For my own use and anyone else who wants to use it, I'm going to post an index here so we can go back and see what happened easier. I'll try to keep this updated as the game goes on.
Starting Post (http://www.bay12forums.com/smf/index.php?topic=163276.msg7394358#msg7394358)
Battle 910 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7394813#msg7394813)
Battle 911 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7395945#msg7395945)
Battle 912 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7398012#msg7398012)
Battle 913 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7399767#msg7399767)
Battle 914 <- Doesn't exist/Is Labeled as 915
Battle 915 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7400806#msg7400806) <- Actually 914
Battle 916 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7403100#msg7403100)
Battle 917 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7406635#msg7406635)
Battle 917 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7409382#msg7409382) <- No date in the battle report, and then it says we are entering the 917 Design Phase. Probably the Math Error of 914 catching up to the dates and causing accidental time travel.
Battle 918 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7411213#msg7411213)
Battle 919 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7413193#msg7413193)
Battle 920 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7417335#msg7417335) <- The first battle I voted in!
Battle 921 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7421374#msg7421374)
Battle 922 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7428033#msg7428033)
Battle 923 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7430924#msg7430924)
Battle 924 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7432696#msg7432696)
Battle 925 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7433932#msg7433932)
Battle 926 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7435646#msg7435646)
Battle 927 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7437257#msg7437257)
Battle 928 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7438621#msg7438621)
Battle 929 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7439874#msg7439874)
Battle 930 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7443306#msg7443306)
Battle 931 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447720#msg7447720)
Really, Asstozka? Wand of Fireballs? Way to be original. What're you going to research next, magic missile?Guys let's research magic missile.
Longer ranged Detect Thoughts - It won't be easy, and might bump it's difficulty, but would help greatly during the main battle phases.I feel like we could actually do this (sort of) with a revision? Like, not make it work at super long range, but even slightly longer range (5-10 meters, or something) would be enough to keep wizards out of harm's way whilst they read minds.
Teletalk spell - It should be easy enough to research and cheap to cast (detect thoughts variant specifically between two mages), and greatly help with unit coordination and recon.This would fall into the category of battlefield-wide army bonuses, giving us a major boost to tactical flexibility at comparatively little cost. It should be a fairly simple matter to develop as a modification of Detect Thoughts.
I feel like we could actually do this (sort of) with a revision? Like, not make it work at super long range, but even slightly longer range (5-10 meters, or something) would be enough to keep wizards out of harm's way whilst they read minds.That's still too close to be useful in a full scale battle. If we can get a way to use multiple casters on one spell first, then we might be able to use a mere revise action to get it long ranged enough.
Darn. I think the bleedthrough is the more important problem to fix. If we can get that safe, we could in theory have relays of mages passing information down a battle line.Yeah, fair enough. As it is now Teletalk is basically useless. And as you say, the applications of safe, medium-range communications are endless.
Am I reading this right? Over the course of four die rolls, we got three 1's?
Teletalk Revision: [1!]Oh Eff. I thought revision was supposed to be reliable.
Alright, let's spend this turn trying to hammer out the kinks in ourSounds like a job for our revision credit.radiosteletalk wands. If we can get rid of the bleedthrough (perhaps by refining what thought frequency the wands are attuned to?) we should then see if we can boost the range without bumping up the expense. It's fine if they're simply Expensive, we wouldn't need more than one a squad anyways.
I recommend a spell to help us deal and defeat large amount of groupsI dunno, it sounds like when it comes to large-scale combat we come out ahead. I'd rather have something to deal with skirmishes.
and since we are utilizing spells for the mind than maybe we could design something to be something akin to Induce Mass Insanity or if that is a bit too ambitious than maybe something as Induce Mass ConfusionI was going to say that this is outside of our sphere, but then I remembered that we just invented a spell that drives its users mad. All we have to do is open up mental communication with the enemy mages and deliberately flood them with foreign thoughts and emotions.
Teletalk Revision: [1!]Oh Eff. I thought revision was supposed to be reliable.
Hey Iituem, question, is the only thing we need for horse archers a new type of bow to be effectively used from horseback? Also, would we be able to make a large shield in a revision action?
Also an option, though I doubt we could blow fireballs off-course. Should work against everything else.Depends on how powerful it is. If it's a cheap spell, it'll probably just make a slight breeze. If it's, like A national effort or something, I'm thinking it could be like a massive tornado or something. Personally, I would prefer it be the rank just above cheap, whatever that may be.
Right, developing the wind this turn, then bows the next? I can live with that. And maybe we can make our horses cheap next turn!+2
+1 to Gust of Wind
Strangely, a madness seems to have affected the enemy as well as our own. Common soldiers in hide vests with well-made longswords were seen giving orders to brightly armoured buffoons who seemed to have little idea how to ride a horse. Arstotzkan thanes argued in broad daylight over questions of tactics and strategy, sometimes making it almost unneccessary to read their thoughts.
Magical concealment in the form of rolling clouds of steam help somewhat, but Moskurger raiders are seemingly always able to tell which clouds contain real troops and which are decoys, raining arrows down upon them.
That was with a +1 from a simple spell. We're going to get at least a -1 from wind blast due to not having anything similar and needing to invent and entirely new school. Since our mages have fairly limited mana, one well made spell is going to be worth more than two horrifyingly buggy spells.Design phase is for designing new things. It's early days yet, now is the time to experiment.
Gust isn't so important; our arrows still punch through mist just fine. And since we can beat their ambushes, it would be a waste of our turn.
...they fail spectacularly to even get to the battlefield, losing skirmish after skirmish to Arstotzkan traps, many of which are concealed behind rolling clouds of fog.
Magical concealment in the form of rolling clouds of steam help somewhat, but Moskurger raiders are seemingly always able to tell which clouds contain real troops and which are decoys, raining arrows down upon them.
Revisions needs to focus on the teletalk wands, though - I get the impression people are glossing over the fact that it kills whoever uses them and that their short range prevents grander strategy and subterfuge.Oh, yeah, absolutely. At the moment they're a wash, but with the right modifications, they could be the most important thing we ever design. We should spend at least one of our revisions on Teletalk, if not both.
They have four problems - Range, being paired, expensive enough only our rare skilled wizards can use them (ONCE per fight), and trashing our skilled wizards.
3) Expense. Being "expensive" means we only get one per squad, which is perfectly fine. It's more of an issue that they can only use them once - only the commander of the squad has a real need to use them, anyways.Very Expensive equipment is 1 per 10 squads, not 1 per 1 squad.
4) Being paired. This is pretty much a non-issue, since it just plays into the "expense" aspect.
Fix the teletalk bleed issue+1
Reduce the cost of the Gust of Wind spell
...Okay the cost of that is the only bad thing. The sound is just going to make it more hilarious.Indeed, I'd call that a successful experiment that has delivered a passable prototype. It has unlocked a new sphere of magic, and can be improved upon later.
Anyway, for the revisions:
Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
Fix the teletalk bleed issue+1
Reduce the cost of the Gust of Wind spell
Right now the gust of wind is a national effort, and all it does is blow away mist. It's a pretty big disappointment.If we only stick to the things we know, we will never advance. We were going to want to branch out into additional schools at some point, why not early on when the stakes are lower?
Next turn we definitely need to keep our designs within the schools of magic we already know. We can't really afford to keep producing next-to-useless designs like this "go fly a kite" spell and the "kill everyone who uses it" wand.
Also we need to come up with something to offer the princess. Nothing too expensive but at the same time something... worthy of a royal.
I have an idea, since we have access to gold and silver, how about we create a golden circlet encrusted with rubies and silver, "claim" that this is a enchanted piece of jewelry that will make you immune toAlso we need to come up with something to offer the princess. Nothing too expensive but at the same time something... worthy of a royal.
Well, our only magical items are our irreplaceable relic staff of heroism, an insanity stick, and a fart wand.
Maybe we should try using Moskurg's rich history of artisans and crafters to appeal to her sense of beauty, because we sure as fuck ain't getting her with our magical prowess.
Also, I suggest as an action or Order is that we move al-Mutriqi, the wizard with the Wand of Heroism and his elite cavalry into the plains because it pretty much assured that we are dominating the jungles, but we are only contesting the Arstotkans in the plains and another thing is that they have their most powerful wizard their in the plains but they still can only contest with us
I wouldn't want to risk giving an order and it going awry, though some assistance in the mountains would not go amiss.
Whilst we've got you Iituem: If the Arstotzkans maintain their hold on the mountains, what will they gain?
A currently undetermined bonus, most likely to material costs for armour or weaponry, and they will gain an additional army's worth of resupply each year (both sides current resupply value is 2). They will also be able to attack the desert directly.
Oh, well, in that case, we probably should move him to the mountains. Otherwise the reinforcements getting sent there are doomed.I wouldn't want to risk giving an order and it going awry, though some assistance in the mountains would not go amiss.
Although al-Mutriqa is subservient to the King's orders, you have pull with him. You can re-assign him as an Order without needing a roll because there is literally no way to fuck that up.
Ah. Guess we really need these bows then. The look on their faces when these recurved bows are cheaper than their longbows :3Do you think the recurved bows will have a similar range to a longbow? As far as I can remember nothing outranged a longbow until rifles were invented.
And deceiving the princess seems like a surefire way to lose. What about a portrait?Heck yes. That looks great. Much better than some third-rate poetry.Spoiler (click to show/hide)
Gift the princess our our finest horse. There is literally no faster horse on the continent. Should we also offer to instruct her in magic, if she chooses to stay? We should also let her know that the barbaric Arstotzkans are the types who slaughter helpless prisoners.Princesses like horses, right? A horse would make a fine gift. I don't know about offering to teach her magic. She may have heard about mystics going mad, and be turned off by the idea.
Order: have every man issued a recurve instructed in their proper use so they stop breaking their damn legs. I know we're at disadvantage for orders, but if we can circumvent this minor bug then we might have a chance at keeping the Arstotzkans off our sand.I think the army has probably thought of 'more training' by themselves, and concluded it would be too costly. Plus I don't like those odds. Belay that orderSpoiler: probability for 2d6 at disadvantage: (click to show/hide)
Well shit that bow is damn good O.O
Also wouldn't we have the possibility of using heavy horse archers? (AKA horse archers with armour)
Revision: Revise the bow's design to make it easier to string, without compromising the quality of the bow
Order: have every man issued a recurve instructed in their proper use so they stop breaking their damn legs
Out of curiosity, do you have a more updated version of the portrait of Princess (Let's say Sophia)?
I think the army has probably thought of 'more training' by themselves, and concluded it would be too costly. Plus I don't like those odds. Belay that order+1 to Redeploying al-Mutriqa to the central mountains, we can't allow them to take over the entire territories their and gain +50% reinforcements. Also the +1 to enhancing the Gust of Wind, if we could remove that embarrassing sound in the process that would be much obliged.
I do think we should consider moving al-Mutriqa to the mountains, as we really need all the advantages we can get in that theatre. So, like,
Order: Redeploy al-Mutriqa to the central mountains. (we automatically succeed in giving al-Mutriqa orders, according to Iituem)
Getting Gust of Wind to the point where it can deflect fireballs is an excellent plan. +1 to Improving Gust of Wind's Power
the "enchanted" circlet
The eyes seem set too low in proportion to the forehead so you might want to move that up, as well as downsize them as eyes aren't that big or exposed. And the teeth honestly look terrifying.
Looks good, but you need to smooth the area just below the eyes. You can tell where the edit was.
If this doesn't win us the credit, I expect the other team to have literally sent Iituem a gold bar or something.Spoiler (click to show/hide)
Alright, this is all I can get done tonight. I'll continue working on it when I get the chance tomorrow, but just in case I can't finish it in time...
This portrait of the princess was started by one of the many artisans who inhabit Moskurg. Sadly, he was unable to finish it during her brief visit to the capital. Surely she would wish to stay with us here in the glorious kingdom, if for no other reason than to avoid the cruelty of leaving her beauty unfinished on the canvas...right?
Of course, if we devote the expense credit to the wand of heroism we've got a lot more of our elites able to run around causing havoc.
Ahhh, that'll be a design action then wouldn't it?First, I think we should wait on deciding what to spend the credit on until the revision phase. Second, why Detect Thoughts? The problem is not a lack of wizards casting it, but rather the Arstotzkans targeting them with snipers, and surrounding their commanders with bodyguards.
EDIT: With that in mind using the expense credit for detect thoughts would be a better option.
(Those storms aren't natural)The way Iituem talks about it being 'bad luck', and how it also affects their side, plus the fact that they have no wind or weather spells to base such a spell on- suggests to me that they are, in fact, natural.
Here's a thought: if we Expense Credit the Gust of Wind spell, it goes from Expensive to Normal.Gust of Wind has a larger area of effect than the proposed Gale Shield. I want a spell that targets a single squad (or even individual, if necessary)- whilst keeping Gust to deal with larger problems, like mist and bugs.
That means it's basically a powerful cantrip. It can already scatter bugs and mist...hmmm...
@Lituem: could we spend our design phase doing a revision? If we revise the teletalk to be relay-capable and revise the gust of wind to be even more powerful and expense credit it to be Cheap, then our mind-reading mages can defend themselves from arrow strikes.
I'm disinclined to make a "gale shield" spell, since we're already trying to do that with Gust of Wind.
Oh, and there's two i's in Iituem. The first letter is a capital i.
Oh, and there's two i's in Iituem. The first letter is a capital i.
Thank you! Stupid sans serif fonts.
You could do two revisions instead of a design and a revision, but the design phase as a whole is generally much more powerful.
Design Proposal: Cyclone Shield.+1 to this.
Maybe you're right...I suppose I just prefer a more concrete result than the nebulous "maybe" of a new design.+1 to Cyclone Shield
Design Proposal: Cyclone Shield.
Going off of our knowledge and earlier forays in wind manipulation, we propose a rapidly moving shield of wind that surrounds a squad, leaving them in the (relative) calm in the center. Passing through the barrier is disorienting and difficult, and arrows are quickly whipped away before they can reach their targets. The shield can even deflect the splash damage of nearby fireballs to some extent.
Crucial design features in order of most to least important:
1) MUST be able to protect the user from arrows.
2) Cost cannot go beyond Very Expensive. Expensive is preferred.
3) Cannot harm the caster.
4) Range must be able to surround the caster. The ability to surround a squad would be fantastic, and the ability to surround two individuals is acceptable.
Design Proposal: Cyclone Shield.I mean, this is pretty much the same as what I intended, so, yeah, +1
Another two important attributes to this spells is the duration, we need this spell last significantly enough to be effective in combat. Also, the delay between activation of the spell to when it is to full effectivenessThe more requirements we specify, the more things can go wrong. Let's not get bogged down in the details.
Design Proposal: Cyclone Shield.I mean, this is pretty much the same as what I intended, so, yeah, +1
Jesus, those 1's man. Always fucking up our perfectly good ideas.+1, not really other things we could do
Revision: Amp it up.
Expense Credit: Teletalk Wands.
Hmm... what's everyone's thoughts on teletalk beads we could integrate into helmets or otherwise worn by our troops? Or something like magic potion from asterix & obelix?
Could we develop a Create (or Summon) Air Elemental (or Air Mephit) spell?
Ooh, thought here. What if we developed a divination spell that gave our enemies visions of horrible, gruesome, PTSD-inducing stuff, preferably on a mass scale and with them unable to see, hear, smell, etc. anything but the vision while it's ongoing.
How about a spell that uses divinations and wind magic to make our missiles more accurate?
Lucky strike already gives us 66% accuracy. That's nothing to sneeze at.How about a spell that uses divinations and wind magic to make our missiles more accurate?
Not a bad idea. Like, an improved, long-range lucky strike that uses wind to carry the arrow further and more accurately? Wizard-sniping seems to be popular these days.
If Moskurg can hold the plains, they will receive extra resupply and a reduction in expense for items or effects that rely on manpower in some way, due to the plentiful population on the plains. I may change that if it's too weak or too powerful, but the other options were too overpowered or nonsensical (research bonuses due to libraries were flat out overpowered, cavalry bonuses would probably help Moskurg too much versus if Arstotzka took the plains, double resupply was OP as well).Guys, we have to hold the plains. We have to. This is not optional.
@Nuke: I like the idea if the ballista, but I'm afraid you're plan is too ambitious for a single project. Maybe we should make the base ballista first, and improve it later on? Even a regular ballista will help a lot, particularly with taking back the mountains.I actually doubt that a ballista would help in the mountains, as it would probably only be deployed in large-scale warfare, whilst our problem in the mountains is not being able to reach the battlefield.
I think we should accept the fact that anything we design will not be revised over the teletalk wands this turn. Arstotzka is almost certainly going to try something to slow our advance in the plains, and combining that with the teletalk wands not being cheap might cause us to lose our hold there.Based on the description provided, I'd say they're cheap enough. Making them even cheaper wouldn't offer much more of an advantage- what is the common soldier going to do with a Teletalk rod, even if he could use it?
The ballista is a good thought, but based on experience I think constructing a brand new piece of seige equipment (which would be vulnerable to fireballs) and layering multiple enchantments on it would be asking for trouble.You're right. Design a basic ballista first, then add enchantments later.
The key here is incrimental developments.
Catapult first then? Especially since we can go to town launching whatever.Whilst technically a simpler design, I feel like our experience designing the recurve bows may aid us more in the creation of a ballista. They don't work in exactly the same way, but there are similarities.
Design: Storm StrikeThis seems a bit ambitious. Creating such a powerful storm from whole cloth would probably be beyond our abilities. I was thinking more along the lines of blowing existing storms away from our forces and towards the enemy, and maybe creating small storms if we roll well when designing it.
This spell is Moskurgs first foray into weather magic that uses more than wind, and their first serious Main Battle Spell. A massive, roiling storm is called forth overhead, clouds dark and imposing, striking fear into the hearts of the enemy. Pouring rain leaves fields nothing more than pits of mud, making marching difficult and snuffing out fireballs. Winds scream across the land, leaving backs bent and even blowing careless men from mountain tops. Awe-inspiring pillars of white-hot plasma strike the ground with thunderous booms, crashing down amongst enemy troops like the hammer of God. This spell is the righteous fury of Moskurg incarnate.
Priorities in order of most to least important:
1) Lots of rain. Lots of lightning. Lots of wind.
2) Controllable enough not to harm friendlies.
Tentative Order?Hmm. Maybe. That would be a basically free way to reinforce the plains.
Move al-Mutriqa to the plains. DO NOT CEDE GROUND. MOSKURG DEPENDS ON YOU.
Revision Credit: A cultured scholar, Jibril Saadiya, has come to the isle of Forenia, having heard rumours of magic. He claims to be a mystic and alchemist, and whilst you have doubts about that he certainly seems sharp and would be a welcome addition to your design team. He appears to be a Saracen and consequently enjoys culture, entertainment and erudition. The nation that is the most cultured, entertaining or erudite will attract this scholar and his keen mind.Now you're just handing them to us. Come on, give Arstotzka a chance to win one of these. Culture? Those northern barbarians don't even know the word.
You can presume my vote is for weather control; I came up with it in the first place :PWell... I actually suggested it last year, but whatever.
Storm Strike is just a cool name for the spell and a description of what we ultimately hope for it to be. It's just Weather Control++Okay, fair enough. So long as we recognise that our average case scenario (ie, the result from a four) is just to be able to move storms around, and maybe strengthen them a little bit, not outright create them. Lest we suffer -1s for our hubris.
A spell without a cool name? What, are we Arstotzkans? Running around screaming "fireball" over and over again?
Revision; Clear Skies : Using our Storm Strike spell as a base, reverse it's effect to effectively create a spell to clear storms instead of creating them.Hmm. Yeah, that'll fly, right? You just have to reverse the polarity. +1
Revise the teletalk wands. As they are now expensive again, we will lose the awesome effect they caused last turn. If we revise them to be cheaper, then we can maintain the previous level of coordination permanently.Er, no. They were previously Very Expensive, and they are now permanently Expensive. We got the effect last turn from them being just Expensive. There is no need to make them cheaper.
While it could help cement control over the plains, we could also use his help in moving into the mountains.I think we should hold off on trying to retake the mountains until we have developed a new aggressive spell or piece of equipment that could help us there. At the moment none of our advances give us a boost in the mountains, which favour small-scale ambushes and skirmishes in rough terrain: not our forte.
I'm just wary of building Dooms Day Spells.Have they? Do we actually have any idea what, besides Fireballs, they have created?
Our strategy thusfar has been mass support for our boots on the ground, while Arstotzka keeps trying to build Death Stars.
Our bows aren't lacquered (That will make them expensive until we get the jungle), so rain is a serious concern for our archers.
Alright. Now, we're going to need more cultural stuff to entice the saracen to our lands for that extra revision (Do we have anything that even needs revising?)Not really. But that doesn't mean we should just let them have this one.
Spoiler: On the capital of Moskurg (click to show/hide)
Jibril Saadiya
The Kingdom of Moskurg is the Jewel of the South.
