Quote from: Plan Norush
Production:
 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
Probably light in Earth...

Oh, whoops, did we lose some scouts?

Edited for 20 hubs, fewer 'bound and more ravens. It is probably best to build only one forge if only one is being used, but the costs will be difficult to split regardless, and I really can't be bothered to fix it that much... Spending 2800 for 4000 equipment for the foreseeable future doesn't seem that implausible.

Fire plane gains 600 flame casters.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: Doomblade187 on July 17, 2018, 09:35:47 am
The forges have 20 hubs each, and the scouts I mentioned were just some wraiths your master provided.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: Failbird105 on July 19, 2018, 09:46:36 am
Well, since it's the only plan available to vote for, I guess I'll vote plan Norush.

Quote from: votequote
Plan Norush (http://www.bay12forums.com/smf/index.php?topic=169467.msg7809458#msg7809458) (1) - Failbird
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: zomara0292 on July 19, 2018, 01:30:31 pm

Quote from: votequote
Plan Norush (http://www.bay12forums.com/smf/index.php?topic=169467.msg7809458#msg7809458) (2) - Failbird, zomara


I don’t have the belly for the math, right now, but the numbers do put most of what she need in the area where we are going to be the weakest, so i can roll with it. Do we not have troops from our last creation turn, though?
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: dgr11897 on July 19, 2018, 02:07:54 pm
Quote from: votequote
Plan Norush (http://www.bay12forums.com/smf/index.php?topic=169467.msg7809458#msg7809458) (3) - Failbird, zomara, DGR
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: Doomblade187 on July 19, 2018, 02:20:04 pm
I don't quite understand your question, Zomara.

Also, if you need the deployment spreadsheet in another format, let me know.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: zomara0292 on July 19, 2018, 03:19:40 pm
If I remember correctly, we had made some troops, already, so we should have more than What we are making right now.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: RAM on July 20, 2018, 02:40:31 am
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: Taricus on July 20, 2018, 02:56:37 am
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 two
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: RAM on July 20, 2018, 04:31:16 pm
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 two
That 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...
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: Doomblade187 on July 20, 2018, 04:32:49 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: RAM on July 20, 2018, 10:17:26 pm
Spoiler (click to show/hide)

3000 bolter
2000 500Raven
2350 1175imp
0500 F500adamantblunt
0800 F800Adamantchain
0400 200adamantchain
0675 675shadowblade
0600 300flamecaster
1200 200B.S.
0200 200bronzeblunt
0375 375bronzechain
5000 2forge
1300 650F.B.

=18400
...
Oooooh, I didn't carry the Flame casters... Editing the plan for +500 of those! for another 1000power. Which still leaves 600... No, whoops, I also left out the forge upkeeps, which brings it to a 200 point deficit.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: zomara0292 on July 21, 2018, 04:14:01 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Production)
Post by: RAM on July 21, 2018, 08:49:23 pm
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.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: Doomblade187 on August 12, 2018, 01:36:28 am
Combat Results:

 Fire:
  001 Bolter
  400 Ravens
  500 Imps + 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

You appear as a pantheon before your legions as the first incursion begins, a bold step forward unto conquest. The Ravens and Imps lead the way through, setting up a guard perimeter around the portal island, at home in their element. The blackscale force follows, moving to the front with a grouping of imps to prepare a scouting party. It's hot for them, but they should be fine so long as the supply line holds and they find some forage.

Finally, the Bolter steps through. Its massive figure sends gentle tremors through the massive pillar the portal sits atop, and it stands by, ready to rain death upon the land beyond.

The scouting parties advance, picking their way through the scattered flames and across the landbridge towards the settlments sighted by your wraiths. The first party consists of the blackscales and the flame caster armed imps, overseen by a set of Ravens. As they take their first step into the mainland, a great cry echoes from a nearby rock crater, and a group of smoldering creatures emerges, each resting on 6 legs and with two primary grasping arms, their slender bodies shifting back and forth at a frentic pace as they advance towards your men.

You’ve been spotted.