Towers of sandstone rise from the dunes, visible from miles away. The palace sits at the heart of the city like a bird of paradise among her eggs. Though the palace is truly a work of art all on its own, the lifeblood of Moskurg pumps outside of its walls. Our open air bazaars boast the widest selection of wares available on the continent. No taste is too eccentric for those willing to pay, and it is here you can find anything from rugs and fabrics woven by local artisans to rare and colorful birds brought from the jungles to the west. Spices of every flavor and color imaginable can be bought here, as well as precious jewels hewn from the earth. For an alchemist such as Saadiya there is no place better to be - rare and obscure concoctions and powders can be procured with ease from the stalls. Even elements from other continents can be found here to a limited degree; brought back from the occasional trading voyage across the treacherous seas.
But surely there is more to life than research, no? If so desired Saadiya could visit the race tracks, where proud Moskurg riders show off their mastery of our fine Moskurg horses. It is a popular pass-time, with exciting events between races. Mock fights, acrobatics, and short comedy sketches keep the crowd entertained while the next race is prepared.
Or perhaps he'd prefer the more subdued thoughtfulness of the art museum? It is a humble place - little more than an offshoot of the palace - but it is here Artisans of all types display their noncommercial works. Paintings line the walls, vases stand proud on pedestals, and statues hewn from sandstone reach towards the ceiling.
Should Saadiya choose to stay with us, we can promise free, unrestricted access to our library, as well as a stipend to encourage his forays into alchemy and even a room in his Sultans Palace. If this man was ever a scholar, then he would know Moskurg is the best choice to further his research into the Mystical and Unknown. We welcome him with open arms.
Alright, first off we send Al-Mutriqa back to the mountains, we cannot leave him in the plains when the enemy is pressing onto our capital. We got a good one with taking down their wizard though.I believe you mean the desert. We've been totally driven out of the mountains. But yes, regardless of what ever else we do:
Now, We're going to need pikes and other heavy melee weapons to counter the Arstotzkans (Though that should be easy enough; war-hammers, halberds and the like should help there) and something out counter those firewalls (Or turn them against their creators by moving them)How about lances? Add a contus to the lineup, see how their plate armour stands up to a four-meter long lance with all the force of a charging horse behind it. We could conceivably develop lances with a revision of basic spears.
Requires a horse charging with it. And horses are expensive. We need cheaper armour defeating weapons that can be used by infantry, the light infantry in particular. If we do that not only would we still outnumber them, but it means the mud is more of a horrific proposition for them; the enemy now has to worry about being attacked by units that can more easily navigate the mud who can defeat their armour easily or otherwise push them face-down into the mud to drown.I see what you mean.
Hey Iituem, assuming Arstotzka doesn't take forever with their designs and revisions, you can pretty much hurry this design phase along. I think it's pretty obvious what our choice is.+1
Storm Strike: The Hammer of Allah
Moskurgs first main-line battle spell. Using our rapidly expanding knowledge of weather magic, lightning is called forth from the sky to strike the ground with alarming frequency. The bolts eagerly leap to mass congregations of steel on the ground and fry everything in the blasts radius. In addition to wrecking the enemy's moral, the spell has the potential to devastate entire squads and disrupt the enemy's battle line. With great difficulty, Moskurg mages can even direct these wild stallions of the sky to specific targets. Arstotzkan Elite Guards can crowd around their commanders, but even they can't deflect a blast from the heavens.
Horse Breeding ProgramI was thinking about something like that. If that'll fly as a design (or even a revision?), we should definitely do it.
With the plains at our disposal, we can expand our herd to make mounted soldiers more common. Militia knights are a cheap way to get lance charges in against the enemy.
To be fair just having everyone on a horse gives us a massive advantage due to mobility; they simply would not be able to force engagements.Yeah, but always avoiding combat doesn't work either. They can just advance their army from castle to castle whilst we dance around them uselessly.
jesus christ, dudeThis is war, and one that we need to win quickly if we are to beat the deadline for/of this game.
Cowards and traitors, the lot of you.We went down the route with Chivalry, we have to uphold and second that order is pretty much suicide. You do know the chance of our spies infiltrating an enemy nation when we're at Total War with them is basically asking for them to kill our spies. Second, that an order so it's even more unlikely because we just essentially saying, "Hey your a spy right?, yeah go immigrate and steal stuff to the people we hate, nothing could go wrong".
If you want to waste the lives of more good, loyal Moskurgians in the name of "honor", fine, but just remember that Arstotska will not return this mercy.
Don't bother to Listen to ATHATH, he's the guy who Almost drove Shadstyle to Giving up on forum games viva attempting to murder the (only) main character and fuck over the (Very limited) Plot to the best of his abilitys.Oi, I only did that first part because the main character tried to kill me first, and I wasn't intentionally trying to do either of the latter two things.
How different are our two countries' ethnicities, actually? Has it ever been defined? And I suppose that that the "spies" would most likely just be some fanatical soldiers with at least some experience in lying.Cowards and traitors, the lot of you.We went down the route with Chivalry, we have to uphold and second that order is pretty much suicide. You do know the chance of our spies infiltrating an enemy nation when we're at Total War with them is basically asking for them to kill our spies. Second, that an order so it's even more unlikely because we just essentially saying, "Hey your a spy right?, yeah go immigrate and steal stuff to the people we hate, nothing could go wrong".
If you want to waste the lives of more good, loyal Moskurgians in the name of "honor", fine, but just remember that Arstotska will not return this mercy.
Alright, we'll consider that idea for next time.+1
But for the time being, I vote we revise our Mind Reading Spell to be long-range.
Either that, or buff Gust of Wind to finally deflect fireballs and finally neutralize that offensive capability. I'm on the fence about which would be more beneficial.
I would also like to formally nominate myself for Spy Master.
Edit to prevent double post: Hey, have you guys heard about the battle of Agincourt? It's a battle where the defending English archer force was defeated by French knights in full plate armor. Even though the field of battle was muddy and the French knights had to walk through a hailstorm of arrows to reach the English, none of that mattered! Really weird, right?
But for the time being, I vote we revise our Mind Reading Spell to be long-range.+1
Oh! And before we forget:+1
Order: examine armor from the Arstotzkan casualties from the last battle. Look for weaknesses; disseminate findings to the troops.
Order: move Al to the desert. Do not cede ground.
+1Quote from: evictedSaintBut for the time being, I vote we revise our Mind Reading Spell to be long-range.+1Oh! And before we forget:+1
Order: examine armor from the Arstotzkan casualties from the last battle. Look for weaknesses; disseminate findings to the troops.
Order: move Al to the desert. Do not cede ground.
A friend has given me an idea. What if we make the air so hot that they can't wear their armor/get cooked in it?That is what the desert will do for us for free, hopefully. We use Clear Skies to ensure the sun is always shining and see how well they fare.
Our men use bucklers, anyways.
Polehammers. Again we DO need one-handed weapons as well as two-handed ones
The only problem I have with those spears is that they are long and hard to aim, whereas a hammer/pick/anything shorter would have a tighter swing radius and would thusly be easier to hit with.We only have a revision to work with this turn, so we would need to go for something that could conceivably be created by modifying a spear.
I like it too, but, again, we need one hand weapons at the moment.Why? We don't have shields.
Actually we do have bucklers. Besides, even if we didn't have shields, it's the weight and mass of the weapon; a smaller weapon is easier to swing and requires less space between us and the enemy so they can't screw us up by getting in close.The buckler description mentions it does not preclude using a two-handed weapon.
We could make the sword into a hunga munga.Would probably fall into the expensive category, just like swords.
Alright, I'll support halberds then.
We should fix the halberds to deal with their charges, or just lengthen our spears into proper pikes.If we have more cavalry, we won't be so concerned that our infantry is not up to snuff. I mean, you hardly ever hear about the Hun's terrifying footsoldiers, but that didn't stop them, did it?
I don't understand why our wind/weather magic has made no impact on the oceanic front. Could someone explain that to me? I feel like we should be able to propel our ships better, and therefor gain an advantage, as well as blowing their ships off course, making the seas rougher for them, and that kind of thing.Yeah, that's somewhat disappointing. I'm guessing its because we didn't specifically design it for that purpose, that Iituem didn't want to let us kill two birds with one stone- but isn't coming up with clever ideas like that the name of the game?
Horse Breeding: The plains, always ours de jure, are now ours de facto. And with them comes the grazing grounds we need to step up our horse-breeding programs. By expanding our herds many times over, we sharply reduce the cost of providing horses to the army, allowing us to field significantly more cavalry.I forgot about this. +1
We should continue to focus our breeding efforts on quick, agile horses, well suited to the roll of horse-archers or hit-and-run cavalry.
I don't understand why our wind/weather magic has made no impact on the oceanic front. Could someone explain that to me? I feel like we should be able to propel our ships better, and therefor gain an advantage, as well as blowing their ships off course, making the seas rougher for them, and that kind of thing.
Thermal Winds: By taking advantage of warm/cold air currents, we unlock the ability to affect the temperature in an area. This would help make the northern taiga a little more homey for our troops, as well as make enemy troops extremely uncomfortable in most other stages.I like this idea- it would improve our chances in every theatre- but I think we should leave it till next turn. At the moment their troops just outmatch ours- we need something to even the mundane odds. And that something is more horses. Seriously, you think plate armour is a potent force modifier? Horses are like medieval tanks. See: every steppe nomad invasion ever (Huns, Mongols, Turks, Manchu, etc.)
As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
That Depends, since All their combat magic is fire based, with some work we can Counter all of their combat spells in one push, Specifically with enough rain their fire spells would be sevearly hampered, and seeing as how we already have Storm and Wind Spells, Anyone up for causing hurricane Moskurg?As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
Besides, their latest developments (armour and lances) have little to do with fire.
I'd rather try to increase our capabilities than counter theirs; it's better to be proactive rather than reactive.
It was mentioned in regards to their firewalls that rain does not extinguish them. Unfortunately.That Depends, since All their combat magic is fire based, with some work we can Counter all of their combat spells in one push, Specifically with enough rain their fire spells would be sevearly hampered, and seeing as how we already have Storm and Wind Spells, Anyone up for causing hurricane Moskurg?As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
Besides, their latest developments (armour and lances) have little to do with fire.
I'd rather try to increase our capabilities than counter theirs; it's better to be proactive rather than reactive.
It seems like the Horse Breeding Program is the concensus for this design phase. Is that correct?Yep.
Flawless! Except for that one flaw! But apart from that, flawless!Sigged
Are you sure as shouldn't revise the halberds?
Now, to take advantage of our plentiful cavalry, we need to develop
Lances: By modifying the humble spear, making it longer and pointier, we create a weapon that can only effectively be used from horseback- a mechanism by which the entire force of a charging horse can be focused on a single point. By outfitting our plentiful cavalry with these weapons, we give them potent armour-piercing capabilities.
We can use captured Arstotzkan equipment to help us design these. The magical crystals they put on the end, we may need to leave out. But the basic design we can hopefully copy.
Seeing as we don't intend for them to ever enter the desert, I think that's perfectly acceptable.
As we've gone for the horses, it's only appropriate to revise lances now.
Another thought: Instead of designing a protection from fire spell, which people have suggested would be difficult to perfect, how about just Counter spell? See a spell, blast it with anti-magic and watch it disappear. Should clear away their flame walls and possibly be of use against long range fireballs too.
Are you sure as shouldn't revise the halberds?Normal cost means we can field 5-10x more cavalry. Probably not 10x, that would be insane. But still, we will be fielding huge amounts. The weakness of our infantry will thus be of lesser concern (though if we had 2 revisions I would consider doing both). So as you can't really use a halberd from horseback, I think lances are more important.
Alright guys, I think I have the plans for what might change the entire war:We have no experience with biological modification magic, and even if we did, unicorns would probably become Expensive again, making our horse breeding program pointless.
Unicorns: Strap/fuse/glue spears to the heads of our horses, then breed them. The offspring should be born with horns, and thus be unicorns. Not only does this save us money because we won't have to make lances, but, as everyone knows, unicorns have healing powers, making them excellent combat medics.
EDIT: Why isn't my coloring working? The above should be blue, which means that it's a joke.
Another thought: Instead of designing a protection from fire spell, which people have suggested would be difficult to perfect, how about just Counter spell? See a spell, blast it with anti-magic and watch it disappear. Should clear away their flame walls and possibly be of use against long range fireballs too.I advocated for taking the Wand of Dispel Magic at the start- but now developing a counterspell would involve delving into a new sphere of magic, with all associated penalties. Which is still worth considering, as counterspells are the most powerful spells in existence. It would probably require 2 designs and a few revisions to get an all-purpose counterspell, though (and even then it would probably be either Very Expensive or have a 50% chance of fizzling, and only able to target normal-cost spells). Maybe if we get a design/revision credit again.
sabres are Expensive- we can't afford to equip all of our cavalry with them
Deus ex Tempestas* will probably be way too expensive to be feasible in the long run, so it would have to be our last blow. After all, it might fail/backfire and then we're down a lot of troops and powerful mages AND money. I won't say it's a bad idea, just that we should put it on the back burner until we secure the Jungle and/or gain a foothold in the Mountains.The economy doesn't work that way- we don't have continuous costs for things, just price brackets. A National Effort means we can only deploy one of them- it has no bearing on our deployment of other spells and equipment.
Long range mind reading - being able to scan the thoughts of enemy officers from beyond bow/fireball range will counter their mage hunters. We'll be able to cancel their officer bonus again. Spending a design on it rather than a revision should allow us to reduce the cost of the spell at the same time.I'm not sure we actually need to lower the cost? Having one per squad seems like overkill. We just need to read the minds of their generals and lieutenants in order to completely nullify their officer bonus.
I'm not sure we actually need to lower the cost? Having one per squad seems like overkill. We just need to read the minds of their generals and lieutenants in order to completely nullify their officer bonus.As it's very expensive we'd have to use our skilled mages for the risky job of sneaking into enemy territory. If we lose them, I'm assuming we'll have less high level spells cast during battles, because the mages who can cast them are dead. If we have more disposable mages doing the mind-reading, our more valuable mages can stay within our lines and cook up more lightning.
Hmm, yeah. That makes sense. Still, I'd rather develop some more offensive magic.I'm not sure we actually need to lower the cost? Having one per squad seems like overkill. We just need to read the minds of their generals and lieutenants in order to completely nullify their officer bonus.As it's very expensive we'd have to use our skilled mages for the risky job of sneaking into enemy territory. If we lose them, I'm assuming we'll have less high level spells cast during battles, because the mages who can cast them are dead. If we have more disposable mages doing the mind-reading, our more valuable mages can stay within our lines and cook up more lightning.
And yet we wouldn't design an anti-fire spell, despite them having dropped considerably more actions into fire spells?Hmm. Fair point. Improved lightning attacks may overwhelm their hypothetical defences. Sure, my vote stays on-
I'm willing to bet they'd have a similar thought process to us, and decide not to be reactive either.
Rename it to the Spear of Allah and you've got my voteActually, yeah. A hammer hits a wide area, but so does a sword, albeit in a slicy way. A spear is a better description for a spell that targets a small area as opposed to a large one.
PTW and to commit to a side. I feel like we're solid on land currently so if we spend a revision to make them need to panic about a different theatre then that might help stretch them out.So that's a vote for Naval Weather Mages, I take it?
I vote for fixing the Spear of Allah, to make sure it strikes only what we wish it to. This will be very powerful once fixed, so there's no point leaving half-assed and basically wasted.I honestly reckon it would be about as powerful as NWM. What tips it to the navy for me is the as-yet undeveloped nature of naval warfare. By spending this one revision, we can take a solid lead in several theatres at once- which as some idiot points out, will force them to either concede the seas (foolish) or spend a design or two developing new naval tech.
I modified the revision slightly to better reflect the relationship between the mages and the sailors.Heh heh heh.
OrderYou realise we roll Orders at a disadvantage, right? Do you want to consider the effects of rolling a one on either of those? (Forest fires killing our own troops, our own mages falling into enemy hands instead)
The gain of territory wasn't recorded within the Ocean Combat section.
I downvote the current Orders as I trust in NUKE, haven't read how they work, and think those are poor ways to go about gaining advantages anyway.Iituem mentions it earlyish in the core thread. Arstotzka started giving orders to the military, which he decided was allowed but would be rolled at a disadvantage (roll two dice, pick the lower result). I'm guessing one of their orders was related to them having commoners giving orders to noblemen early on- presumably the result of a failed order, which ended up giving us an advantage instead.
When you say 2 revisions do you mean 2 revisions for 1 design phase or do you mean 1 revision for the design phase and 1 revision for the revision phase? If the former then I am definitely for it as we would be able to revise the Spear, the Detect Thoughts, and either the Lances or the Ships, for increased durability and lowered Expense respectively. If we can get down to Expensive Ships then I think we'd have a huge edge in the Sea while having spent 2 Revisions on it.2 revisions total; exchange our design phase for one revision phase. The advantage being, revisions never introduce new bugs to an existing product. I'd prefer to keep the design phase, but it is an option.
Terramancy: The Skies are dear and true to us, so why not ask the Earth to strike our foes as well? We start by asking the Earth to move gently for us in well prepared rituals. Mechanical Goal: Several Mage Ritual that Moves Dirt and Stone.It'd be a new sphere of magic, probably, but it's worth keeping in mind, especially when we decide to focus on retaking the mountains (probably after we've taken the jungle)
It'll allow us to make gains into the Mountain while also letting us more easily create fortifications in general. Also we can use it to clear trees and set traps within the Jungle. They may have began work with the green of the world, but that green feeds on and roots itself in the Ground beneath us all.
So a deisgn and a revision or two revisions. Currently we have Crossbows, Terramancy, and Camouflage as purposed Designs with Improved Detect Thoughts, ISoA, and Kite Sails as purposes Revisions, if I am correct. Is there anything else that people think we should do this turn? If not, what do we want to do?Improved Detect Thoughts would be a design, as we would be aiming to both reduce the cost and increase the range. And Kite Sails would almost certainly require a design to create.
Improved Detect Thoughts+1. An amusing follow through to this would be to combine it with our knowledge of teletalk for Suggestion: Place an idea into the targets mind, then encourage them to follow through with it. For best effect, make it seem like they came up with the idea. Worst (working) case, enemy officers get inundated with bad ideas they have to sift through, slowing down planning meetings. Best case, they give stupid orders that benefit us.
I like the Induce Zen idea. +1+2
Zen also has the advantage that people in the chain won't wander out of range.
+1I like the Induce Zen idea. +1+2
I mean, yeah. But they'll probably notice when we start predicting their moves again. It took them several years to design a counter to our mind-reading last time, so just cos they know it's happening doesn't mean they'll be able to do anything about it.+1 to the stuff that's presented here.
I'm also thinking about the poor GM here. They need to be able to give little hints in the flavour text as to what the enemy is doing, I'm providing a way of doing so.
If we really wanted to keep our mind-reading secret, we'd have to do like the british in WWII and deliberately mess up frequently enough that the really important times where we get things right seem like coincidences. Which would limit the effectiveness somewhat.
I guess if you want to take a more subtle approach, we could exchange a bit of cost for secrecy;
Improved Detect Thoughts - Chain Readers: As some idiot suggests, we take advantage of the ease of casting by having up to a dozen mages working on a relay chain at once, each one handling the thoughts of one of the links. This would bump up the cost to Expensive, which would still be cheaper than Very Expensive. The Arstotzkans would be hard pressed to notice anything is amiss, as one of the things we would focus on in exchange for the increased cost would be secrecy.
Which we could combine with the following:
Order - Selective Intelligence Usage: We use IDT to gather all the intel we could ever want, but we only use the most important pieces- the ones that can geniunely swing a battle. This has the effect of making it seem like our increased success is mere luck, as opposed to magic (As in, we would hope that all that would be mentioned in the enemy's combat report is 'Moskurg has had better luck than we have', not 'Moskurg seems to know what we are planning')
To be clear, I am not voting for either of these. I'm just presenting the option. I still like the idea of granting Arstotzkans enlightenment as we steal their plans. Heh heh heh.
We can't just... throw a filter onto the spell?Don't be ridiculous, that's far too simple.
I sleep now, also, feel free to refer to me as SMMI as lowercased "some idiot" can be confusing.Heh heh heh heh heh. Fine.
Hey, if it's simple and it works, well... why aren't we doing it?Serious answer: Because the GM needs to come up with an explanation for how we make the spell work better. We can save them a bit of work by suggesting a method ourselves. ((And by being helpful to the GM, they will be more inclined to be generous towards us))
Issue 1: What to revise: Presented to make sure that we are all on board with such.In other words, we can all agree on improving IDT. There's some debate as to the method. If we can't agree, we should just go with C (the boring option) and let the GM decide on how we improve it.
A: Improved Detect Thoughts: SMMI, NUKE9.13, S34N1C, crazyabe, Kashyyk, Sosoku234, ATHATH (Pretty much everyone)
B: Something Else:
Issue 2: Method of IDT Revision: Unless a major upset happens, this is the next topic
A: Zen Mind, introduces a Mind Stilling Effect to make the mind bouncing usable. Potentially noticeable: NUKE9.13, Kashyyk, crazyabe, Sosoku234 (4)
B: Ritual Casting, introduces More Magic Users to handle the Mind Overlap to make the mind bouncing usable. Will almost certainly increase expense: SMMI, S34N1C, ATHATH (3)
C: 'A Filter', super boring and generic: Taricus (1)
Issue 3: Orders: A specific vote on if we want to do any Orders this turn, if Yea then a follow up vote on what Orders to do will be had.
A: Yes: ATHATH
B: No: SMMI, NUKE9.13
Double the horseshoes.
Note: I made a mistake when assigning cost to IDT:ZI. It should be Expensive, not Normal cost. I fixed that, and I hope you'll forgive me for nerfing the spell a bit.
SoA is Very Expensive, due to requiring Storm Strike (which itself is Very Expensive - the spell cost trickles down for variants)But surely we can cast SoA multiple times during a single storm? You can fire cheap bullets from an expensive gun. We have a group of expert mages summon the storm, then have less experienced mages summon lightning (or other things) from it.
Terramancy [2]: SMMI, S34N1C
Dispel Magic [2]: Kashyyk, Sosoku234
Creature of the Storm [1]: NUKE9.13
+1 to Dispel Magic+1
Terramancy [2]: SMMI, S34N1C
Dispel Magic [3]: Kashyyk, Sosoku234, crazyabe
Creature of the Storm [1]: NUKE9.13
Order: Give Up Mountains
Yea [1]: NUKE9.13
Nay [1]: SMMI
To clarify, ambitious rolls have a penalty to expense and bugs. Furthermore, a game-changing mega super weapon won't appear in one turn, regardless of how well you roll (unless you have every single prerequisit tech leading up to it, and even that requires luck).So can we deliberately do just theoretical research to get less of a penalty?
Remember, it took a design and two revisions to get Gust of Wind to this point, and a design and two revision to get Storm Strike (not to mention the designs and revisions to get the Hammer and Spear (which your wizards still refuse to use, btw)).
Conceeding the mountains allows you to dedicate those assault troops elsewhere.Ayup. And since Arstotzka isn't losing troops defending the mountains, we have literally no reason to keep assaulting them. Beef up our forces in the jungle instead.
Terramancy [2]: SMMI, S34N1C
Dispel Magic [2]: Sosoku234, crazyabe
Theoretical Anti-Magic [2]: NUKE9.13, Kashyyk
Order: Give Up Mountains
Yea [2]: NUKE9.13, Kashyyk
Nay [1]: SMMI
Change from Dispel Magic to Theoretical Anti-Magic.+1, I'm not going to stand on a sinkin' ship.
Vote Yea on Give up Mountains.
Terramancy [2]: SMMI, S34N1C
Theoretical Anti-Magic [4]: NUKE9.13, Kashyyk, Sosoku234, crazyabe
Summon Pegsus [1]:Devastator
Order: Give Up Mountains
Yea [4]: NUKE9.13, Kashyyk, Sosoku234, crazyabe
Nay [1]: SMMI
Alright. Now to finally fix SoA.I don't think that the problem with Spear of Allah is the ability of the lightning to find its targets- it's that it doesn't like being commanded.
Improved targeting for Spear of Allah: By firing a small magic 'marker' at the target, we establish a link with the clouds above through which lightning can flow. This greatly improves the accuracy of the Spear.
And whilst we're at it, let's use our credit to reduce the cost.
Vote to Improve SoA and Reduce cost of SoA
I don't think that the problem with Spear of Allah is the ability of the lightning to find its targets- it's that it doesn't like being commanded.As a pious Moskurger, I obviously believe that the storm is a manifestation of Allah, and we can do nothing with it without his blessing.
Just wondering, did you post this before or afters reading my spell ideas?I've been suggesting improved targeting for SoA for a while. I was just posting from my phone, so I didn't respond to your ideas. Let me do so now:
Avatars: By using a Detect Thought wand to achieve a direct mental link to Allah, a mage can completely surrender his mind to His will, effectively becoming possessed by Him. In addition to, y'know, having physical avatars of our god walking around on the battlefield, Avatars will be able to greatly improve long-range communication- since Allah is one being, what one Avatar knows, all of them do. Hence, one can tell important information to an Avatar on one side of the continent and have another Avatar relay the information to commanders on the other side.That sounds hella heretical. Plus, I'm not sure it would work. Allah is in all things already. Mankind is already an (imperfect) reflection of His being. In a sense, we already are physical avatars of Allah.
Improved Divine Spellcasting: Due to Detect Thoughts wands enabling us to obtain a better understanding of Allah (and the divine in general), all divinity/divine-related projects and spells have their costs reduced by one when used/created/cast/whatever by a bearer of a Detect Thoughts wand (that isn't currently using it on non-Allah beings (or his angels, I suppose), of course).Hella heretical still, but if there is some sort of divine energy we can tap into to enhance spellcasting, that would be useful (I imagine that, for balance reasons, said 'divine' energy would be non-denominational, so that Arstotzkans could also use it. Our religion actually being literally true would be somewhat OP, I feel)
Improved Spear of Allah: Instead of commanding lightning to do our bidding, our mages will use Detect Thoughts wands to implant suggestions in the "minds" of storms and lightning. In addition to greatly reducing the risk of our own mages being fried (because the storm will 'think" that it came up with the idea to strike that guy over there with lightning itself), this could be used to cause a storm to autonomously go to places/do things that we desire (i.e. plant a suggestion to "fly over to Screwedville and fry anybody there who is wearing a suit, then do the same in Doomedland, etc. etc. (worded in a less demanding and more "natural" way, of course)).The primary problem with this line of development is that, whether it is possible or not, Detect Thoughts is designed to work on humans. Making it work on divinity, or the 'minds' of natural phenomena, would almost certainly require a design, not a revision. I think a more mundane way of increasing the accuracy of SoA would be easier to pull off.
How about instead of abandoning the mountains, we just decrease the amount of troops we send in these death missions?That'll just guarantee they fail. We'd be throwing them away even more than before. No, it's all or nothing.
Order: Slow the assault: Cut the amount of attacks we attempt in the mountains in half
We could just redirect them into invading the Tundra.Not until we have spells or weapons that are specifically designed to help us invade it. At the moment, their home territory advantage is too stronk.
Bodkin Arrows.I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
Our best weapon is our horse archers with their recurve bows. Their best weapon is their heavy armor. Lets make our best weapon, carried on all our troops, effective against their best weapon.
It should be helpful when skirmishing, and it should be helpful in pressed battles.
I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
If we had two revisions, I'd do both.
Our archers aren't really accurate enough to reliably take out specific targets.I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
If we had two revisions, I'd do both.
I would also do both if we had two revisions. But I have to go with the improvement that everyone can use, not one only usable by mages, as they seem to do the same thing. Both of them can kill commanders and mages. Both of them can kill heavily armored soldiers. I want all of our soldiers able to deal with them, not just a few.
The arrows are also a mundane weapon, which gives us a +1 to the roll.
Our archers aren't really accurate enough to reliably take out specific targets.
Yes, not everyone can use magic. But those that can are worth a dozen men that can't, at least. Magic is like artillery; you don't need every soldier to have one for it to rule the battlefield.
I'm not sure where you're getting the idea that we get a +1 to mundane weapons. That hasn't been the case in the past.
They won't create an anti lightning spell for the same reason we won't create an anti fire spell (despite it being more beneficial for us to make the counter than for them). We'll be safe with doubling up on the same spell type.
..aren't we researching anti-magic?Generic anti magic, yes. Which would be just as effective regardless of what type of spell it counters. I was referring to a specific protection from fire or protection from lightning spell. We'd be better served with the anti fire spell than they would with the anti lightning, yet the few times I suggested it I got shot down for being reactive rather than proactive.
Quote..aren't we researching anti-magic?Generic anti magic, yes. Which would be just as effective regardless of what type of spell it counters. I was referring to a specific protection from fire or protection from lightning spell. We'd be better served with the anti fire spell than they would with the anti lightning, yet the few times I suggested it I got shot down for being reactive rather than proactive.
Would bodkin arrows be of use on the attack?Hammer of Allah has been useful in the jungle in the past.
..and, is lightning of use in the Jungle?
SoA would be an assassin-type weapon used on the offense to target enemy commanders.Yeah, good. In that case I'm sticking with Fixing SoA. Knowing their plans and preventing them from making new ones will mean our tactical dominance will be absolute. Who cares how much 'better' their soldiers are- a soldier in the wrong place is useless no matter how good a fighter he is.
Right now it's being used as an assassin-type weapon used on the offense to target enemy commanders and your own mages.
Yeah, good. In that case I'm sticking with Fixing SoA. Knowing their plans and preventing them from making new ones will mean our tactical dominance will be absolute. Who cares how much 'better' their soldiers are- a soldier in the wrong place is useless no matter how good a fighter he is.
Why is it heretical to try to get closer to/better obey the will of one's god?I don't think that the problem with Spear of Allah is the ability of the lightning to find its targets- it's that it doesn't like being commanded.As a pious Moskurger, I obviously believe that the storm is a manifestation of Allah, and we can do nothing with it without his blessing.
As a 21st century atheist, I think lightning doesn't actually care, and the lack of accuracy is caused by a failure on our part to properly guide it to its destination. What we need is to pre-ionise the air between the clouds and the target, which we should be able to do with some simple magic.QuoteJust wondering, did you post this before or afters reading my spell ideas?I've been suggesting improved targeting for SoA for a while. I was just posting from my phone, so I didn't respond to your ideas. Let me do so now:Avatars: By using a Detect Thought wand to achieve a direct mental link to Allah, a mage can completely surrender his mind to His will, effectively becoming possessed by Him. In addition to, y'know, having physical avatars of our god walking around on the battlefield, Avatars will be able to greatly improve long-range communication- since Allah is one being, what one Avatar knows, all of them do. Hence, one can tell important information to an Avatar on one side of the continent and have another Avatar relay the information to commanders on the other side.That sounds hella heretical. Plus, I'm not sure it would work. Allah is in all things already. Mankind is already an (imperfect) reflection of His being. In a sense, we already are physical avatars of Allah.
That being said, it's worth looking into. It may not have the exact effects you're looking for, but Divine Magic could be an interesting path to go down.QuoteImproved Divine Spellcasting: Due to Detect Thoughts wands enabling us to obtain a better understanding of Allah (and the divine in general), all divinity/divine-related projects and spells have their costs reduced by one when used/created/cast/whatever by a bearer of a Detect Thoughts wand (that isn't currently using it on non-Allah beings (or his angels, I suppose), of course).Hella heretical still, but if there is some sort of divine energy we can tap into to enhance spellcasting, that would be useful (I imagine that, for balance reasons, said 'divine' energy would be non-denominational, so that Arstotzkans could also use it. Our religion actually being literally true would be somewhat OP, I feel)QuoteImproved Spear of Allah: Instead of commanding lightning to do our bidding, our mages will use Detect Thoughts wands to implant suggestions in the "minds" of storms and lightning. In addition to greatly reducing the risk of our own mages being fried (because the storm will 'think" that it came up with the idea to strike that guy over there with lightning itself), this could be used to cause a storm to autonomously go to places/do things that we desire (i.e. plant a suggestion to "fly over to Screwedville and fry anybody there who is wearing a suit, then do the same in Doomedland, etc. etc. (worded in a less demanding and more "natural" way, of course)).The primary problem with this line of development is that, whether it is possible or not, Detect Thoughts is designed to work on humans. Making it work on divinity, or the 'minds' of natural phenomena, would almost certainly require a design, not a revision. I think a more mundane way of increasing the accuracy of SoA would be easier to pull off.How about instead of abandoning the mountains, we just decrease the amount of troops we send in these death missions?That'll just guarantee they fail. We'd be throwing them away even more than before. No, it's all or nothing.
Order: Slow the assault: Cut the amount of attacks we attempt in the mountains in halfWe could just redirect them into invading the Tundra.Not until we have spells or weapons that are specifically designed to help us invade it. At the moment, their home territory advantage is too stronk.Bodkin Arrows.I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
Our best weapon is our horse archers with their recurve bows. Their best weapon is their heavy armor. Lets make our best weapon, carried on all our troops, effective against their best weapon.
It should be helpful when skirmishing, and it should be helpful in pressed battles.
If we had two revisions, I'd do both.
Revision
ISoA: SMMI, Kash, NUKE
Bodkin Arrows: Devastator, ATHATH
Order
Surrender Mountains: a bunch of folks, SMMI
Halve Forces on Mountains: S34N1C
Hey, woah, calm down. I ain't got no problem with you personally.
Our enemies (which is to say, the Arstotzkans, not each other) needed to spend a design/revision on developing snipers. Prior to that, even their archers -who are superior to ours- could not reliably take out our mages/commanders. From this I infer that our own archers would not be capable of specifically taking out high value targets without special training.
Lucky Strike has not been mentioned enabling snipers in the past. I mean, I can ask, but I'm pretty sure the answer is no:Hey, woah, calm down. I ain't got no problem with you personally.
Our enemies (which is to say, the Arstotzkans, not each other) needed to spend a design/revision on developing snipers. Prior to that, even their archers -who are superior to ours- could not reliably take out our mages/commanders. From this I infer that our own archers would not be capable of specifically taking out high value targets without special training.
Lucky Strike. Lucky strike? Lucky Strike. Lucky Strike, lucky strike, lucky strike, lucky strike.
Our bows can do assassinations well because we have a spell that allows them to do so.
Revision
ISoA: SMMI, Kash, NUKE, Happery
Bodkin Arrows: Devastator, ATHATH
Order
Surrender Mountains: a bunch of folks, SMMI
Halve Forces on Mountains: S34N1C
Eager for the war to finally reach its conclusion, the Sultan has offered to dip into his private treasury to give us an extra Expense Credit this year.
In other news, it's a damn good thing we didn't invade the mountains. By the sounds of things, they've set up their frost tower (which is clearly a National Effort) in the mountains this year. I dread to think what the mountains would be like if they were even colder than usual.
Make the anti-magic so it eliminates carried magical gear as well, given that we don't have any and they have lots. Then we can charge into the melee and watch the enemy weapons vanish.That was my thinking with Weaken Magic; we don't need to completely dispel their magicrystal for it to be useless, just make it weaker than mundane materials.
Fools! Fools, I tells you. By conceding the eastern seas, they open up their home waters to assault! Let no ship flying the Arstotzkan flag travel unharassed.+1
Anyway, time for some counterspells. Though let's not get too ambitious. My vote is for
Tubikh Rrahim (AKA Merciful Rebuke, AKA Weaken Magic): After a wizard has spent a month in solitary confinement, studying the sacred texts, and meditating on the nature of magic, he is finally ready to perform this holiest of spells. Invoking nine names of the most merciful god, blasphemous magics are weakened in the targeted area. As the sacred light descends upon them, enemy mages will find their fireballs weak and feeble, their summoned weapons dull and brittle, their mists sparse and translucent.
Tubikh Rrahim is expected to be Very Expensive, and reduce the effectiveness of most enemy spells. It may also weaken our own, but hopefully we can target areas with sufficient accuracy that our own mages are not unduly affected.
In other news, it's a damn good thing we didn't invade the mountains. By the sounds of things, they've set up their frost tower (which is clearly a National Effort) in the mountains this year. I dread to think what the mountains would be like if they were even colder than usual.
I approve of anti-magic, but allow me to offer an alternative;:I have several concerns:
Anti magic amulet - A holy symbol, blessed and anointed by an imam before being enchanted using our knowledge of the Holy Scripture. This item will counter any spell targeted at or near the bearer. This will probably apply to our own magic too, but that's something we can fix later.
Er, sorry - looking back a theatre is too large of an area. It's reduced to the size of a skirmish to maintain balance.That makes more sense.
If we use an expense credit to lower its cost to cheap, can ordinary soldiers cast it?I don't think it works like that. That wouldn't make any sense.
Revision: Spear of Allah [1!]
We...may have made a mistake.
In reality, lightning doesn't like being corralled against its will. Without fail, every iteration of the spell results in the casting mage being struck rather than the target.
I thought they had crappy plate due to being several hundred years early for that.
Because Bodkins ain't gonna do shit to plate mail.There is some debate as to whether bodkin arrows could pierce platemail, but there is certainly some evidence that they could, especially if made of the right materials. And as mentioned, their platemail is presumably not of the highest quality ever.
They have the armor of +2. Justify that however you'd like - it really doesn't matter mechanics-wise....right. So my thinking is bodkin arrows could reduce that to +1, basically.
Orders: Leak the formula for the revised Spear of Allah to Arstoskans. Try to rig it so it seems as a national effort, so their chief mage has to cast it.Then they'd be just a single revision away from making a fixed version of their own. No, we shouldn't deliberately give away our secrets. -1
revise Tubikh Rrahin to not burn out our mages.Hmm. I was thinking since its only apprentices we're using, this isn't that big of a problem. But thinking about it some more, we'd probably want to use it several times per theatre per day, which over the course of a year would add up to hundreds. I'm not sure we have that many...
Then they'd be just a single revision away from making a fixed version of their own. No, we shouldn't deliberately give away our secrets. -1This has my support. Don't give away our secrets.
Tubikh Rrahim (No Burnout) [3] - Happery, NUKE9.13, Taricus
Tubikh Rrahim (Selective) [1] Kashyyk
Bodkin Arrows [1] - Devastator
If the problem is a lack of mages, we should use our experience with mind magic to try to design teaching spells.+1 it is important to delve deeper into mind magic and teaching spells can become a boon to our entire army if Applied right
Anyway, I'll vote to revise Tubikh Rrahin to not burn out our mages.
An apprentice can fire off several normal spells and maybe one expensive spell in a fight
Well, if we can make it selective the next turn with it being unexpensive we can utterly nullify their magic whilst still having ours.As such there's no way we'd actually get that.
(# of years since Moskurg has fielded something useful = 4)Has it really been that long?
Keep it Secret?
Yes [3] - Happery, NUKE9.13, Kashyyk
No [-] -
Expense Credit?
Scale Mail [1] - NUKE9.13
Storm Strike [1] - Kashyyk
Save it [-] -
Expense level is tied to who can cast it. Apprentices can do primarily cheap spells, wizards can do primarily Expensive spells, groups of wizards are required for Very Expensive, and al-Mutriqa is the only one who can do National Effort spells.
Lowering Storm Strike to Expensive will also lower HoA and SoA, since it frees up more mages for casting.
(# of years since Moskurg has fielded something useful = 4)Has it really been that long?
...hmm, no, we developed Naval Weather Mages three years ago. That was useful.
And the year before that we developed horses and lances.
We've only had two years with absolutely nothing to show for it.
...which still sucks.
Improved Tubikh Rrahim - Using our design action, we shall attempt the following in order of priority:+1
- Selectivity
- Counter pre existing spells
- Increased Area of Effect
- Targeting the area somewhere other than centred on our caster
Improved Tubikh Rrahim - Using our design action, we shall attempt the following in order of priority:Aye. Sounds good. Personally I would reverse the order of the first two items,
- Selectivity
- Counter pre existing spells
- Increased Area of Effect
- Targeting the area somewhere other than centred on our caster
AP weapons matter little if we don't have armour. That being said, we do need more AP weapons that don't rely on a charge.
As is, I'll vote with Nuke's idea, putting countering pre-existing spells first, and selectivity second. (It'll still be quite useful in the future, even if it isn't right now.)This has my +1.
Changing my vote from the original revision idea to this.As is, I'll vote with Nuke's idea, putting countering pre-existing spells first, and selectivity second. (It'll still be quite useful in the future, even if it isn't right now.)This has my +1.
Hey(,) guys, do you mind if I bluff in the main thread about having secretly created a splinter faction that can carry out my ultimatum (regardless of what you guys want)? I figure that it might work, seeing as I tend to do that sort of thing in other games.What on earth do you hope to accomplish by that sort of ridiculous claim?
It's not that ridiculous. All I'd need would be a dozen or so anti-Arstotskan fanatical wizards on my side (which shouldn't be too hard to find, considering that Arstotska just committed unprovoked mass-murder on thousands of Moskurgians).Hey(,) guys, do you mind if I bluff in the main thread about having secretly created a splinter faction that can carry out my ultimatum (regardless of what you guys want)? I figure that it might work, seeing as I tend to do that sort of thing in other games.What on earth do you hope to accomplish by that sort of ridiculous claim?
If we had a superweapon we would be using it. No one is going to believe for a single second that you are capable of fulfilling your threats.
Can I "quote" your pm and alter its contents to suit my purposes? It would help my bluffing a lot.
You may do or say anything you like, but if questioned I will answer honestly.
We've had this superweapon for quite a while now. The only thing that's been stopping us from using it is our Chivalry policy (because of the massive number of civilian deaths/civilian property destruction that it would cause). Since I'm pretending to be a radicalist, I can (mostly) ignore that policy.What superweapon? What are you talking about? Is this that thing about Storm Strike? Because that just makes it rain a lot. I am given to understand that it rains a lot in Arstotzka without magical assistance.