The glowing creatures hiss back and forth with one another as they close in, each syllable washing over your men as waves of heat and ash. They carry weapons, too: unusually smooth stone weapons seemingly constructed out of one piece. As they approach, the lead imp cries out in the mother tongue, singing a war order. The imps close ranks, aim their staves, and release a cluster of magical fire at the natives.

Unfortunately, it doesn't do much. The beings writhe in what seems to be pain when struck, but suffer what appears to be a scattering of ash across the spots the blasts hit. The group numbers approximately twenty, so this slows them considerably, but they're close enough that your imps have already drawn their blades. At a second note from the commander, the imps charge, swarming the natives. The battle is bloody and swift, the natives stepping expertly through groups of imps while they swing their smooth stone war clubs with practised ease. The sharp edges make short work of imp hide, and can even cut through chainmail. Several go down, but the imps themselves use their numbers to their advantage, working with the blackscales to help box in the larger natives and land solid blows. The shadowcrystal blades that the imps wield slice through the creatures like butter, cutting in easily but only sliding through with intense force applied. The blackscales have a somewhat rougher time. As strong as the heat wave was at distance, the blast at melee range is tremendous, forcing back the unprepared lizards. Those that recover enough to swing run into another issue- the blunt weapons they wield are causing damage, but a good swing seems to need two arms to bypass the natural fluidity possessed by the flamescuttlers. Despite the good fight the scuttlers put up, they are outnumbered 6 to 1, and soon go down, the imp commander themselves leaping in to fight one of the last survivors and personally disemboweling it, dodging the burning blood as the glowing organs fell from the beast.

The party regroups after the initial conflict, licking their wounds and organizing their dead. The blackscales bore much of the loss, with only 5 surviving. The imps, by comparison, only lost 20 members, with the rest singed or lightly wounded. The ravens didn't get a chance to do much, due to the ambush.

The main force moves to reinforce, while the bokter remains at the portal for the time being. The dead scuttlers bleed over the rocks, covering the scorched rock with their glowing, thick, blood, internal organs literally glowing in the heat. As it cools, it appears to solidify to a sludgelike material with a light grey color. A single (severely wounded) survivor of the group remains, and the force restrains it before it can flee. What you plan to do with it is up to you.

With the initial gains secured, the force moves onward towards the main habitat. The bokter follows, descending down the narrow land bridge. As the bolter prepares to winch back the first of its bolts to fire at the small encampment in the distance, a force emerges, beating percussion instruments made from strange leathers and at least 100 strong. In addition, many of the warriors present seem to be wearing armor crafted in a similar manner to the warclubs used by the ambushers. The melee weapons look similar, but there is an additional group of scuttlers off to each side manning what appear to be siege weapons with stone bolts. These crews actually take potshots at the circling ravens, but summarily miss. A warrior in the main group manages to throw a stone dart through the body of one as it returns, to little effect. Now returned and armed, the ravens circle above the force as it awaits the final deliberations of the division leaders. The blackscale leader had died in the earlier ambush, so his second in command has taken his place. Unfortunately, the enemy sees this meeting and you hear sizzling whispers before a siege crew arcs a shot over towards them.

Had the ravens not seen this happening, they would have been slain on the spot. However, as the bolter was nearby, the warning was passed on, and it went to work. The massive gears turned and dark oils hissed at the elevations adjusted abruptly, before the deep thrum of the adamant bolt flying through the air. The first bolt smashed the incoming shot, destroying it and sending chips of stone raining down on your army. The second flew to the source of the shot, destroying the machine in question and sending orange sinew and stone shrapnel flying. The commanders quickly nodded, broke, and the warsong began.

As your imps charged the scuttler force, further flame caster bolts flew, as did darts. The former were primarily aimed at the dart throwers, as even though the stone darts have some difficulty breaking through the chainmail, lucky shots could easily take down an imp. As such, disruption of the skirmishing force was life-saving in more than one instance, and a scutter was believed to have been blinded by a direct hit to the head. Further bolter shots land within the enemy ranks, sending scuttlers flying, slicing them with shattered stone, and pinning them to the stone with bolts. Further shots are intercepted by your champion, with only one slipping by due to a misfire on the scuttler’s part. It lands among your bronze-armored imps, and impales one, spattering black blood on the grey stone before fragmenting and slicing the unarmored portions of those nearby. Before the armies even meet, the bolter has already claimed almost a fifth of the enemy force, with the siege engine crews routed and the dart throwers slain with large bolts. The only factor holding back the bolter from entirely massacring the enemy is the ability of the enemy to resist shrapnel.