Finally, if I play my cards right, I can doctor up a few pms from evictedSaint to support my story.Dude no. No. Why would you even consider that. Fictional mass murder is one thing, literally pretending the GM said something they didn't is a whole different ball game.
I'm talking about this thing:We've had this superweapon for quite a while now. The only thing that's been stopping us from using it is our Chivalry policy (because of the massive number of civilian deaths/civilian property destruction that it would cause). Since I'm pretending to be a radicalist, I can (mostly) ignore that policy.What superweapon? What are you talking about? Is this that thing about Storm Strike? Because that just makes it rain a lot. I am given to understand that it rains a lot in Arstotzka without magical assistance.
Something that I cooked up for the order phase:
Order: The Manhattan Project:
Small groups of mages infiltrate/immigrate into Arstotska's capital and the cities that hold their largest plate mail producing facilities. They hide in secluded buildings at the edges of each of these towns, then cast Storm Strike. This will decimate Arstotskan infrastructure, potentially kill many of their leaders, and destroy vast amounts of that accursed plate mail (which is assumedly being stockpiled in these cities). We will then release a press-conference (or whatever the medieval-equivalent of that is) that states the the people who destroyed those cities were not ordered to do so and thus are terrorists who must be killed or captured on-sight (thus upholding our "chivalry" image). The infiltrating mages will be told about our plans to do this before the mission, but will be given adequate lodgings and resources in a hidden location. We will also send humanitarian aid to the affected cities. Some of this "aid" will be spies that can then take this opportunity to establish a nice spy network in Arstotska.
That's why I asked him first.QuoteFinally, if I play my cards right, I can doctor up a few pms from evictedSaint to support my story.Dude no. No. Why would you even consider that. Fictional mass murder is one thing, literally pretending the GM said something they didn't is a whole different ball game.
Well, we could use a revision to try to make it hurricane level. Then we'd have a real threat.Right. Except our goal is not to perform terrorist attacks, our goal is to win a war. And a hurricane-level storm would hurt both sides equally.
Improved Tubikh Rrahim
-Selectivity First: Kashyyk (1)
-Counters Pre Existing Spells First: NUKE9.13, Devastator, Happerry, ATHATH (4)
They do have quite an advantage due to their terror choices. Is there any recompse for not doing terror? Because giving more casulties to the enemy in return for a penalty to them seems strictly superior to Chivalry.My thinking behind choosing Chivalry was thus:
One of the main issues, apparently, isn't to defeat them but that you trade the defeated enemies away again. Therefore, my proposal for this year's design action:This... might be worth considering. Not this turn- we are so close to developing effective anti-magic, and that will be an absolute game-changer (you think ebbor's whiny now, hoo boy, just you wait until we roll out counterspells)
Prisoner-of-war camps: With more and more enemies being released to fight another day, we are finding it difficult to actually make gains. But what if we didn't have to trade them away or kill them? Instead, camps are created in isolated places in Moskurg's safe regions, allowing for internment of enemy prisoners. Separate prisons, complete with mages able to suppress magic, are created for their mages which - together with confiscating their wands etc - should be able to easily hold them.
While this requires Moskurg to feed the prisoners (although some may be asked to farm for them?), it should be worth it, only having to defeat each of them once.
(Note that, should these prisons be at full capacity, prisoners will still be released.)
Ahem, Mindwashing.I'm going to assume that you're talking about magical brainwashing, not normal brainwashing.
We Return all their People just for them to all Turn at Critical Moments.
Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.If this is possible, it has my +1.
Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.Hmm. That may be tricky- it's a pretty big change. I think if we can just get the spell to be mobile, so that we can use it offensively, that would be good enough to scare the shit out of them. We could perhaps make it bind to something if we roll high enough. How about this:
Argh! We're so close to making them flip the table in anger! We just need a little bit more advantage...+1.Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.Hmm. That may be tricky- it's a pretty big change. I think if we can just get the spell to be mobile, so that we can use it offensively, that would be good enough to scare the shit out of them. We could perhaps make it bind to something if we roll high enough. How about this:
Revision - Wand of Tubikh Rrahim: God, in his infinite wisdom, requires a highly complex series of enchantments to call upon His aid. Drawing these spell circles is a complex thing, however, taking up much time and effort. Now, we cannot skip this step, but we can make it easier for mages on the front lines- by pre-inscribing the necessary circles onto a wand, and performing part of the ritual on it, it allows mages to cast through the wand, even whilst on the move.
This should allow Tubikh Rrahim to be used offensively. If we roll high enough, we might make the wand the actual center of the spell,allowing them to be thrown at enemy wizards like anti-magic grenadeswait no then they can just pick them up and reverse-engineer them. Perhaps the apprentice casting the spell (apprentices can still cast Expensive spells, albeit only once per battle- but you can only cast Tubikh Rrahim once per battle anyway, so it's all the same) could be convinced to join a cavalry charge towards enemy mages. If they get killed... well, they're only apprentices. Dying a hero ain't so bad.
Revision - Wand of Tubikh Rrahim: God, in his infinite wisdom, requires a highly complex series of enchantments to call upon His aid. Drawing these spell circles is a complex thing, however, taking up much time and effort. Now, we cannot skip this step, but we can make it easier for mages on the front lines- by pre-inscribing the necessary circles onto a wand, and performing part of the ritual on it, it allows mages to cast through the wand, even whilst on the move.Changing my +1 to this.
This should allow Tubikh Rrahim to be used offensively. If we roll high enough, we might make the wand the actual center of the spell,allowing them to be thrown at enemy wizards like anti-magic grenadeswait no then they can just pick them up and reverse-engineer them. Perhaps the apprentice casting the spell (apprentices can still cast Expensive spells, albeit only once per battle- but you can only cast Tubikh Rrahim once per battle anyway, so it's all the same) could be convinced to join a cavalry charge towards enemy mages. If they get killed... well, they're only apprentices. Dying a hero ain't so bad.
Invent the Machete to improve maneuvaribility of the jungle(https://cdn.meme.am/cache/instances/folder705/9585705.jpg)
C) Forced Labor Camps: Put them to work. We won't kill them outright, but they will either work in our mines, forests, and fields or they will be executed. -1 unit to our side to maintain labor camps, +1 Terror against enemyThis has my +1.
That entirely depends upon if we can use an action to make our new slave labor built gear cheaper or something. Or convince them to turn sides. Or 'convince' them. Or use them up in blood magic rituals or something.True. Perhaps C does hold some hidden bonuses.
Next round, we Start working on a Mindwashing Spell and turn their soldiers into unknowing Sleeper agents whom will Join our troops when the Correct moment Strikes.Again, our antimagic is going to royally mess up that plan.
From mindreading to Mind Draining Spell Perhaps? by which I mean "Spell which allows us to Dig through the minds of Captured mages and reverse engineer their spells that way".We'd need a way to reliably capture mages too, to make that work. Again, I'm not against such a plan, but I want to grab a few low hanging fruit type things before we try to do any big game changers.
create agonyYes... YES... My
Combat phase is going to be tomorrow night. In the interest of transparency, I'll be copy-pasting the raw combat results in addition to writing up combat reports.You lied to us.
That must be nice, getting to see things you designed built.Alright, alright, geez, we get the point.
Their fellow soldiers get incredibly upset by this, screaming in their filthy gutter language about 'realism' and 'faraday cages', as though their feeble science could protect them from the wrath of Allah.Heh
What about the usage of larger shields? If combined with the right doctrine, it would provide for better missile protection, and would help against cavalry charges.I think we could revise our bucklers to be bigger
Bodkins don't penetrate plate armour. It'd be worthless to try them now that they have plate everywhere. We could try applying magic to the arrowheads however.
Our arrows can't penetrate except at point-blank, but with mass volleys coming down on their heads it's not hard for a few to find their way into gaps and eyeslits.
Bodkins don't penetrate plate armour. It'd be worthless to try them now that they have plate everywhere. We could try applying magic to the arrowheads however.That's debatable. There are enough studies that suggest that they might be able to that we could justify it working. And as we keep mentioning, their plate armour is not top-of-the-line stuff forged by master smiths over the course of several years, it's cheap stuff made by apprentices in under a week. If bodkin arrows can pierce any plate armour (which they can), they can pierce theirs.
It was explicitly stated that a wand's surface area was not enough, so putting it on an amulet isn't going to work. Thus I suggest designing a Staff of Tubikh Rrahim.Right, yes, that's what I meant. +1 to Staff of Tubikh Rrahim
Are we even going to address armor?
Here's our orders for the previous turns:I think you added in an extra year there. We designed theoretical anti-magic in 920, not 919.
Last turn: (922) Design Tubikh Rrahim. Revise Tubikh Rrahim.
Previous turn: (921) Design Tubikh Rrahim. Revise Tubikh Rrahim. Expense chit on Storm Strike.
Turn before that: (920) Design Tubikh Rrahim. Revise Tubikh Rrahim.
Turn before that: (919) Theoretical anti-magic. Revise Spear of Allah.
Seriously, please, please PLEASE stop doing the exact same thing every turn!
Are we even going to address armor?We favour quantity over quality. We can afford to lose a few troops, I think. Obviously it would be nice to develop better armour, but I think better armour-piercing weapons and some anti-magic that actually works the way we want it to is more important.
Here's our orders for the previous turns:I think you added in an extra year there. We designed theoretical anti-magic in 920, not 919.
Last turn: (922) Design Tubikh Rrahim. Revise Tubikh Rrahim.
Previous turn: (921) Design Tubikh Rrahim. Revise Tubikh Rrahim. Expense chit on Storm Strike.
Turn before that: (920) Design Tubikh Rrahim. Revise Tubikh Rrahim.
Turn before that: (919) Theoretical anti-magic. Revise Spear of Allah.
Seriously, please, please PLEASE stop doing the exact same thing every turn!
I mean, you still have a point. We've been spending a long time on this. But we're so close!
You need to take it easy, Dev.
Man, you are taking this way too personal. No one here is purposefully trying to make you unhappy.
I don't know where you're getting the whole "Nuke doesn't want to win" thing, he's practically our top designer. And anyway, after this design, we're probably revising the bodkin arrows that you suggested
I believe that's what evicted has been trying to do. If we're willing to make this sort of concession for Arstotzka it will make us look all the better when we win. If we don't we can resort to classic salt tactics and claim they only won because Evicted was biased in their favour in an attempt to make it up to them for the bug.
It's a total win-win*
...seriously man, take it down a notch. It's a game. This thread is starting to sound a lot like Arstotzka's with all the salt and it's kinda bumming me out.
I'm not going to tell you to chill out again.
Staff of Tubikh Rrahim: [3] Voter1, Voter2, Voter3
Better Armor: [1] Voter4
Bodkin Arrows: [2] Voter5, Voter6
Staff of Tubikh Rrahim [2]: Kashyyk, NUKE9.13
Steel Lamellar [1]: Mardent23
Bodkin Arrows [1]: Devastator
This thread is starting to sound a lot like Arstotzka's with all the salt and it's kinda bumming me out.Wait, Arstotska's thread is like that all the time? Wow, evicted- you really ARE a saint.
I believe anti-magic is a wunderwaffen that'll actually work. Making it mobile with a staff allows us to use it on the offensive, so we'll be as effective as we on the defence. This then allows us to convert it into something we can launch. Imagine planting one of these wands in the side of an enemy ship, into their cold tower or amongst a group of fireball wizards. They'll suddenly be unable to cast. If we can make it selective we can cast whilst they can't. This is a whole new branch of magic that is going to be (and already is) super useful, and super powerful.
I can appreciate it if you think there's some sunk cost fallacy happening here, but I believe it's worth it.
However, your suggestions of bodkins and big shields are definitely deserving of attention. I just feel they can be completed with a revision instead of a design.
Staff of Tubikh Rrahim [4]: Kashyyk, NUKE9.13, Athath, S34N1C
Steel Lamellar [3]: Mardent23, Devastator, Detox
Bodkin Arrows []:
Happyerry is happy to add a +1 to whatever the voting bloc does, should they need it, every single turn.Oy, I already said what I was going to vote for this turn, and now I'm going to vote for it, and it isn't anything that has a voting bloc on it.
Staff of Tubikh Rrahim [2]: Kashyyk, NUKE9.13
Steel Lamellar [2]: Mardent23, Devastator
Bodkin Arrows []:
I vote for better armor or big shields [1]: Detoxicated
Spend the design on the staff and the revision on the arrows [1]: ATHATH
Make a Mind Blast spell [1]: Happerry
Bodkin Arrows: [1] ATHATH
Armor: [1] Mardent23
Bodkins: [2] ATHATH, Kashyyk
Lamellar [1]: Mardent23
Bodkins: [3] ATHATH, Kashyyk, NUKE9.13
Lamellar [1]: Mardent23
I maintain that losing a few men is less of a problem for us than said men failing to take out the enemy whilst they do so. Thus my vote goes to
Armour-Piercing Bodkin Arrows: Where a conventional arrowhead is wide, in order to do maximum damage to its target, these arrows are tipped with small, thin, extra-pointy arrowheads, to maximise the amount of force applied to one area. They are also made of hardened steel, though the smaller size should mean the cost is not an issue.
These could reliably pierce (Arstotzka's shitty) plate armour at close range, and have a chance of doing so at medium range, giving our (horse) archers a decisive leg-up against Arstotzka's heavy infantry.Quote from: Vote TallyBodkins: [4] ATHATH, Kashyyk, NUKE9.13, Crazyabe
Lamellar [1]: Mardent23
I still think we should invent machetes for the jungle at one point, I see we have powerful spells but maybe if we tweaked our equipment a little more we could become overpowering, as it seems this war will drag on for a while, and the enemy should ot be underestimated.
We need shields, or special shield men to hold against the arrow rains in the mountains. We also need armour so our melee troops stand a chance against them. Anti-Magic is nice and all, but we shouldn't put all of our bet on one horse. We could create forcefield spells, or put our efforts to create lightning towers in the plains and desert to fortify them even more.
Here are some ideas I have:
- Lightning towers to fortify the desert and plains
- Specialized shieldmen
- A Force field spell to withhold magic fire or arrows or both
I liked the idea of the light armour you could take off, someone mentioned it before. Must I mention that I think we should upgrade our equipment.
I would provide a link to the wiki but i have no idea how to do that for this forum.I mean, just pasting a link should work. If you want to be fancy about it, doing something like
[url=your url here]Whatever[/url]
Create samurai armour, even if we failed we need better equipment all over...+1
i think the armour is called lamellar.
Just want to add something on. We can use the padded armor as a base layer, due to lamellar not being attached to a backing. So really, we don't need to replace anything.
Whilst being as effective as scale, lamellar is more flexible. Thanks to our large population, mass production should not be an issue, as we can afford to give each smith a dozen apprentices to help him manufacture the small pieces and put them together.
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier. It's still a lot better at blocking arrows than padded armour.
I think that we should go for bodkins again.Just want to add something on. We can use the padded armor as a base layer, due to lamellar not being attached to a backing. So really, we don't need to replace anything.
Whilst being as effective as scale, lamellar is more flexible. Thanks to our large population, mass production should not be an issue, as we can afford to give each smith a dozen apprentices to help him manufacture the small pieces and put them together.
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier. It's still a lot better at blocking arrows than padded armour.
Also, for revisions, should we go back to bodkins, or start revising our shields?
+1 to armor+1
And I think we should try bodkins again
Actually, I thought we made them(lamellar) out of leather.
Lamellar Armour:
-snip-
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier.
-snip-
None: [ 0 ]
Bodkin Arrows: [1] Mardent23
+1 for bodkin arrows.+1
Bodkin Arrows: [2] Mardent23, S34N1C
Also, we haven't scrapped the padded armor, it's just the base layer for our lamellar.
Bodkin Arrows: [2] Mardent23, S34N1CMy vote is to upgrade the Cyclone Shield, which last time it came up wasn't very effective and wasn't easy to cast. If we can make it better enough to actually counter the enemy arrows, and cheap enough to protect all our staff using wizards with, we should completely counter their anti-wizard troops.
Cyclone Shield Upgrade: [1] Happerry
Problem with that is, their own anti-magic would dispel the shield :/
My vote is to upgrade the Cyclone Shield, which last time it came up wasn't very effective and wasn't easy to cast. If we can make it better enough to actually counter the enemy arrows, and cheap enough to protect all our staff using wizards with, we should completely counter their anti-wizard troops.
Bodkin Arrows: [3] Mardent23, S34N1C, NUKE9.13
Cyclone Shield Upgrade: [1] Happerry
Problem with that is, their own anti-magic would dispel the shield :/Would it? The only spell that I've noticed it countering so far is the zen trance spell, which is basically an enchantment cast on them. If it could mess with enchantments casted on us, I'd think that we'd get notified that something was screwing with our Lucky Strike and Teletalk spells.
+1+1 for bodkin arrows.+1
Bodkin Arrows: [6] Mardent23, S34N1C, NUKE9.13, Detoxicated, Devastator, Sosoku234GM has asked us real nice to do our votes like ^this^, folks.
Cyclone Shield Upgrade: [1] Happerry
Large Shields: [1] Kashyyk
Quote from: Vote CounterBodkin Arrows: [6] Mardent23, S34N1C, NUKE9.13, Detoxicated, Devastator, Sosoku234GM has asked us real nice to do our votes like ^this^, folks.
Cyclone Shield Upgrade: [1] Happerry
Large Shields: [1] Kashyyk
Yeah, it's sucky luck, but I gotta be a fair GM. The game breaks down the second I start fudging numbers.I ain't complaining. I mean, I am, but only to the RNG. You've done nothing wrong.
Fun fact: did you know it's less than a 3% chance to roll two 1's in a row?
Order: Begin gathering objects made from steel from normal citizens to help increase our total metal pool. This is meant to help thicken some of our armor, if not all of it.I think that both nations' industries are geared towards maximum military production already. I doubt we can squeeze more metal out of folks with an order.
Id like to see a force field spell. Preferably a cheap spell that can hold off physical attacks such as arrows and fireballs.Hmm, hmm. Some sort of... shield. Possibly made out of... wind? A sort of wind shield, or perhaps 'cyclone shield'.
I have an idea for the next design phase.do tell?
Ok, Order : Make a dedicated unit of Wizard Bodyguards.
Can we use a design phase to improve what we already have?
Winds of the Waste: [1] Mardent23
Winds of the Waste: [1] Mardent23As they stand right now. Although I keep changing my mind as to if that or a big shield would be a better choice.
Acid Fog: [1] Devastator
I understand my idea was kind of fire and brimstone, but we need a big terrain advantage.
Winds of the Waste: [1] Mardent23
Acid Fog: [1] Devastator
Pavise Shield: [1] S34N1C
Winds of the Waste: [1] Mardent23
Acid Fog: [1] Devastator
Windwall: [1] Detoxicated
Pavise Shield: [1] S34N1C
Winds of the Waste: [1] Mardent23
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [1] S34N1C
Theoretical Summon Pegasus: [2]Egan_BW, Devastator
Approve of theoretical thingy!Okay, this idea is awesome! But could we please revise Lamellar?
Winds of the Waste: [][/quote]
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [1] S34N1C
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [2] S34N1C, ATHATH
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Winds of the Waste: []As I suggested them, I'm voting for the bodyguards.
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [2] S34N1C, ATHATH
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Design Order - Mage Bodyguards: [1] Happerry
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [3] S34N1C, ATHATH, NUKE9.13
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Design Order - Mage Bodyguards: [1] Happerry
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [3] S34N1C, ATHATH, NUKE9.13
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Ballista: [1] Kashyyk
Design Order - Mage Bodyguards: [1] Happerry
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [4] S34N1C, ATHATH, NUKE9.13, Devastator
Theoretical Summon Pegasus: [2]Egan_BW, Mardent23
Ballista: [1] Kashyyk
Design Order - Mage Bodyguards: [1] Happerry
Hmm. Kind of disappointing that the revision credit came down to quantity over quality.
And if it's any consolation, if I was going by quality then Arastotzka won by a mile anyways.It is, and having read their reports I agree completely.
Winds of the Waste: []
Acid Fog: []
Windwall: []
Pavise Shield: [5] S34N1C, ATHATH, NUKE9.13, Devastator, Detoxicated
Theoretical Summon Pegasus: [2]Egan_BW, Mardent23
Ballista: [1] Kashyyk
Design Order - Mage Bodyguards: [1] Happerry
Lamellar Armor [Mardent23]
Lamellar Armor [Mardent23, Crazyabe]
Code: [Select]Lamellar Armor [Mardent23, Crazyabe, Detoxicated]
Lamellar Armor: [3][Mardent23, Crazyabe, Detoxicated]
Cheaper Shields: [1] NUKE9.13
Um. What sort of revision do you intend to do to the armour? Make it thicker?
Personally, I'd prefer we revise the shields to be cheaper. With enough of them, we would be able to assault the mountains again- they won't be able to kill us all off just by raining down arrows.
Lamellar Armor: [3][Mardent23, Crazyabe, Detoxicated]
Cheaper Shields: [2] NUKE9.13, Devastator
Lamellar Armor: [4] Mardent23, Crazyabe, Detoxicated, Kashyyk
Cheaper Shields: [2] NUKE9.13, Devastator
Lamellar Armor: [4] Mardent23, Crazyabe, Detoxicated, Kashyyk
Cheaper Shields: [2] NUKE9.13, Devastator, S34N1C
Is that an improvement over our already existing scale?Let's wait until all of our soldiers have shields before we start trying to take on the mountains again.
Once. That is, however, the third consecutive 1 on revisions.
Orders? We starting battle in the mountains? Where are we putting our Arch-Mage? I'm tempted to keep him away from the jungle, as next turn is likely to be more important than this one, and I don't want to risk getting him injured for it.
Winds of the Wastes (only converts vegetation.) [Mardent23][/quote]
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Winds of the Wastes (1) Mardent23Acid wands seem interesting, but I'm not sure we can invent a new form of magic (IE, summon acid) and make it into a wand in one turn. Maces, on the other hand, should make our troops better verses their troops, and that is likely to be helpful.
Maces: (2) S34N1C, Happerry
Acid Wands: (1) Devastator
Maces: Eassentially a heavy object on the end of a stick. While simple in design, they are easy to use and make, and are effective against armored opponents
Halberds: [1] This... was not your most successful endeavour ever. Your armourers got a little overzealous on proportions, made the hook too large and rounded to be effective and couldn't get behind the idea of a sharp spike or, for that matter, balancing the weapon properly in any way. The new halberds prove utterly inferior to the standard spear, which the rank and file continue to use for now.
Winds of the Wastes (1) Mardent23
Maces: (2) S34N1C, Happerry
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (1) NUKE9.13
Winds of the Wastes (1) Mardent23
Maces: (2) S34N1C, Happerry
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (1) NUKE9.13, Ballista
Winds of the Wastes (1) Mardent23Changing vote to Ballista. Detoxicated, I'm assuming that the claim that Ballista was voting for Ballista without changing the actual vote number was a copy paste error and you are voting for Ballista. If I am wrong, feel free to yell at me.
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (3) NUKE9.13, Ballista, Happerry
No you were right, i changed it in this reply...QuoteWinds of the Wastes (1) Mardent23Changing vote to Ballista. Detoxicated, I'm assuming that the claim that Ballista was voting for Ballista without changing the actual vote number was a copy paste error and you are voting for Ballista. If I am wrong, feel free to yell at me.
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (3) NUKE9.13, Detoxicated, Happerry
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (4) NUKE9.13, Detoxicated, Happerry, Kashyyk
QuoteWinds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (5) NUKE9.13, Detoxicated, Happerry, Kashyyk, Sosoku234
Now they've got those leather cloaks over their armour, it's going to be very difficult to get through with bodkin arrows now. I'd actually be tempted to design crossbows next turn, as they're traditionally supposed to get through plate armour.good idea it might be better to go that road
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (6) NUKE9.13, Detoxicated, Happerry, Kashyyk, Sosoku234, Crazyabe
At the moment, the trader is standing in your harbor, trying to trade with you. Due to the language barrier, you have no idea if he's visited Arstotzka, plans to visit Arstotzka, or even knows Arstotzka exists. All you know is that he has money and wants to buy something right now.Hmm.
It feels like a bit of a prisoner dilemma as well, what with trade and steal being the options. As we don't want to cooperate with Arstotzka I think we should just steal his stuff.There's bound to be a downside to that. Some sort of retribution. Because otherwise it's just strictly better than trying to sell something.
-1/2. Trade with him, but don't steal his wares. The last thing we need is another enemy.At the moment, the trader is standing in your harbor, trying to trade with you. Due to the language barrier, you have no idea if he's visited Arstotzka, plans to visit Arstotzka, or even knows Arstotzka exists. All you know is that he has money and wants to buy something right now.Hmm.It feels like a bit of a prisoner dilemma as well, what with trade and steal being the options. As we don't want to cooperate with Arstotzka I think we should just steal his stuff.There's bound to be a downside to that. Some sort of retribution. Because otherwise it's just strictly better than trying to sell something.
...
On the other hand, two expense credits. The things we could do with that. And it would certainly deny Arstotzka any of his wealth (assuming he hasn't already visited them).
What sort of retribution could there be, I wonder? China is a long way off. They'd be hard pressed to send a fleet half way round the world to deal with our petty privateering.
Perhaps a chance of failure? If we are relying on dice to secure us his cargo, well, with our luck even taking candy from a baby would be a 50/50 proposition.
I'm inclined to compromise. We try selling him the Gust of Wind wands, and if he isn't interested, we steal his stuff.
If we're trading we should offer something better than a gust of wind wand. Would one of our wizards be willing to go abroad?He wants some sort of magical equipment, by the sound of things.
Halberds: [1] NUKE9.13
Halberds: [2] NUKE9.13, Mardent23
Halberds: [2] NUKE9.13, Mardent23, Detoxicated
Halberds: [4] NUKE9.13, Mardent23, Detoxicated, Kashyyk
How many?I'm not sure what you mean.
The amulets grows hotter in direction north-north west. We have an estimate of significant magic use just a couple of kilometers in that direction.
Deploy ballista on boats only this year. This will maximize our naval advantage, which should allow us to land troops behind enemy lines. Combining this with an anti-armour melee weapon that rolls anything other than a one (asking a lot, I know) should maintain our hold foothold for this year. It's also something that I can't see anyone being able to screw up, so hopefully won't require a roll. I imagine shot would be very effective against wooden hulls too.Hmm. Yes, that's a good idea.
Halberds: [4] NUKE9.13, Mardent23, Detoxicated, Kashyyk
Order - Deploy ballistae on boats only: [2] Kashyyk, NUKE9.13
accuracy. The siege weapon requires rather precise crafting to get to this level of quality, however, and several months of training are required to train the siege engineers in its use. This makes the device Very Expensive, so we can only field two or three at a time.
Halberds: [5] NUKE9.13, Mardent23, Detoxicated, Kashyyk, Happerry
Order - Deploy ballistae on boats only: [2] Kashyyk, NUKE9.13
Voting Against the order to Deploy Ballistae on the boats only: [1] Happerry
Halberds: [6] NUKE9.13, Mardent23, Detoxicated, Kashyyk, Happerry, Crazyabe
Order - Deploy ballistae on boats only: [3] Kashyyk, NUKE9.13, Crazyabe
Voting Against the order to Deploy Ballistae on the boats only: [1] Happerry
Halberds: [7] NUKE9.13, Mardent23, Detoxicated, Kashyyk, Happerry, Crazyabe, ATHATH
Order - Deploy ballistae on boats only: [3] Kashyyk, NUKE9.13, Crazyabe
Voting Against the order to Deploy Ballistae on the boats only: [2] Happerry, ATHATH
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [???]: ATHATH
NOT Killing the Trader [???]: ATHATH
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH
Order - Deploy ballistae on boats only: [3] Kashyyk, NUKE9.13, Crazyabe
Voting Against the order to Deploy Ballistae on the boats only: [2] Happerry, ATHATH, Sosoku234
Giving the Trader the Wand of Gust of Wind [2]: ATHATH, Sosoku234
Code: [Select]Halberds: Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [3]: ATHATH, Mardent23, Sosoku234
NOT Killing the Trader [2]: ATHATH, Mardent23
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH
Code: [Select]Halberds: Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [3]: ATHATH, Mardent23, Sosoku234
NOT Killing the Trader [2]: ATHATH, Mardent23
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH
Don't sell anything to the Trader [1]: Detoxicated
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [3]: ATHATH, Mardent23, Sosoku234, S34N1C
Giving the trader Storm Strike [1]: S34N1C
NOT Killing the Trader [2]: ATHATH, Mardent23
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [4]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [3]: ATHATH, Mardent23, Taricus
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [4]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [3]: ATHATH, Mardent23, Taricus
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
It does actually does lot for us; the wands effects boost anyone in it's effect to superhuman heights. Armour doesn't matter if you can just rip someone's arms off regardless of it. It hasn't effectively contributed because only Al-Mutriqa is then only person using it and he's been out the last season or so? Either way if we replicated we have a plain better army entirely: Our troops will just be better all round due to better physical attributes due to it.
And we need to keep the wand in order to reverse-engineer it's magic.
What if we enchanted the arrows to have the lucky strike spell in them?
QuoteVoting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [5]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Gust of Wind [5]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
NOT Giving the Trader Storm Strike [1]: ATHATH
Hey how are you guys with selling the old teletalk wands? We never said they had to be consumer friendly!That might get us murdered by the Trader/his country, and if he sells the wands to Arstotska, they could reverse-engineer them and develop properly-working teletalk wands (or other divination magic).
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Giving the Trader the Wand of Gust of Wind [6]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator
Giving the trader Storm Strike [3]: S34N1C, Taricus, Devastator
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
NOT Giving the Trader Storm Strike [1]: ATHATH
I'm fine with Storm strike, really. Against the teletalk wands, because I think the buyer may want a demonstration. Also against boats only, these won't have a shock effect and we need everything we can get on the ground.Storm Strike is one of our biggest advantages against the Arstotskans. If they get their dirty mitts on that spell... I suspect that WE may be the ones spewing copious amounts of salt soon.
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, DevastatorWell, in that case, let's sell him stuff! Added my vote to selling him the Storm Strike and Teletalk wands.
Giving the Trader the Wand of Gust of Wind [6]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator
Giving the trader Storm Strike [4]: S34N1C, Taricus, Devastator, Happerry
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
NOT Giving the Trader Storm Strike [1]: ATHATH
Giving the Trader Teletalk Wands [1]: Happerry
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Voting For the order to deploy Ballistae on ships only: [2] Kashyyk, NUKE9.13
Giving the Trader the Wand of Gust of Wind [7]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator, NUKE9.13
Giving the trader Storm Strike [4]: S34N1C, Taricus, Devastator, Happerry
NOT Giving the Trader Storm Strike [1]: ATHATH
Giving the Trader Teletalk Wands [1+1]: Happerry
Provided it gets us both expense credits [1]: NUKE9.13
Don't sell anything to the Trader [1]: Detoxicated
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, HapperryNOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1CHe already knows.
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Voting For the order to deploy Ballistae on ships only: [2] Kashyyk, NUKE9.13
Giving the Trader the Wand of Gust of Wind [7]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator, NUKE9.13
Giving the trader Storm Strike [4]: S34N1C, Taricus, Devastator, Happerry
NOT Giving the Trader Storm Strike [1]: ATHATH
Giving the Trader Teletalk Wands [1+1]: Happerry
Provided it gets us both expense credits [1]: NUKE9.13
Don't sell anything to the Trader [1]: Detoxicated
Robbing the trader [1]: Kashyyk
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, HapperryNOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1CHe already knows.
Vote Count:
Designs:
Wand of Fire Resistance: (1) Devastator
Revisions:
Antimagic Cone: (1) Devastator
Expense Chit:
Elite Lamellar: (1) Mardent 23
Pavise Shields: (1) Devastator
Vote Count:
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Revisions:
Antimagic Cone: (1) Devastator
Expense Chit:
Elite Lamellar: (1) Mardent 23
Pavise Shields: (1) Devastator
Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.
Having gale shield up at the same time will make their explosive arrows explode, which won't save the mage, hence not allowing us to get closer. Having it directed and longer-ranged that way will work, and not require them to leave the protection of pavise shields. Cheaper Pavises should let us not worry so much about destroyed cover, as blowing up the arrow will simply hit the next shield, and having more of them makes it easy enough to stop worry about cover being worn down.I draw your attention to the following sentence:
Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?Their exploding arrows are dispelled by Tubikh Rrahim.
As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively. I would recommend finding a way to enchant them.Not true. Ballista were also used to launch stones. The idea that they only launch bolts is because we think of them as giant bows, which they really aren't.
Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.That'd be nice. Hey, actually, that's another feature we could try to add if we use a design: that it doesn't dispel the entire spell, just random parts of it. So you get fireballs that don't burn, or that don't fly, or explode before they hit something.
As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively.
I draw your attention to the following sentence:Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?Their exploding arrows are dispelled by Tubikh Rrahim.
Our martyr, Maealij Albarq, died for these Jungles. We have been pushed out of these jungles. Can we use his sacrifice to a bonus to our rolls for this turn?
We should send in our hero.
Actually, depending on how its built, a ballista is nothing more than a very large, immobile crossbow firing a 3-foot (Even though it's exaggerated in this game) bolt with enough force to smash plate armor. If you got the right shape of stone and fitted some sort of cup or holding device to the string, then, yes, a ballista could fire a stone (Albeit very inaccurately). But that's not its purpose.This isn't really the place to debate the nature of ballistae, but dude, no. They were not giant crossbows, the power is stored in torsion springs, not the bowy bit. And they absolutely were designed to fire both bolts and spherical projectiles. https://en.wikipedia.org/wiki/Ballista
And when I say backfire, I mean change fundamentally. Fly in a different direction, explode BEFORE leaving caster's hand, or, if our roll fails, turns bright (Insultingly bright) pink and kills EVEN MORE of our guys! IT'S GENIOUS!I know what you meant. Thing is, that's a new kind of magic. How do we develop that? We don't know how fireballs work unmodified, much less how to change them.
And it might be time to start looking into magical subterfuge. Can Arstotswhatsis read minds? If not....time to infiltrate. Because once you have friendly magic-users who have learned the fireball spells/wizardry and are in their lines, you start disrupting other mages spells. Then, in the confusion, the allied spy zaps a few hundred Arstotzkans, and says "THEY ZAPPED ME WITH A CONFUSION SPELL" before either A. succeeding brilliantly or B. Dying a noble, hopefully flammable, death involving many dead/exploded Arztopskins.We could use an order to have mages attempt to infiltrate their ranks, but I refer you to our martyr: that was their failed attempt to kidnap one of our mages and learn their secrets. Orders are rolled at a disadvantage- I'd like you to imagine the result of sending mages into their camp on purpose and that going wrong. Here's a hint: they capture our mages, and learn their secrets.
Won't be long, if you start infiltration, before they can't trust each other, can't trust magic-users.......See any possibilities? *Evil grin*
@Nuke: using a design allows you to do a little more than a revision. If the expense is rolled lower and it makes sense to do so, it will be lowered. Minor bugs may be introduced if the bug roll is botched.Hmm. But if the expense is rolled higher, the cost goes up. And we really don't want to raise the cost of Tubikh Rrahim above expensive if we can help it.
Hey, alright! Let's do that. Design proposal:Quote
Our martyr, Maealij Albarq, died for these Jungles. We have been pushed out of these jungles. Can we use his sacrifice to a bonus to our rolls for this turn?
You can expend your martyr this turn to premptively add +1,+1,+1 to a design roll.
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Tubikh Rrahim Albarq, spending the memory of our martyr for bonuses: (1) NUKE9.13
Designs:
Tubikh Rrahim Albarq, spending the memory of our martyr for bonuses: (2) NUKE9.13, Mardent23
But if the expense is rolled higher, the cost goes up
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Tubikh Rrahim Albarq, spending the memory of our martyr for bonuses: (1) NUKE9.13
Bodkin Ballista: (1) Detoxicated
Designs:[/quote]
Wand of Fire Resistance +martyr bonus: (2) Devastator, Kashyyk
Winds of the Wastes: ()
Tubikh Rrahim Albarq +martyr bonus: (3) NUKE9.13, Mardent23, Madman
Bodkin Ballista: (1) Detoxicated
Designs:
Wand of Fire Resistance +martyr bonus: (2) Devastator, Kashyyk
Winds of the Wastes: ()
Tubikh Rrahim Albarq +martyr bonus: (4) NUKE9.13, Mardent23, Madman, Happerry
Bodkin Ballista: (1) Detoxicated
Designs:
Wand of Fire Resistance +martyr bonus: (2) Devastator, Kashyyk
Winds of the Wastes: ()
Tubikh Rrahim Albarq +martyr bonus: (5) NUKE9.13, Mardent23, Madman, Happerry, ATHATH
Bodkin Ballista: (1) Detoxicated
@Evicted are their bows cheap at the moment?
And to hopefully give us an even- Wait a minute how come we haven't been using the storms to stymie their archery at all?
Then how have their snipers been able to hit our mages when we do have gust of wind?Our mages are also probably busy with other stuff too. If they're calling down the lightning or an anti-magic cone, or even just using the teletalk wands, they aren't using the gust of wind spell to defend themselves. And if they're standing ready to cast gust of wind, they aren't doing the other stuff.
If you'd like, you can issue an order to attempt arrow recovery.
What's stopping us from designating some of our ridiculous horde of troops to, AFTER THE BATTLES, recover a few master-archer arrows?
Oh, and why can the "Hammer" only be used one half of the year???The enemy have developed a tower that lowers the temperature in a region to the point where it snows in the jungle during the winter. Snowclouds have difficulty generating lightning.
Expense Credit:
Armor [1]: S34N1C
Make Gust of wind more powerful [1]: Taricus
Make Gust of wind more powerful [1]: Taricus[/quote]
Better Troop Lamellar [1] Mardent23
Make Gust of wind more powerful [1]: Taricus
Better Troop Lamellar [1] Mardent23
Detect Snipers [1] Devastator
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1] Mardent23
Detect Snipers [1] Devastator
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [2] Mardent23. Happerry
Detect Snipers [1] Devastator
Expense credits lower the cost permanently....In thaaat case.
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: Devastator
Make an Unlucky Strike spell by reversing the Lucky Strike spell [1]: Happerry
but Arstotzka has time and time again forced our mages to be a non-factor.
Our mages can't even cast Gust of Wind or Lucky Strike as their snipers are continuing to use their explosive arrows against us.
Which is a waste of a revision; we'd be better off training our scouts to identify the snipers via mundane means than wasting a revision on it.
It'd be simple enough to pair up mages and pavises, detecting the snipers is going to do fuckall for stopping them.
Hmm... @Evicted is it the shrapnel of the arrow exploding that's the primary kill mechanism of the exploding arrow or is it just the explosive that does it?
I don't think Cyclone shield will work either, because they have arrowheads that explode on exposure to magic.Depends on how far away from the caster the Cyclone Shield is, but even if it is too close, we can combo it with the actual shield shields we have. However much damage the shrapnel might do to people, it should be a lot less threatening to our shields once we keep the arrow from lodging into the shield before it explodes.
We can't protect our mages any better with what we have!
Hrm, so revise Cyclone shield to be cast as a barrier some distance away from our troops?
As for Happerry, Cyclone Shield is not ranged. It's just big enough to cover a mage and maybe one other person, or a mage and the horse he's riding. And, like all our spells, a mage casting it can't cast another spell at the same time, so if it protects a mage, that mage can't actually do anything....Did you miss that my revision was to make it so that a mage did not have to sustain it, allowing them to cast it to counter enemy snipers and then go back to casting other spells?
As for Happerry, Cyclone Shield is not ranged. It's just big enough to cover a mage and maybe one other person, or a mage and the horse he's riding. And, like all our spells, a mage casting it can't cast another spell at the same time, so if it protects a mage, that mage can't actually do anything....Did you miss that my revision was to make it so that a mage did not have to sustain it, allowing them to cast it to counter enemy snipers and then go back to casting other spells?
And if it's big enough to cover a horse, then it's probably big enough to make their arrow bombs go off before they lodge themselves into the pavise shields, which should prevent them from blowing holes into said shields.
We could also try Revising the Cyclone Shield so it doesn't have to be sustained any more, so our mages can cast it, therefor becoming immune/highly resistant to arrows, and then go cast the other spells.For Reference then, here's my suggested Cyclone Shield Revision.
Hmm... @Evicted is it the shrapnel of the arrow exploding that's the primary kill mechanism of the exploding arrow or is it just the explosive that does it?
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell [1]: Happerry
So ranged Cyclone Shield, then? I don't want it to be sustained as I'm afraid it'll make it harder for an antimagic caster to put the spell back up if the antimagic gets out of control for a moment. If it's someone far away, the antimagic user can keep the antimagic up while the other mage recasts it.If it's not sustained, what's the point? They can't cast it and then actually do useful stuff so it won't be used, just like our current one. It needs to be sustained so our mage's can protect themselves and then go on and actually be useful.
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell
- :
Sustained Cyclone Shield [1]: Happerry
So ranged Cyclone Shield, then? I don't want it to be sustained as I'm afraid it'll make it harder for an antimagic caster to put the spell back up if the antimagic gets out of control for a moment. If it's someone far away, the antimagic user can keep the antimagic up while the other mage recasts it.If it's not sustained, what's the point? They can't cast it and then actually do useful stuff so it won't be used, just like our current one. It needs to be sustained so our mage's can protect themselves and then go on and actually be useful.