Finally, the armies clash, the imps meeting the surviving scuttlers as bolts continue to rain down overhead. Unfortunately, the combatants are mismatched, and it shows. The low number of imps armed with slashing weapons limited the damage a group could do when they had a scuttler covered, and the weaker imps can't do as much damage as the stronger blackscales with heavier weapons. The ravens can do some damage, but the wounds they make clot quickly due to the viscous blood. They make a good showing in harassing groups of scuttlers, though some are lost to friendly bolt fire and warclubs. Given the mismatch, your forces focus on tying down groups of scuttlers for the bolter to shread with artillery fire. The tactic is slow, but between the bolts and the shadow blade armed imps, the enemy is routed after a relatively short battle.

Following along the heels of the retreating army with bolts flying overhead, the surviving imps (Only one blackscale emerged alive, rather singed) regroup and march on the settlement. By the time your troops arrive, the locale is deserted, as scouts can be seen scuttling into the distance as you approach. The natives have ceded you this much ground, and you have a strong foothold in the Fire Plane. In the distance, you see your next goal- a large pillar in the distance, above your current position and, from what you can tell, rife with activity.

Losses:
19 Blackscales (1 suvivor, notable)
30 Sword Imps (1 notable leader)
100 Blunt Weapon Imps
10 Ravens

 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

The forces of The Catalyst step into the plane of Earth, certain of their victory. The blackscales take up perimeter duty in the plane, quickly and efficiently clearing the area around the portal in the first cavern. No obstacles are encountered in this intial stage- while some imps do run into issues with bugs attempting to swarm lit flame casters, the bugs themselves are easily dispersed by simply firing the staff at them.

Delving into the cavern systems, the blackscales split into three main scouting parties, with 20 ravens and 40 blackscales in each group. The rest stay at the portal, on guard for intrusions. The scouts map out a large amount of ground, not running into any contact with anything more notable than a fungal colony that made the blackscales sneeze a bit. The parties eventually return when they start running low on provisions, though after reporting their progress and general location, a patrol group did have half its number go missing.

While the absence and loss of an entire patrol group is concerning, the returning parties run into a more concerning sight: while they were gone, the portal itself had been attacked. A group of hulking grey creatures had emerged from one of the paths a patrol group had left through. Equipped with the dull metal armor and weapons that the scouts had mentioned, these creatures quickly set themselves upon the defending imps. While the initial ambush resulted in the loss of an easy 20 imps, the quick eyes of the defenders located the intrusion quickly and descended upon the tunnel the creatures had emerged from.

The creatures themselves weren't overly tall, instead being comprised of thick muscle and fat, with pebbly skin and dull eyes that somehow took in the entire landscape. They possessed four large arms and we're bipedal, and had what appeared to be cillia along the sides of their nonexistent necks. They exhimited moderate movement speed in the cavern itself, closing with quick, leaping strides to swing disturbingly heavy maces and axes upon the defending imps.

As soon as the response came, however, the tide of battle turned quickly. The blasts from flame casters heated the creature’s armor to a glowing red, and the resulting head resulted in rumblings of pain from those struck. While the armor the attackers wore was resistant to shadow blades, and fractured several in failed strikes, the blades could still get through in several crucial areas, spilling darkly glowing green blood to the cavern floor. The blackscales added further damage, swinging their heavy weapons and moving nimbly around the Rocky caverns to deal several fatal and crippling blows, though it was noted that the armor worn by the Maln was harder than bronze, as shown by the dented and bent weapons. Ravens proved themselves useful once again, swooping in to aim at eyes and cillia, though many missed their mark due to the poor lighting.

Despite its initial fury, the incursion was quickly squashed, and the survivors fled to the tunnels. Investigation of the tunnels the Maln had fled to showed little other than some patches of disturbed earth that they had likely dug through to escape. With few lost beyond the initial few, the fighters re-established the perimeter and settled in to wait for the scouts to return.

With the scouting parties returned, a brief meeting is convened to discuss the direction of attack. The escape tunnels appeared to have been dug towards the general direction of the missing scouts, so the direction of attack was decided, with a lead arm of blackscales and ravens. Descending into the caverns, with a defending force of 20 blackscales and 50 imps, the army marches onwards. Following a good several days march, the force runs into signs of life: disturbed earth and unusually hesitant insect life. The front lance was reinforced at this point, the commanders excercising extra caution and the ravens summoning their claws.

This caution proved wise shortly afterwards, with a group of ten Maln dropping into the tunnel with weapons raised. Initial strikes cut right through the armor and weapons of the blackscales, but the beefed up scout group was able to hold out until reinforcements arrived, swiftly dispatching the remaining enemies. The reason for the ambush quickly became clear, as a short half day’s expedition later, the assault party came across a wide bore tunnel lined with glowing crystals and dug out habitats. The arrival wasn't unexpected, however- as soon as the first blackscale stepped into the cavern, a hail of dense metal projectiles came raining down. While the solid metal arrows had little trouble felling the first few soldiers, massed ranks of flame caster fire quickly eliminated the nearby archers the army advanced in, crowding to provide cover to the imps with flame casters, while blackscales made dashes for the elevated perches the archers were firing from to engage them in melee combat. Ravens joined in on this effort, screeching high and fast to claw out the eyes of archers, the simple metal bolts passing through their incoporeal forms with little impact.

As the army broke into the cavern, a group of Maln advanced on the leading edge as the ravens screeched out a warning of an impending rear ambush as they detected movement on the back wall. The surprise thwarted, the elevated blackscales moved to flank the oncoming force while the imps poured massed flame caster fire onto the incoming front wave to buy time to deal with the back ambush. The pincer was bloody, but the imps pulled through, slaying the last of the ambushers as the front line descended on the Army of the Catalyst.

With all breathing room gone, the battle descends to a bloody melee, the front rank of imps dying so that the row behind them could fire another wave of flame at the hulking Maln. The flanking blackscales proved their worth, as they assisted in kills on the edges of the battle, preventing an encirclement and slowly collapsing the edges of the fight on the Maln to encircle them and bring them down. The blackscales not flanking continue hunting archers with the aid of ravens, and soon the tunnel is coated with green blood up to the midway point. Notably, not only are there no survivors, but there are no civilians. It's concluded that the Maln must have evacuated the settlement in advance of the attack, but with the strong hold you now have in the Earth Plane, you're set to advance further into the realm.

Losses:
½ scouting party (20 Blackscales, 10 Ravens)
45 Blackscales
195 Shadow Blade Imps
75 Flame Caster Imps
5 Ravens

 Dark:
  2 forges
  650 forgebound + nudity

The newly created forgebound look longingly out towards the portals leading to the new realms. Their wanderlust doesn't last long, however. They have work to do.

The spreadsheet has been updated. Take a peek, let me know if you can see the updated deployment and forge numbers.

Design Phase for turn 3! Make three designs, feel free to to do them all at once.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: Taricus on August 12, 2018, 02:12:04 am
All things considered, that was a particularly good showing. Though I think it really does highlight the unsuitability for imps to be in melee.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: Failbird105 on August 12, 2018, 06:57:10 am
That captured Scuttler will be a major help towards making lava creatures, and they seem to know some rather capable fire magic of their own based on the heat waves they were causing with their voices. I feel like it would be pertinent to do research into replicating their various capabilities so we can make our own, potentially better versions. It also shows that having fire resistant unit will be quite necessary for the Fire plain, so we should probably try to use what we learn from them to make a superior frontline unit, and then potentially specialize the Blackscales more towards stealth and assassination.