If he's in an Anti-Magic aura he's not going to be using the Cyclone Shield anyway, because he won't need it. After all, using magic bombs in an anti-magic zone doesn't work out very well, so he can just use the Pavise Shield.
If Anti-Magic field covered everything, we'd not need any of our other spells, because no one would be able to use them and this'd just be a medieval arms race. We'd also not be having any trouble with their explosive arrows.If he's in an Anti-Magic aura he's not going to be using the Cyclone Shield anyway, because he won't need it. After all, using magic bombs in an anti-magic zone doesn't work out very well, so he can just use the Pavise Shield.
If antimagic fields trump the need for cyclone shield, (and I think that's a possibility, provided we have enough pavise shields to go around, which we.. might.) then why are you voting for revisions of it? Vote for revised ballistas or something. I could go for revised ballistas.
I think that is a possibility, which is why I want Detect Sniper, as it should provide additional protection for our mages, by ensuring that we can have the Pavise Shields placed well, and help us in skirmishes.
As much as Nuke's idea has some merit, compared to just rendering their snipers ineffective it's still not good enough. And Happerry has a point; the exploding arrows need magic to blow up. A mage using anti-magic isn't going to suffer from exploding arrows. (Regular arrows is a different matter :P )Your idea being we use gust of wind to set off the explosive arrows before they reach us? Problem with that is, if we don't know where the snipers are, how can we direct gust of wind at them?
I'll wait until you guys get things sorted before recasting my vote though.
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell []:
Sustained Cyclone Shield [1]: Happerry
Quickened Tubikh Rrahim [1]: Kashyyk
Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages. Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.If the shield is big enough to cover a horse and a rider, then I'm pretty damn sure it's big enough to blow the arrows up on the far side of the shield, not after it hits the shield. Which is like half the point, because if it blows up before it hits the shield then it's not blowing holes in the shield and the shrapnel can just bounce off.
Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages. Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.If the shield is big enough to cover a horse and a rider, then I'm pretty damn sure it's big enough to blow the arrows up on the far side of the shield, not after it hits the shield. Which is like half the point, because if it blows up before it hits the shield then it's not blowing holes in the shield and the shrapnel can just bounce off.
And even if there isn't a Pavise shield around, having them blow up any feet away from our magi is better then having them hit the magic and then explode.
Casting still requires the mage to meditate before and afterwards, limiting them to about once a day
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell []:
Sustained Cyclone Shield [1]: Happerry
Quickened Tubikh Rrahim [2]: Kashyyk, Taricus
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell []:
Sustained Cyclone Shield [1]: Happerry
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
And, as I've said before, if a mage is covering himself with an anti-magic field he doesn't need the spell, and so like before your point is pointless. But not all magi are casting anti-magic, because we still have teletalkers, gust of wind casters, lucky strike casters, and so on and so forth, the very mages currently being turned into pincushions as soon as the enemy sees them. Of course, if they could cast Cyclone Shield on themselves and then go off to do other magics, they wouldn't need to worry about enemy archers any more...Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages. Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.If the shield is big enough to cover a horse and a rider, then I'm pretty damn sure it's big enough to blow the arrows up on the far side of the shield, not after it hits the shield. Which is like half the point, because if it blows up before it hits the shield then it's not blowing holes in the shield and the shrapnel can just bounce off.
And even if there isn't a Pavise shield around, having them blow up any feet away from our magi is better then having them hit the magic and then explode.
If it's castable from range it will still do all that. Our antimagic spell is not cast quickly. You can't turn it on and off like a lightbulb if your spell goes down or you get distracted.
Here's a quote from the description of our antimagic spell:QuoteCasting still requires the mage to meditate before and afterwards, limiting them to about once a day
That mage gets one shot a day with the antimagic spell, and if the spell is dropped for any reason, you can't get it back. Don't ask that mage to do anything else. If that mage is to be protected with magic, let someone else do it. Any kind of sustained spell, that's distracting, and if the antimagic goes off a bit, the "sustained" gale shield goes down. And the antimagic caster cannot recast gale shield and then start the antimagic again, that's the one and only shot of it all day.
And, as I've said before, if a mage is covering himself with an anti-magic field he doesn't need the spell, and so like before your point is pointless.
Yes we do?And, as I've said before, if a mage is covering himself with an anti-magic field he doesn't need the spell, and so like before your point is pointless.
We.. don't.. know.. that.
[Curiously enough, the Staff doesn't cause the arrows to explode.Directly from the last turn post. Using the Anti-Magic spell doesn't cause them to explode. Maybe I'm wrong and it's not suppressing the magic explosions, but either way, no explosions means no holes in the shield, which means they might as well just be using normal arrows against the anti-magic casters.
Our mages can't even cast Gust of Wind or Lucky Strike as their snipers are continuing to use their explosive arrows against us.It's all our support mages who don't use the anti-magic field that are being murdered by the arrows, and they can damn well spare a moment from casting lucky strike to reset their defenses if something goes wrong and they get touched by our anti-magic field for a few moments.
It's all our support mages who don't use the anti-magic field that are being murdered by the arrows, and they can damn well spare a moment from casting lucky strike to reset their defenses if something goes wrong and they get touched by our anti-magic field for a few moments.
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: NUKE9.13
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [1]: Happerry
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [2]: Happerry, NUKE9.13
Revise
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [2]: Happerry, NUKE9.13
Expense Credit
Ballista [1]: Kashyyk
The shields aren't going to protect the mages; as evicted said they get holes blown in them and half of that would be the reason our mages are being incapacitated.Well we have to do something to protect our mages. I refuse to just ignore the problem of our mages getting sniped. That's one of our main problems at the moment.
Revise
Make Gust of wind more powerful []:
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [3]: Happerry, NUKE9.13, S34N1C
Expense Credit
Ballista [1]: Kashyyk
Elite Armor [1]: S34N1C
Sure, but I just want this to be over. Move me over [to Ballista] if that vote will switch the decision from Quickened Antimagic. Don't create another tie.
Revise
Make Gust of wind more powerful []:
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [2]: Kashyyk, Taricus,Devastator
Make a Ballista design that does not self destruct when used [4]: Happerry, NUKE9.13, S34N1C, Devastator
Expense Credit (Is not on the agenda at the moment.)
Ballista [1]: Kashyyk
Elite Armor [1]: S34N1C
Revise
Make Gust of wind more powerful []:
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [2]: Kashyyk, Taricus,Devastator
Make a Ballista design that does not self destruct when used [4]: Happerry, NUKE9.13, S34N1C, Devastator
Expense Credit (Is not on the agenda at the moment.)
Ballista [1]: Kashyyk
Elite Armor [2]: S34N1C, Taricus
Expense
Elite Lamellar [1]: Taricus
This is without using the expense credit? If so, we're using it on the armour!
Expense
Ballista [1]: Devastator
Elite Lamellar [2]: Taricus, Mardent23
Expense[/quote]
Elite Lamellar [2]: Taricus, Mardent23
Expense
Ballista [1]: Devastator
Elite Lamellar [2]: Taricus, Mardent23, S34N1C
Expense
Ballista [2]: Devastator,
Elite Lamellar [4]: Taricus, Mardent23, S34N1C, Happerry
Expense
Ballista [2]: Devastator, NUKE9.13
Elite Lamellar [4]: Taricus, Mardent23, S34N1C, Happerry
If we can dislodge them even a little from the mountains we utterly curtail their armour ubiquity; only a THIRD of their troops will have plate armour or chain mail
Okay now that's seeming pretty bullshit since the mountain used to just make it cheap via supplies, AFAIK that's what Iituem said.It's just like how expense credits make things cheaper permanently. Don't think about it too hard.
Armor is useful in 100% of engagements (except maybe on the ocean), whereas ballistae can't be used in things like skirmishesThat's a fair point, I suppose. Hmm. I guess not breaking down half the time is sort of like doubling our ballistae anyway. Fine, let's cheapen armour.
Expense
Ballista [1]: Devastator
Elite Lamellar [5]: Taricus, Mardent23, S34N1C, Happerry, NUKE9.13
Alright, we'll focus on the jungle then. Taking the mountains is something we should do to topple that tower of theirs that's giving us grief everywhere.I think their tower is in the jungle? The impression I get is that it only affects a single theatre at a time. Which is a good thing, since having them everywhere would be hell.
@Devastator, I feel like there are several reasons to make the armor cheaper instead of the ballistae
1. It seems to me that the ballistae will be extremely effective even in such few numbers
2. The only reasons that their troops trump ours is because they are so survivable. If we have a comparable level of survivability, we will both outnumber them and outclass them.
3. Only having our officers wear the Elite Lamellar makes them targets. If everyone wears them, not only do the normal foot soldiers get better protection, but it will be harder to single out officers.
Orders:
Attack in the mountains: (1) Devastator
What about on-site teleportation? That way, we could warp in reinforcements.That sounds like an incredibly advanced spell in a field we have zero experience in. Branching out into new fields is fine, but we should start small in them, not immediately try for something massive.
Of those two, transmutation would be the most useful right now. Given that there is a possibility that our resources will be reduced, an alternate means of production will need to be found.
I was just thinking later game. How about weather manipulation?
Or better yet, weapon enchantment.
If we were to do something like a mass hallucination, all we would need to do is modify our Teletalk spells. Hearing constant, whispering voices would destroy enemy cohesion.
Sorry, Devestator. I need a solid consensus before we resume assault on the mountains. A one-man order isn't going to cut it.
Since we still follow Chivalry, can we get a bonus to an assist order?
Also, @Devastator: You keep pitching pegasi, and I'm curious as to what advantage you see this having over just developing a flying spell
then why aren't we Getting an Expense Credit if we are making them work for our Profit?Since we still follow Chivalry, can we get a bonus to an assist order?
HAHAHA oh my god, no, nah, dude. You guys set up concentration camps a long time ago and you work captured Arstotzkans to death in mines. I put it to a vote, and that's what you guys picked.
then why aren't we Getting an Expense Credit if we are making them work for our Profit?Since we still follow Chivalry, can we get a bonus to an assist order?
HAHAHA oh my god, no, nah, dude. You guys set up concentration camps a long time ago and you work captured Arstotzkans to death in mines. I put it to a vote, and that's what you guys picked.
Mindwashing: (1) Crazyabe
New B-Bolts: (1) Madman198237
Mindwashing: (1) Crazyabe
New B-Bolts: (1) Madman198237
- Greek fire bolts [1]: S34N1C
Also, @Devastator: You keep pitching pegasi, and I'm curious as to what advantage you see this having over just developing a flying spell
Mindwashing: (1) Crazyabe
Gale Stones: (1) Madman198237, Devastator
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (0)
Mindwashing: (1) Crazyabe
Gale Stones: (1) Madman198237
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Devastator, Egan
Mindwashing: (1) Crazyabe
Gale Stones: (1) Madman198237
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (3) Devastator, Egan, Happerry
Mindwashing: (1) Crazyabe
Gale Stones: (3) Madman198237, Devastator, NUKE9.13
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments: Taricus
Mindwashing: (1) Crazyabe
Gale Stones: (4) Madman198237, Devastator, NUKE9.13, Detoxicated
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments: Taricus
Mindwashing: (1) Crazyabe
Gale Stones: (5) Madman198237, Devastator, NUKE9.13, Detoxicated, Taricus
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments:
Nuke came up with the galestones.No, I just wrote out a proposal for them. They were first mentioned by someone else. (I think Mardent)
However, unless people are willing to change, I'd be relatively ok with the gale stones. I was just trying to stay away from magic, since they'll be looking for ways to nullify our magic-nullifying abilities. As in, doing the same themselves, perhaps.How many turns did it take us to develop general-use antimagic? Four? Five? If they want to spend all that time designing a counter to one of our designs, I welcome it.
Mindwashing: (1) Crazyabe
Gale Stones: (4) Devastator, NUKE9.13, Detoxicated, Taricus
[Greek Fire bolts: (1) S34N1C
Fire Projectiles: (1) [2?] Madman198237 (Same as above???? S34N1C, please chime in here)]
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments:
But the title does NOT mean anything about what we should do! NEVER introduce additional chance of self-harm! Magic is fundamentally unsafe. In a lot of ways. Just ask the mental-hospital patients, most of whom are probably our own lunatic mages from the earlier teletalk experiments. So, we want to be safe as possible. There's almost no chance of us losing out on producing flaming projectiles without magic. We've got sources of oil (Don't we control the whole desert?), we should have quicklime, though that's probably something to add only for a 5 or 6 roll, for goodness' sake I think we should know something about pottery, and we sure as heck had better know what happens when you combine a rag, some oil, and a flame.Alright, so, think about this from a game design perspective. You're making a game about wizards inventing spells to kill each other with. You also let them design mundane gear. Would you make designing mundane gear be better in all situations, considering what kind of game you want to create?
We likely already outrange their archers, and they'd have to hit with anything more long-ranged than the ballistae reliably in order to make a decent dent.If I were them, I'd use my revision to increase the range of their fireballs. Another point in favour of Gale Stones is that with a good roll, we can add enchantments that use wind magic to increase their range.
Mindwashing: (1) Crazyabe
Gale Stones: (4) Devastator, NUKE9.13, Detoxicated, Taricus
[Greek Fire bolts: (1) S34N1C
Fire Projectiles: (2) [3?] Madman198237 Mardent23 (Same as above???? S34N1C, please chime in here)]
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments:
It IS alright. But let's assume the WORST. You can never be disappointed if you assume the worst. So, what do you think? Combine the two ideas? Or are we going to try something different? I can't read minds, certainly not over the internet. Is the final vote for JUST the gale stone, or can we start we the flaming pottery and THEN make it explode into winds?I mean, a one is a one is a one. No matter what we design, a one isn't going to lead to anything that works. Unless we get a +1 for designing something real simple/something we already have experience designing.
They are, but I'm really hoping that when the others read and reply, they'll be open to a change, since my proposal encompasses both and doesn't run the risk of being nullified by counter-magic.
Revisions
Standardized Ballista Training: (1) Devastator
Orders
Attack in the Mountains as well as the Jungles. (1) Devastator.
Revisions
Standardized Ballista Training: (2) Devastator, Happerry
Revisions
Standardized Ballista Training and Manufacture: (3) Devastator, Happerry, NUKE9.13
More Powerful Gale-Stones:
Revisions
Standardized Ballista Training: (4) Devastator, Happerry, Crazyabe, NUKE9.13
Orders
Attack in the Mountains as well as the Jungles. (2) Devastator, Crazyabe
Revisions
Standardized Ballista Training: (3) Devastator, Happerry, Egan
Well, Those 'gale' stones should be fairly distracting at leastActually, I'd rather not deploy them. We don't want to give them a chance to plan around them before they are unleashed at full power.
But crap, of all the bull crap. At least the rocks should SPLIT open. I mean, come on, we rolled a one, yes, big fail. But...making noise? I think we're a little beyond that. And how do you roll a one when, given our plethora of experience of unleashing and controlling wind, you should have AT LEAST a +1 to making the dumb things. You literally can't fail---we've already dealt with this problem in a different form. So, WHY THE CRAP have it be repeated?Well, it does involve a new sort of enchantment. What can I say, sometimes the dice are merciless.
How does experience factor into creating these things? Why doesn't it matter when actually rolling to determine what it can do? That seems backwards and ridiculous.
Fart rocks should be deployed. It will, uh,lower their morale? Yes, that's what will happen, we'll lower their morale with fart sounds.I doubt it. Anyway, with our plentiful ballistae, we should be able to wreck their fortifications in the mountains. Up and at 'em, boys!
Orders:
Attack the mountains: (3) Devastator, crazyabe, NUKE9.13
Deploy Gale-Stones: (1) Egan_BW
Do not deploy Gale-Stones: (1) NUKE9.13
Desert Horses
A bunch of recurve bows
At least enough soldiers to instruct the locals on how to be horse-archers
Possibly some elite troops?
Could we outfit horses with lamellar with just a revision?
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (1) Madman198237
+1.
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (1) Madman198237
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (1) Madman198237
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (2) Mardent23, Crazyabe
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (2) Madman198237, Crazyabe
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (2) Madman198237, Crazyabe, S34N1C
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (4) Madman198237, Crazyabe, S34N1C, Devastator
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (5) Madman198237, Crazyabe, S34N1C, Devastator, NUKE9.13
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Attack the mountains: (3) Devastator, crazyabe, NUKE9.13
Deploy Gale-Stones: (1) Egan_BW
Do not deploy Gale-Stones: (1) NUKE9.13
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (6) Madman198237, Crazyabe, S34N1C, Devastator, NUKE9.13, Taricus
-------------------------------------------------
If you want to vote on my original thought, then here:
4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Attack the mountains: (4) Devastator, crazyabe, NUKE9.13, Taricus
Deploy Gale-Stones: (1) Egan_BW
Do not deploy Gale-Stones: (1) NUKE9.13
Precognitive Rings: (1) Devastator. {Although Nuke 13's idea sounds similar}
Blast of Wind: (1) Taricus.
Zapstones: (1) Egan_BW.
Precognitive Rings: (1) Devastator. {Although Nuke 13's idea sounds similar}
Blast of Wind: (1) Taricus.
Zapstones: (2) Egan_BW, Happerry.
Nah, obviously the answer is more firepower! Not literal fire though, not energetic enough.Our naval theatre commander has asked pretty clearly for fire. Much as I would like to be more original than that, at some point we magengineers must bow to the needs of the common soldier.
Precognitive Rings: (1) Devastator. {Although Nuke 13's idea sounds similar}I don't think the zapstones will be as effective as the firestorms. And if we're lucky we can revise those to be throwable by our soldiers, meaning our cavalry charges just got more deadly.
Blast of Wind: (0)
Zapstones: (2) Egan_BW, Happerry.
Firestorm Shells (1): Taricus
Precognitive Rings: (1) Devastator. {Although Nuke 13's idea sounds similar}Switched to Firestorm Shells.
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry.
Precognitive Rings: (1) Devastator. {Although Nuke 13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (3): Taricus, Happerry, Madman198237
Precognitive Rings: (1) Devastator. {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (2) NUKE9.13, Madman198237
Since the other side has cannons should we instead look to design our own? While we currently have the advantage they have a weapon that has far more room to grow in power and effectiveness than ours and we will have to make one once we hit the limit of what torsion weapons can give us.Mm... I doubt their cannons are actually, you know, gunpowder-based cannons. I suspect they involve some sort of fire magic, which we have no experience with. So we'd have a hard time emulating them.
Precognitive Rings: (1) Devastator. {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (2) NUKE9.13, Madman198237, S34N1C
Ok so an idea i have been thinking about, would it be posible to creat a spell or enchantment that instantly transmute say a stone into air of equal mass causing explosive decomposition since the new pockets of air will be far more denser than the air around it.
Precognitive Rings: (1) Devastator. {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (3) NUKE9.13, Madman198237, Detoxicated
Precognitive Rings: (1) Devastator. {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (4) NUKE9.13, Madman198237, Detoxicated, Crazyabe
Precognitive Rings: (1) Devastator. {Although Nuke9.13's idea sounds similar}Not sure why my vote was erased, but whatever, here it is again
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (4) NUKE9.13, Madman198237, Detoxicated, Crazyabe, S34N1C
According to some simple napkin math if we were to convert a liter of water to air, assuming that the process is instant and the air is compressed to the same volume as the water. The new air that is created would be of around 12.5k psi
Edit: forgot to put in my equation.
P1:pressure of air at sea level in psi
V1: volume of 1 kg of air in m^3
V2:1 liter of water in m^3
P2: the initial pressure of the created air
p2=p1*(v1/v2)
P2= 14.7*(.85/.001)
P2=12497 psi
There's no future in transmutation. At least, not if we obey the laws of physics....dude.
A spell that forces those within its radius to obey said laws of physics?We have that. It's called Tubikh Rrahim.
Immediately either draining the energy from their casters (And probably killing them) or just "shutting off" magic in the area?
Arstotzka is doing that thing where they have a list of twenty different design proposals and there's a five-way tie at two votes each. Kinda waiting on them.Have you considered giving both sides a Deadline and rolling between the most voted options if there isn't just one?
Hey what Do you guys think about a wind of haste spell for our skirmishers. That way they could eventually meet the enemy meelee wise.Our halberds are already pretty effective against their platemail. We don't need a new armour-piercing infantry weapon.
Id think developing maces as weapons to go against their platemail.
Arstotzka is doing that thing where they have a list of twenty different design proposals and there's a five-way tie at two votes each. Kinda waiting on them.Have you considered giving both sides a Deadline and rolling between the most voted options if there isn't just one?
Thats why i am thinking we should go into melee with weapons designed against platemail. Variety in weapons would not be too shabbyVariety in weapons is not worth the design action it would take. We have areas where we aren't doing well, we have no efforts to spare on areas that are already peachy.
deflecting all but the most powerful projectiles..
Speed boost
I'd rather design a weapon against cannonballs..
I'd rather design a weapon against cannonballs..
I'd rather design a weapon against cannonballs..I'd rather design a weapon against cannonballs..