Research: Scuttlers
Just our skirmishes with these creatures have found them to be quite the interesting beings. Their very words cause waves of potentially devastating heat, and the materials that make up their body are like magma. Even their weapons seem rather capably made. The goal of this research, is to look into these beings using our captured specimen, and learn about them, learn how their bodies work so we can replicate its composition, and learn how its vocal magics work so we can replicate these abilities. At the very least we would seek to learn how to make these creatures ourselves.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: dgr11897 on August 12, 2018, 08:01:06 am
Remember the evolver?  :)
Quote from: design
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.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: crazyabe on August 12, 2018, 09:33:53 am
I've got several designs in mind
Quote from: Design: Blazecaster
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.
Quote from: Design: Shadowminds
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.
Quote from: Design: Manytool-Blade
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.

Also- Great update Doom, I can see why this turn took so long with all the effort you put into it.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: Failbird105 on August 12, 2018, 10:59:03 am
bringing this design back up

Ballistae
Ballistae, theoretically we already have experience making these. They are after all the main weapons used by Bolter. In practice however, making versions that can be utilized by our armies soldiers is trickier then just changing the size and adding on a set of wheels. The primary reason is that Bolters ballistae are parts of its body, controlled by the gears and machinery that comprise it. This means that the primary challenge will be removing some of the mechanical components, and adding methods of manual aiming and firing. Once we have a manually usable ballista, then we can attach it to a basic metal cart(or set of wheels) to make it mobile. Optionally, they can have a pair of large metal plates like tower shields on either side of the place where the bolt fires from, these make it a bit harder to aim, but help to defend the crew from ranged attacks.
In the end, these ballistae will likely be less effective than an automated ballista of a similar size due to requiring a crew to load them, aim them, fire them, and move them. Each ballistas effectiveness will depend on the capability of its crew. The other side of this is that they will have less moving parts to break down, likely take up less space, and will almost certainly cost less than a ballista that can do all those things by itself.

Alright here's this thing, I'm voting for researching the Scuttlers because it will give us a good opportunity to learn things like elementals, as well as what seems to be some more advanced fire magic, and I want to save designing until the research is actually done.
Quote from: vote
Research
Scuttlers (http://www.bay12forums.com/smf/index.php?topic=169467.msg7829503#msg7829503) (1): Failbird


Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: crazyabe on August 18, 2018, 01:19:40 am
We should really vote on these,
Quote from: vote
Research
Scuttlers (http://www.bay12forums.com/smf/index.php?topic=169467.msg7829503#msg7829503) (2): Failbird, Crazyabe


Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: zomara0292 on August 18, 2018, 08:58:28 pm
Quote from: vote
Research
Scuttlers (http://www.bay12forums.com/smf/index.php?topic=169467.msg7829503#msg7829503) (3): Failbird, Crazyabe, Zomara


Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
[/quote]
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: zomara0292 on January 23, 2019, 08:06:36 pm
Looks like we already have a fine plan. Research these scuttlers. My next plan does depend on what we find. Also, for my sake, can we get a detailed description of them? My design depends on it and our fire retardant imps. A new breed for the forges. One that would make old ironhands proud.
Title: Re: Gods Race Rebirth: Dark (Turn 3, Design)
Post by: Doomblade187 on January 30, 2019, 11:38:40 pm
Research vote locked.
Title: Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
Post by: Failbird105 on March 01, 2019, 04:53:40 pm
Spoiler: previous god (click to show/hide)
Decided to change my god to something else, more in line with my current interests.

I am a god of Creativity, and Truth. I have had many names over time, and will likely have more, but currently I go by Z'Gord. My creations are intended not to deceive, but to puzzle. To make our foes think twice, even thrice, about their actions before they act, to inspire them to think outside the box.

I do not have a land of my own within our realm, but I strive to improve the lands around me as I go, bringing color to the bleak sands, spires of glass, bastions of figurative warmth within the largely barren landscape. One particular fascination I have taken is with mortal fiction. The act of expressing ones self, making ones own truth, by creating a thing, or a land, or a world that they can never reach. It is inspiring, and I often times spend myself spending much of my time exploring these mortal made worlds, thinking over what inspired any given detail. To see those who would not accept their ideas being false, and would make them true in their own way is something I cannot help but find wonderful.