Baseball bats: Prettg much just a molded stick, this would be used to hit a cannonball back to whence it came. This requires an enormous amount of skill. Projected to be A National Effort
As the fire bombs are a given, how does revising the Hammer of Allah to work in snow sound?We were thinking of (if all goes well) further revising the Firestorm Shells, to increase their range. Though I agree that such a revision would be useful at some point.
Fix Fragile Firestorm Pots: (3) EVERYBODY WHO HAS A BRAIN but mostly: Madman198237, NUKE9.13, Taricus
Keep some of the originals for castle defense. See how well the enemy likes having THOSE rain down from above!
Fix Fragile Firestorm Pots: (4) EVERYBODY WHO HAS A BRAIN but mostly: Madman198237, NUKE9.13, Taricus, Abe
Does sand work to put out the fires caused by the firestorm shells?Judging from the Description, No. we have made Medieval napalm, and Tossed in some greek fire to boot.
I almost forgot to gloat.Dude. The quality of the design does not impact the way the dice roll. Yes, it was a good idea, but recognise that luck played a part.
IS THIS NOT THE BEST IDEA EVER!?!?!?!!?!?
Let's go win this game, shall we?
After all, is that order likely to be a problem? I can't see any reasonable way of turning that into a negative...I just can't. Unless, you know, it like rolls a 1 or whatever and is summarily forgotten...Here's an example of a 1: Our men duly keep the fragile pots of flammable liquid lying around in big piles in our forts. Then one day, someone knocks over a torch. The entire fort goes up in flames. The Arstotzkans shrug and move into the now vacant fort.
We just did. The firebombs have nothing to do with wind magic.They have point blank Nothing to do with magic.
Fix Fragile Firestorm Pots: (5) EVERYBODY WHO HAS A BRAIN but mostly: Madman198237, NUKE9.13, Taricus, Abe, Happerry
NO.How do you know?
We're done with those things right now. They'll never cause as much damage as the firebombs...
"Sure it sets people on fire with unquenchable liquid flames, but that's not dead enough."I never claimed that, and I'm looking forward to next battle.
evicted, can we use an order to bard our horses in Lamellar?
Nuke, there seems to be one issue with summoning a non-material elemental. If it is unaffected by physical objects, how is it solid enough to deliver blows?You ever been blown over by a gust of wind? Okay. You ever tried punching the wind back?
You ever been blown over by a gust of wind?..No, actually. I've had to lean into it pretty heavily before, but never actually blown over.
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Mirage Cloak (1): Happerry
Me neither, to be honest. But I understand that sufficiently high wind speeds can cause significant damage. Hence why I describe the elemental hitting with the force of a tornado.You ever been blown over by a gust of wind?..No, actually. I've had to lean into it pretty heavily before, but never actually blown over.
I'm going to make a case for trying to create a Mirage Cloak spell this turn. The two big issues with the enemy cannons are their newly good accuracy, and the fact that they outrange us. Both of these can be countered if they can't see where to shoot, as they have been demonstrating on us this turn with their Mist spells. If we make a Mirage spell to render our forces invisible, or at least highly indistinct, at long to medium ranges, we'll be able to prevent them from being able to target anything more then a general area, which means they can't focus fire on our siege weapons any more. As well, we might be able to make longer ranged enchanted ammo with a Revision anyway, which might not be as good as the suggested Enchanted Ballista but would still let us equal their extreme range.Hmm. I don't get the impression that their cannons are that accurate.
It might also give us back an advantage to the skirmishing again, which would be also useful.
Enchanted lamellar - the lamellar has helped us to gain an edge in the past years, and due to their cheapness we have outfitted the entire army with it. Time to enchant the lamellars with winds of haste. People who wear such enchanted lamellar are faster in everything they do, as the wind enchanting eases your movementThis is actually worth considering, I think. Making our skirmishers faster and more agile could give them a leg up over the opposition.
Hmm. I don't get the impression that their cannons are that accurate.To quote the battlepost...
Despite the increased range they still hit more accurately than before; after being targeted, it's only a matter of time before a stray shell spikes through a ballista and destroys it.It's no lucky strike, but they're accurate enough to focus fire on our siege weapons from extreme range. While I fully agree that letting them have the range advantage isn't something we want to do in the long term, in the short term I feel there's more advantage to hitting them sideways instead of simply continuing on the race for better siege weapons.
What about the mountains? A mirage can't hide a castle. Are we content to lose the mountains again?I'd prefer not to loose the mountains, but honestly I'm not sure if we won't lose them anyway even with the enchanted ballista. Cannons are better at knocking down walls, and if they can both shoot at each other, I suspect victory goes to the one better at knocking down walls. After all, it's not like the other side will care much if we set the outsides of their castles on fire...
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Mirage Cloak: haperry
Enchanted Lamellar (1): detoxicated
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Mirage Cloak: (2) Happerry, NUKE9.13
Enchanted Lamellar (1): detoxicated
well, we do need to be able to hold the mountains now to keep them from getting more armies; we reinforce faster than they do.Yeah, but even if we lose a section this year, we won't be facing reinforcements until two years from now. And we could develop something new to attack the mountains with before that.
Since our lamellar is very cheap an enchantment would boost our army entirely, even our horses would benefit from it once we made that revision. I feel it would be a superiour boon just like lucky shot and the telewandsMy issue with this is that you are assuming that adding an Enchantment to our Lamellar won't raise the cost, and I can not bring myself to believe that is true. If nothing else, unless we manage to automate the enchantment, we'll be adding the necessity for wizards to show up and do the enchanting, and I don't believe we have enough skilled wizards to make products made by said wizards cheap.
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW, S34N1C
Mirage Cloak: (2) Happerry, NUKE9.13
Enchanted Lamellar (1): detoxicated
I dunno if anyone's watched Saga of Tanya the Evil, but you guys are doing your damnedest to turn this game into that.Having now watched some of it, I can only say: isn't that an aspirational goal? We should definitely look into developing flying spells so that our mages can act as artillery spotters and air support.
I don't think we can just sell him any old spell (evictedSaint, can confirm?)
After some consideration and discussion, it is possible I made Firestorm too powerful. In future combat phases the splash radius will be around one meter and hits to the ammo supply may result in cook-off. Sorry about that, guys. It's still incredibly lethal, but it can no longer wipe squads in a single hit.It could kill entire squads before? That is... exceedingly powerful. Considering their fireball can do the same only after gods know how many designs and revisions.
To be fair, it's not my fault. You guys have such colorful names and lovely descriptions of your equipment that I'm dazzled by it. Arstotzka either doesn't name their equipment or lets a chicken with a keyboard name it.(Ah ha! I knew writing out proper descriptions would curry favour with the GM)
You know what they fucking named their upgraded fireballs? "Powerful Streamlined Fireball."
No imagination, that lot u_u
Enchanted Ballista (4): Taricus, Kashyyk, Egan_BW, S34N1C
Mirage Cloak: (3) Happerry, NUKE9.13, Devastator
Enchanted Lamellar (1): detoxicated
Enchanted Ballista (4): Taricus, Kashyyk, Egan_BW, S34N1C Mardent23[/quote]
Mirage Cloak: (3) Happerry, NUKE9.13, Devastator
Enchanted Lamellar (1): detoxicated
Enchanted Ballista (5): Taricus, Kashyyk, Egan_BW, S34N1C, Mardent23Fixed for book-keeping.
Mirage Cloak: (3) Happerry, NUKE9.13, Devastator
Enchanted Lamellar (1): detoxicated
So, if I'm understanding it clearly we're going to have to fix our firestorm shells to be usable at extreme range?
Lucky Strike on Firestorm Shells: (0)
Explosion of the Winds on Firestorm Shells: (1) Madman198237
Enchanted Ballistae---rename to Storm of Allah (Maybe?), revise for additionally powerful enchantments to accuracy: (0)
Firestorm shell revision: (1) Taricus
Well if we're going to do it to our armour we're going to need a new spell to make it stronger. Same goes for weapons.
Maybe, but I doubt the magic cares about the quality of the steel for the enchantment.
Red Queen's Race?
Choice of Storm Strike and Teletalk Wands: (1) Devastator
Choice of Storm Strike and Teletalk Wands: (1) DevastatorSame, we get that expense credit we're gonna be smoothly sailing an armada into Arstotzkan waters!
Lucky Strike on Firestorm Shells: (0)
Explosion of the Winds on Firestorm Shells: (1) Madman198237
Enchanted Ballistae---rename to Storm of Allah (Maybe?), revise for additionally powerful enchantments to accuracy: (0)
Firestorm shell revision: (1) Taricus
Horse Lamellar: (1) Detoxicated
Lucky Strike on Firestorm Shells: (0)
Explosion of the Winds on Firestorm Shells: (1) Madman198237
Enchanted Ballistae---rename to Storm of Allah (Maybe?), revise for additionally powerful enchantments to accuracy: (0)
Firestorm shell reliability revision: (2) Taricus, Devastator
Horse Lamellar: (1) Detoxicated
Oh, and we should send the armada to the North Sea this turn. Open a new front, keep their weaponry divided. Keep them off-balance.
0 -Begin assaults on the Northern Tangia
1 -Begin assaults on the Northern Sea: Madman
0 -Begin assaults on the Northern Tangia
2 -Begin assaults on the Northern Sea: Madman, Detoxicated
Firestorm shell reliability revision: (2) Taricus, Devastator
Horse Lamellar: (1) Detoxicated
Revise Hammer of Allah to work in the cold: (1) Madman198237
Are we still managing to pop the minds of their guards? If so, great.
Firestorm shell reliability revision: (3) Taricus, Devastator, Happerry
Horse Lamellar: (1) Detoxicated
Revise Hammer of Allah to work in the cold: (1) Madman198237
0 -Begin assaults on the Northern Taiga
1 -Begin Raids on the Northern Taiga: NUKE9.13
2 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13
Firestorm shell reliability revision: (3) Taricus, Devastator, Happerry
Horse Lamellar: (1) Detoxicated
Revise Hammer of Allah to work in the cold: (1) Madman198237
Boost of Wind Enchantment for Skirmishers: (1) NUKE9.13
@evictedSaint, did our design only manage to add a single feature?
I support launching raids on both the Northern Sea and the Taiga. Not full-scale invasions, especially in the case of the Taiga, but enough to distract them. This may require an order.Quote0 -Begin assaults on the Northern Taiga
1 -Begin Raids on the Northern Taiga: NUKE9.13
2 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13
Also, Madman: I don't think lowering the cost of our ballistae to Cheap will actually help much. One ballista per person is impractical; one per squad is about as many as we need.
Speaking of Expense Credits, I support showing him a wide range of wind spells, to see if he thinks any of them can be sold, and if not, selling him the Teletalk rods instead.
Fair enough. I hadn't realised how ambitious enchanting the ballista would be.Quote@evictedSaint, did our design only manage to add a single feature?
You have enchantments that extend your reach another degree in range. Your design was rather ambitious, so you spent most of your time getting the Boost and Lucky Strike to work with only the Boost being successful. Designs are good for doing many minor tweaks or a few big ones; you have enchanted your first mundane piece of equipment that's not a rock, so your experience in that field has gone up.
@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3
Choice of Storm Strike and Teletalk Wands: (2) Devastator, Taricus
He has:@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3
Quote@evictedSaint, did our design only manage to add a single feature?
You have enchantments that extend your reach another degree in range. Your design was rather ambitious, so you spent most of your time getting the Boost and Lucky Strike to work with only the Boost being successful. Designs are good for doing many minor tweaks or a few big ones; you have enchanted your first mundane piece of equipment that's not a rock, so your experience in that field has gone up.
Are we all in agreement about the trader?If you mean trying to sell him some other wind spells, then selling him the Teletalk Rods if that fails, then yes.
@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3
Hoe about we sell detect thoughts to the trader? That should be very useful both as a novelty, as an interrogation tool and for spies.Not to mention how useful it would be to Tuan-lin himself. Using Detect Thoughts to know exactly how much someone is willing to pay, or know when someone is trying to sell him shoddy goods... if I were him, I'd spend an entire expense credit on Detect Thoughts for my own personal use, and forget about selling it.
0 -Begin assaults on the Northern TaigaIf we spend that expense credit on our ships we will utterly annihilate the Arstotzkan navy and give them a front they have to focus on
2 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus
4 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus
0 -Begin assaults on the Northern Taiga
3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry
0 -Begin assaults on the Northern Taiga
3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry
Orders:
Night Raids with horse grenadiers (1): Taricus
Night raids on fort/castle gates with foot grenadiers (1): Taricus
Orders:Do we need orders for that? Isn't it just common sense that they will use the grenades where appropriate? And if it does require an order, is it worth the risk?
Night Raids with horse grenadiers (1): Taricus
Night raids on fort/castle gates with foot grenadiers (1): Taricus
Er why Don't we put the 'nades to use and Sell'em to the trader WITH the other stuff we are selling him? They might not be magic, but how many people have Medieval Napalm gernades? They could DEFINITELY be awesome enough for him to buy a few crates of 'em.He's here for magic. We can show him the Firestorm Shells, but I doubt he'll be all that interested, impressive as they are.
giving cyclone shield to the merchant (1): Detoxicated
sell cyclone shield [1] detoxicated
sell detect thoughts [1] kashyyk
If we found a way to generalize equipment enchanting it would boon us greatly if we actually invent all these things.
Adamantium would need the mountainsIt would be required to get a +1 bonus to designing all metal items. Since we don't have that, I want to keep the number of necessary metal-designs to a minimum.
Doesn't have to be, just a general enchantment for our armour and a general one for our weapons and we're practically solid.
Maybe, but armour does work differently from weapons so getting the proper enchantment for that is going to take a little more.
And getting those will magnify the effectiveness of adamantine/adamantium markedly.
Again, supermetal doesn't seem that worthwhile until we get the mountains..
sell cyclone shield: [1] detoxicatedWe may as well formalise what we're offering the merchant. I think most people can agree that if he won't buy anything else, we can always sell him the Teletalk rods. Right?
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [1] NUKE9.13
sell Teletalk Rods if he won't buy anything else: [1] NUKE9.13
sell cyclone shield: [1] detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [2] NUKE9.13, Detoxicated
sell Teletalk Rods if he won't buy anything else: [2] NUKE9.13, Detoxicated
sell cyclone shield: [1] detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [3] NUKE9.13, Detoxicated, Taricus
sell Teletalk Rods if he won't buy anything else: [3] NUKE9.13, Detoxicated, Taricus
sell cyclone shield: [1] detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [4] NUKE9.13, Detoxicated, Taricus, Devastator
sell Teletalk Rods if he won't buy anything else: [3] NUKE9.13, Detoxicated, Taricus
0 -Begin assaults on the Northern TaigaPretty clear vote on attacking the northern sea. Less clear regarding raids (not invasion) of the taiga, though no one has voiced any objections.
3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry
Orders:
Night Raids with horse grenadiers (1): Taricus
Night raids on fort/castle gates with foot grenadiers (1): Taricus
0 -Begin assaults on the Northern Taiga
3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry
Orders:
Night Raids with horse grenadiers (2): Taricus, Madman198237
Night raids on fort/castle gates with foot grenadiers (1[-1]): Taricus
No raids on gates with grenades (AKA give no order): (1) Madman198237
No change there.+1
We just want him to keep trying to get us an advantage if at all possible.
sell cyclone shield: [2] detoxicated, Happerry
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [4] NUKE9.13, Detoxicated, Taricus, Devastator
sell Teletalk Rods if he won't buy anything else: [4] NUKE9.13, Detoxicated, Taricus, Happerry
Are they? I got the impression it was a wash.
- They're winning the skirmish phase
Nightly raids still result in death for both sides, as no new technologies have been developed to assist in skirmishes. Arstotzka does slightly better.
We might, but illusions are, after all, a thing caused by air and heat, and we have a lot of experience working with air (And getting shot with flames) and know what a mirage looks like----we're DESERT DWELLERS!
I've been wanting to shoot antimagic at them for a while. I don't think there's any more chance of them gaining the staff this way than there is of killing a mage leading a charge then stealing it.
If this year goes badly for us on the artillery front, THEN we break out the antimagic projectiles. And if they work for, say a day at most, then not only should we be able to make them fairly cheap (Since they only need to turn on once and then stay active for, heck, just 12 hours would work great as well), they'll also be useless to the enemy. Especially if all our enemies die because of a lack of artillery.I highly doubt creating that sort of self-casting staff would be that easy. Plus, as mentioned, how about we don't literally hand the enemy one of our most powerful weapons?
So ENCHANT the staff to deny magic in an area around it (Makes making a workshop hard, doesn't it? The first sign that you succeeded will probably be your neighbor cursing at you for ruining X hours of work.
I understand, but since eS stated he was nerfing our explosives
Fuckin' mecha wings (2) Egan_BW, Devastator
Fuckin' mecha wings (2) Egan_BW, Devastator
Desert Winds: (1) NUKE9.13
I have to ask, how exactly do your proposed horse mecha wings work?
Fuckin' mecha wings (2) Egan_BW, Devastator
Desert Winds: (2) NUKE9.13, Taricus
Fuckin' mecha wings (2) Egan_BW, Devastator
Desert Winds: (3) NUKE9.13, Taricus, Kashyyk
QuoteWings of Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (2) NUKE9.13, Taricus
Nullifying their weather advantage will be key to retaking the mountains and the plains: We can't fight if we're freezing to death.
As for Desert Winds not beating their Frost Tower- we have more experience with weather magic than they do.We don't even need to beat the Frost Towers, to be fair. We just need to equal them to return the temperature back to normal. Any extra heat is just a bonus.
Wings of Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (3) NUKE9.13, Taricus, Happerry
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (4) NUKE9.13, Taricus, Happery, S34N1C
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (5) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234
Also how did they catch us unaware on the plains Evicted? As far as I know that is where we were launching both the fleet and the raids from so we would've had had more than a bit of warning regarding the Arstotzkan assault and their fleet would've had to defend their coast.
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (6) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe
I would be tempted to say you passed each other in the night, but considering both sides ordered a surprise attack on one another I'm curious what you think might have been a better solutionWell... the fleets would've met in the middle, and duked it out. Since neither side had a large enough advantage, no one would gain or lose any coastline, as both fleets retreated back to their home ports.
Okay, so, whilst I don't think Wings of Brazen Flight are the way to go, if we do do them... why bother attaching it to a horse? Isn't the horse just dead weight once you're in the air?
The raiders using back roads make sense, and presumably we'll be carrying on with such raids?Nah, not without full control of the plains.
Yes, but... an entire horse. That does nothing except hang there, terrified. At the very least make it a wooden horse.Okay, so, whilst I don't think Wings of Brazen Flight are the way to go, if we do do them... why bother attaching it to a horse? Isn't the horse just dead weight once you're in the air?Because it's more awesome that way. And so you don't have the wind-propelling things attached to the guy trying to do the throwing.
Yes, but... an entire horse. That does nothing except hang there, terrified. At the very least make it a wooden horse.Or a pair of skis.
Horses are cheap, and would require a minimum of design/revisions.You know what's cheaper than a horse? A length of wood. Also, pretty easy to design. You know what's expensive? An enchantment powerful enough to lift a person and an entire horse. Horses are heavy.
Besides, it's not like you're going to vote for it anyway.I can still make suggestions to improve it, in case it does get the majority of votes.
Horses are cheap, and would require a minimum of design/revisions.You know what's cheaper than a horse? A length of wood. Also, pretty easy to design. You know what's expensive? An enchantment powerful enough to lift a person and an entire horse. Horses are heavy.
I mean, I still don't see why it can't just be attached to a harness worn by the paratrooper.QuoteBesides, it's not like you're going to vote for it anyway.I can still make suggestions to improve it, in case it does get the majority of votes.
Personally, as we're the faction from the desert, I'd think Flying Carpets would be our first go to thing for flight capable troops.Hmm, good point. If we insist on making a 'mount' for our flying troops, a carpet would be a thematically appropriate choice.
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (7) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe, Kashyyk
QuoteBrazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (7) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe, Kashyyk
My vote disappeared.
Spoiler: You probably don't want to read this (click to show/hide)
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (7) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe, Kashyyk, Madman198237
Yeah, I made a mistake and messed up. I'm...honestly getting pretty tired of this game.
Why in the name of all that shoots idiots out of the sky would we want flying HORSES??? With a mechanical solution?!?!?!!?! What a WASTE! Just strap the wings to a few thousand flierbombers (See what I did there) and you can kill all the enemies! INSTANT VICTORY AT SEA! Or, we develop telekinesis and can then do all that and more.
I think all I'd want to be satisfied for the rifling is a rate of fire nerf, because it's harder to reload a rifled cannon than a smoothbore one, and probably a penalty to making new rifled designs in one of the three categories until they roll a 6 in the relevant one due to it being a sort of ad-hoc thing. It's mostly because I don't want them to have a brilliant army of riflemen next turn after one design for rifles and one revision for cartridges.Personally I am entirely satisfied with how things currently are, and will be until this stops being a wands race and starts being a rifle race.
Mostly because none of you madmen are designing anything like this. Just endless varients on 'lets blow wind at the enemy!'Hey now, I wanted Mirages if you remember, and once we get those flying carpets done I fully plan on starting up the age of the carrier around a thousand years early.
Flying carpets don't need resupply or refueling. No bases or carriers needed!Until we invent spells to summon new firebombs to serve as ammo, to make our troops not need to eat or drink, prevent 'being rained on for ten hours' from giving them hypothermia or 'being caught in the sun for ten hours' from giving them heatstroke, and figure out ways to keep them from getting tired and needing to sleep, we do, as a matter of fact, need bases and carriers.
SHUT UP YOUR LOGIC IN A MAGICAL VIDEOGAME.
Revise Desert Winds: (2) NUKE9.13, Madman198237
TangiaSo, uh, unrelated to anything, but I'm pretty sure it's spelled taiga. :/
What, really? Have I seriously been misspelling for the past month? Why did no one tell me before now?I hadn't really noticed it before. It's not a big deal.
Design: Desert Winds [4, 2, 1]YES!!!! WINDS OF THE WASTELAND WILL BECOME A REALITY!
In order to counter the bitter, biting cold Arstotzka has spread from their homeland, we design a spell that in turn push our warmth up from the desert and into the contested lands.
Desert Wind is effective at moving the warm air from the south to the north. This warm air causes what you'd normally expect from a warm front. Clouds pool overhead and warm, light rains trickle down from above. It effectively raises the temperature in the area by one degree.
Unfortunately this spell causes some major problems. The air is pulled from the south ocean, causing tropical storms to wash over orur capitol. The non-stop winds also pull up dust and sand from the desert, choking our lands and men. The spell is also limited in that it can't reach to the northern tangia before the winds are exhausted.
The spell requires multiple wizards working in tandem on spell circles for several hours to cast, but it doesn't require al-Mutriqa at least. Very Expensive.
Revise Desert Winds: (4) NUKE9.13, Madman198237, Kashyyk, Mardent23
Revise Desert Winds: (5) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C
---
Expense Sail ships: (1) Kashyyk
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C
---
Expense Sail ships: (2) Kashyyk, Madman198237
We don't need a new boat though.They have new a new ship. If they fix the problems with it, we would be significantly outclassed. I wouldn't be surprised if we see them roll out an improved vessel this turn, in fact.
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C
---
Expense Sail ships: (2) Kashyyk, Madman198237
Save Expense Credit: (1) NUKE9.13
They'll be the same price as our ballistae, so presumably.Well, actually, they weren't all carrying one when the ballistae were VE (if I remember correctly). So if we make our ships cheaper, we may not actually increase the amount of firepower we can deploy. All they'd be left with is arrows, which are not very effective.
Your boats were all retrofitted with the ballista, as it was trivial to do. So long as expense os the same and the fitting doesnt increase in complexity, it will continue to be fitted. This isn't like the weather mages, which for some strange reason required Moskurg to use a revision while Arstotzka put mages on their boat automatically.So with expensive ballistae and expensive ships, we'd still have 1 ballista per ship? Fair enough then.
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C
---
Expense Sail ships: (2) Kashyyk, Madman198237
Save Expense Credit: (2) NUKE9.13, Happerry
Um... Did you miss a bit there Evicted? :P
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (2) NUKE9.13, Happerry
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (3) NUKE9.13, Happerry, S34N1C
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (4) NUKE9.13, Happerry, S34N1C, Devastator
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (5) NUKE9.13, Happerry, S34N1C, Devastator, Crazyabe
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (6) NUKE9.13, Happerry, S34N1C, Devastator, Crazyabe, Sosoku234
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?Good idea.
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?Moskurg arrows can't melt steel plate.
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?
I'm pretty sure their longbows are longer ranged then our recurve bows. And would they bounce off? The wind guide thing makes our projectiles go harder, because it does add more momentum to them. If we can penetrate in another range bracket along, that'd be worth it in and of itself.That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?
We already do, and can't penetrate at any range. More range = more bouncing off.
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Give me a sec to look up the quote for this.We already do, and can't penetrate at any range. More range = more bouncing off.I'm pretty sure their longbows are longer ranged then our recurve bows. And would they bounce off? The wind guide thing makes our projectiles go harder, because it does add more momentum to them. If we can penetrate in another range bracket along, that'd be worth it in and of itself.
Combat for 925
On a much sadder note, our bodkin arrows do even less damage this year than they did last year. Before our needle arrows could cause injuries that could incapacitate a soldier, but now they're utterly useless. The only time our archers cause injury is when they find their way into the eyeslits of an enemy helmet. Lucky Strike makes this happen enough to make their men march slowly, shields raised over their heads defensively. Our soldiers point to the padded leather cloaks their men have started wearing with their armor, claiming the extra thickness is enough to keep our arrows from scratching the skin.
I think for a mirage we need high temperatures, and strong warm layers in the air. With continual rain over the battlefield, we can't maintain the seperate layers of air required to create a mirage. Invisibility and such would be useful, but it would be light or illusion magic to make it work in these heavy rains.Do not doubt, Comrade. Allah shall provide against our unworthy foes. What is temperature, in the end, compared to the power of God? The Higher Truths shall not allow themselves to be used against his true followers... if they are properly invoked.
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (1) : Devastator
Adamantium (2) Devastator, Crazyabe
Pretty please refrain from accidentally deleting my vote please.Code: [Select]Adamantium (2) Devastator, Crazyabe
I'm not too worried about line of sight issues as we have teletalk wands, and as such, spotting distant targets is doable via any number of ways, such as flying spotters.Umph. Fair points. I still think an Mirage type shield would be the best choice right now, even if we have to go venture into a new form of magic. The best results are always when we stop playing the game and instead alter the rules, like when artillery was introduced in the first place. As well, I'm not to hot on the idea of enchanted infantry gear because infantry isn't really anything close to being the main weapon right now, and unless it's also supernaturally sharp, supernaturally strong metal won't be doing anything for our archers either. So what actual use will Adamantium be? We can't even depend on making new Pavises from it, because they're starting to bring anti-magic shells into service.
Again, though, we have had clashes of our climate magic and their climate magic, and the result is heavy continual rains, which is essentially a direct counter to weather-related mirages, which would push it into light and image manipulation instead of creating thermal layers like a conventional mirage. (and hence be a new field of magic.) It's also less effective in cold weather. We're not fighting in a good condition to set up a mirage, and as such it seems like it would already be countered if we go for it, and be less effective even if we get a good roll on the spell.
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (1) : Devastator, Crazyabe
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (3) : Devastator, Crazyabe, Detoxicated
Deus ex Tempestas*: We know the storm. We control the storm. We feel the power contained within the storm. And now it is time to unleash th
Creature of the Storm: Okay, so, a towering giant may be a bit ambitious. How about we start small, with a Lesser Storm Elemental. The same height as a man, but made up of swirling black clouds, they are immune to mortal blades, which pass harmlessly through them, whilst delivering savage blows with all the force of a tornado in return.
These give us a way to hold our own in prolonged melee where our brave soldiers are usually at a disadvantage. They would only be summoned during stormy weather, and probably require the attention of a wizard to keep them under control. The first prototypes are expected to be between Very Expensive and A National Effort, but with practice we should hopefully be able to get them down to just Expensive
I do like the idea, but that's going to be a multi turn investment, and we need something now.Our ballistae can already take out their cannons in a single shot. Unless the range of the anti-magic is considerable, this would not help take out their cannons by that much.
Bolt of Tubikh Rrahim - A modified form of the Ivory staff used by our wizards. The most complex part of this is empowering it with a wizards focus so that it will still block magic when at great distance from the activator. It is designed to last for half an hour, and effect a similar area to the base spell.
I suggest this as their cannons need magic to work, whereas our ballista need magic to be better then mundane ballista.
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (3) : Devastator, Crazyabe, Detoxicated
Flying Carpet (1): NUKE9.13
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (3) : Devastator, Crazyabe, Detoxicated
Flying Carpet (2): NUKE9.13, Happerry
Protection of the Higher Truths/Mirage Shield (0) :[/quote]
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (2): NUKE9.13, Happerry
Protection of the Higher Truths/Mirage Shield (0) :The ability to fly would be a hilarious advantage. I'm going to vote for it, just in case somebody wants to change off of adamantine. Because flying would change the game, whereas this adamantine is venturing into a new field of magic (Permanently manipulating the state of matter with magic. Since we don't want it to be an enchantment, I'd say. That way it can't be reversed by antimagic.) yet flying would just be an extension of our wind magics.
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (3): NUKE9.13, Happerry, Madman198237
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (4): NUKE9.13, Happerry, Madman198237, Kashyyk
True but with adamantium this turn we can throw the revision bodkins and shields. There is a bunch of people who have been waiting for it too. The earlier we deploy it the earlier we can reap its benefitsWe need something to hold the jungle this turn.
Also flying carpets is even "newer" as technology and therefore less likely to work
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (5): NUKE9.13, Happerry, Madman198237, Kashyyk, Sosoku234
Ballista mounted on flying carpets is a genius idea. We should probably revise them to swivel and point downwards without losing their ammo at the same time though.Didn't we already revise them so they could aim at a down-wards angle back when we upgraded to the enchanted ballista?
We might want to armour plate the bottom of the carpets first. Unless you guys like arrows in your butts :PWould we? If we're firing from artillery range, we should be out of range of the enemy archers. I feel it defeats the point of flying artillery to then try to press the range closer with them. The benefits of flying artillery is the increased range from being able to fire from higher up, the fact that it's now really really hard for the enemy counter-artillery to shoot back with any expectation of actually hitting, and the part where they can follow a successful attack without needing to deploy and undeploy like the land bound ones.
Fix Carpets! (Move by itself, carry more weight, but, MOST IMPORTANTLY, not flip over anymore): (2) Detoxicated, Madman198237
Fix Carpets! (Move by itself, carry more weight, but, MOST IMPORTANTLY, not flip over anymore): (3) Detoxicated, Madman198237, Sosoku234
Fix Carpets! (Move by itself, carry more weight, but, MOST IMPORTANTLY, not flip over anymore): (4) Detoxicated, Madman198237, Sosoku234, HapperryPerhaps we could add a wooden or wicker frame around the edge of the carpet to keep it from flipping?
IMPORTANTLY, not flip over anymore): (5) Detoxicated, Madman198237, Sosoku234, Happerry, S34N1C
Flying Carpet (1): Devastator
Save it (1): S34N1C
Flying Carpet (2): Devastator, Kashyyk
Save it (1): S34N1C
they should be safe, so long as they don't fire en-mass (or use a highly-trained elite sniper)Because, uh, they totally use highly-trained elite snipers. With arrows that explode on contact with magic. So they don't even need to hit the mage, just anywhere close to them.
Flying Carpet (3): Devastator, Kashyyk, NUKE9.13
Save it (1): S34N1C
Have carpets avoid enemy snipers (1): NUKE9.13
Have carpets avoid enemy snipers (2): NUKE9.13, Detoxicated
Flying Carpet (3): Devastator, Kashyyk, NUKE9.13devastator i didnt unterstand your extension. What do you want to do to the carpets?
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
I believe that Firestorm Grenades are already cheap. Using an expense credit on them wouldn't help much. Whereas the carpets are Very Expensive, and getting them down to merely Expensive would be very useful.Quote from: Expense CreditFlying Carpet (3): Devastator, Kashyyk, NUKE9.13devastator i didnt unterstand your extension. What do you want to do to the carpets?
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
Er Thats for the Expense credit...QuoteFlying Carpet (3): Devastator, Kashyyk, NUKE9.13devastator i didnt unterstand your extension. What do you want to do to the carpets?
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
Revision: Fixed Carpets: [3]
We experiment with several methods of fixing the flipping issue of our carpets. We try chairs tied to the carpet, belts, hand-rails, safety cables, and a few other methods that all end up failing.
Then we try rolling up the carpet and riding it like a horse.
This ends up working surprisingly well; the mage can attach a saddle to the carpet, and they have a better center of gravity from this position. It's actually pretty comfortable to ride! Using this method the mage can then safely cast Gust of Wind to gently blow himself around the battlefield. The "Pegasus", as our men have jokingly started calling it, can be equipped with a saddlebag filled with Firestorm Grenades and dropped from above. This is terribly inaccurate, but great for harassing enemy troops. The maximum height of the carpet is about 3/4 the maximum height of a longbow shot straight up, so it's not perfectly safe. The slow and second-hand nature of navigation also means the mage is poor at dodging enemy arrows; they should be safe, so long as they don't fire en-mass (or use a highly-trained elite sniper). We can deploy three or so per theatre, due to the expensive nature of the enchantments and manufacture of the rug. Very Expensive.
Flying Carpet (4): Devastator, Kashyyk, NUKE9.13, Sosoku234
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
Update will have to be later tonight, I'm afraid. I can't really handle "3 phases a day" any more, so I'll probably try to do a design and revision one day and the combat phase the next. It gives me time to mull over all the nuances of the combat.I almost feel like this goes without saying, but take your time, you know? I (presumably we) really appreciate your efforts- can't complain if the updates are merely fast as opposed to lightning-speed.
QuoteFlying Carpet (5): Devastator, Kashyyk, NUKE9.13, Sosoku234, Madman198237
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
Wait what? I was telling a joke, not sure what you're talking about or where it came from. Backstory please?Originally the Firestorm shells had the same AOE as the big fireball spell the other side has. This proved extremely painful for the other side, and so they wailed for mercy. And then the game master looked upon what he'd done, and said 'Well, they do have a point'.
That's when people on our side started the wailing, but really... they did have a point.
OK. Wasn't sure where the wands came in. I didn't realize that their fireball spells were tied to a wand.They aren't... anymore. When this game started, each side was given the chance to choose between a selection of spellbooks and wands to start with. We got the Divination Spellbook and the Wand of Heroism. I forget offhand which spellbook they got, I think it was Summoning, but the wand they started with was the Wand of Fireballs.
21 years, actually. And I've been GM'ing for about 15 now. Ngl, I really thought one side would have won by now.Oh right, 31-10=21 not 31. Me am smart.
21 years, actually. And I've been GM'ing for about 15 now. Ngl, I really thought one side would have won by now.It's the lack of a resource system like Sensei's game has, I think. It means there's no steamrolling just from capturing a piece of territory.
Wow. Three decades. Fun fact: I've been here since the beginning
That would be me21 years, actually. And I've been GM'ing for about 15 now. Ngl, I really thought one side would have won by now.It's the lack of a resource system like Sensei's game has, I think. It means there's no steamrolling just from capturing a piece of territory.
If it makes you feel any better, I feel like flight is an advantage that they have no way of replicating- I'd like to see them try to build ironclad airships.
...
Don't suggest ironclad airships to them.
Anyway, the point is, if we press our aerial advantage, we should be able to turn this war around- and unlike when we introduced artillery, they will be unable to even the playing field.
Wind magic best magic. Whose idea was Gust of Wind in the first place? I remember seeing it and thinking "Hey, that's a fairly good idea". I didn't realise at the time how important branching out would be.
their new artillery would not be difficult to improve upon
We did well. As for designs, can we look at more applications for wind magic?
They have iron clads? I thought they just have steam powered ships
An airship would likely be VE. Rather than using them we just make our magic carpets FASTER. They can't hit us if we're going faster than their arrows possibly can.Absolutely it would be VE, if not NE. But it would also be immune to small-arms fire, and allow us to deploy far more ordinance. Faster carpets would also be good... but where's the fun in that? (Note that, unlike with strapping wings to horses being 'fun', an airship is not literally dead weight- there is some function to its larger size)
Oh. I thought they were armour-plated? Well, that makes them a lot less of a threat than I thought they were. Still, steam-powered ships.They have iron clads? I thought they just have steam powered shipsThey seem like mundane ships, except for the giant steel containers and a paddle on the back.
If we instead use the design AND revision to upgrade the carpets, say by making them faster, capable of going higher, longer-wearing, and even larger (Carpet, not horse), we could probably scrape an advantage out of this. I really don't think that a sky ship is a good investment right now. Especially not dependent on our extremely limited carpets. It'd make great target practice even for the enemy's largest cannons.Their cannons are not designed for AA capabilities. So long as we move fast and high enough, they won't be able to track us.
Considering you've just developed bombers this turn, I don't think it's unreasonable for them to develop AA.Not the sort that could take down an airship, though. Their anti-mage snipers are already doing a good job against unarmoured carpets, so why would they try to improve on that?
The Alsamma Safina (http://www.bay12forums.com/smf/index.php?topic=163276.msg7450656#msg7450656) (2): NUKE9.13, Taricus
(Jungle/Taiga)Literally every theatre wants better aerial troops. I've got nothing against Adamantium, but now is the time for the skies to get some love.
Our Theatre Commander notes that the carpet troops are a solid design choice. They could benefit from a higher ceiling and faster deployment, though.
(Desert)
Our Theatre Commander wonders if perhaps the carpets could be upgraded to allow us to drop entire squads of men behind Arstotzkan lines. Such an innovation could easily turn the tide of war even more in our favor.
(Plains)
Our Theatre Commander is worried about the new artillery...If it weren’t for our Pegasus riders, we would have definitely lost a section of ground this year.
(Sea)
Our Theatre Commander asks for deadlier carpet riders, or perhaps just a better ship.
The Alsamma Safina (3): NUKE9.13, Taricus, Happerry
The Alsamma Safina (3): NUKE9.13, Taricus, Happerry
Adamantium (2): Devastator, Detoxicated
The Alsamma Safina (3): NUKE9.13, Taricus, Happerry
Adamantium (3): Devastator, Detoxicated, Crazyabe
Question: why Don't we work on water magic? If we were to make a spell based moderately off gust of wind to propel our ships, and modified it to work on water we could then work next turn on making massive bubbles of blessed air with which to travel under the sea in, Allowing our troops to literally march up to their coast without having to worry about getting their feet wet.I like this, but the buereaucracy is slow, I think I will support this in the future, for now we must decide if we want to airship or if we want to go adamantium...
Hello guys seeing as cannons are killing our forces and in the desert they can't make trenches. I propose we make some sort of earth shaping spell to allow our forces to be able to quickly put up defencive positions. Idealy i was thinking that they will be able to raise up a wall of stone with a mount of dirt or sand in front of the wall to absorb the impact of their cannons this way not only will it provide cover for our forces it will give cover for our ballistas as well.I like this as well, also a possible spell to weave into adamantium eventually...
Whatever. After giving it some thought, Arstotzka's plant mages can now affect patches of plants in a diameter equal to their height and grow them up to their own height, regardless of the plants type or initial size. All their boats are now steam ships, because it makes sense that an ordinary wooden boat cost the same with a steam engine on it. I'm not changing their new artillery piece or nerfing Moskurgs carpets. I'm tired of arguing.I can accept this. You have my condolences regarding, and gratitude for putting up with, the subset of Arstotzkans who seem determined to master the mystical art of salt summoning.
Dammit guys, dirigibles are not wind-powered. They operate through buoyancy, which requires lighter than air gases. We don't have that. We don't have good fuels or fire magic for hot air balloons, either. And in any case, propelling them via gusts of wind is essentially inconcievable due to the vastly greater mass compared to the amount of thrust.I am aware that the Alsamma Safina would not actually be a proper airship. The bit about it using a balloon is just fluff; it's just a colourful way of combining dozens of carpets into a single entity. Yes, if this were real life, it would require H or He to float, but, may I remind you, it's magic. And I realise that gusts of wind would be a bit weak in terms of propulsion, hence why I suggested magical propellers.
Such a thing would be useful, but they're huge. Very, very huge. And requires large quantities of lighter-than-air gases, which is something we don't have, and don't even know can exist.
The Alsamma Safina (2): Taricus, Happerry
Adamantium (3): Devastator, Detoxicated, Crazyabe
War Pegasi (2): Kashyyk, NUKE9.13
I can accept this. You have my condolences regarding, and gratitude for putting up with, the subset of Arstotzkans who seem determined to master the mystical art of salt summoning.100% Full Agreement.
One-thousand praises upon you for running this game.
Again, I have nothing against Adamantium, but literally every theatre wants better aerial troops.This is basically my reasoning too.
The Alsamma Safina (1): Taricus,
Adamantium (3): Devastator, Detoxicated, Crazyabe
War Pegasi (2): Kashyyk, NUKE9.13, Happerry
The Alsamma Safina (0):
Adamantium (3): Devastator, Detoxicated, Crazyabe
War Pegasi (4): Kashyyk, NUKE9.13, Happerry, Taricus
The Alsamma Safina (0):
Adamantium (4): Devastator, Detoxicated, Crazyabe, Happerry
War Pegasi (3): Kashyyk, NUKE9.13, Taricus
If we get the adamantium working we should be able to easily add all types of enchantment onto anything...How does 'Better metal' mean 'easy enchantments on all types of enchantments onto any thing we want to enchant'? I don't get this line of logic.
The Alsamma Safina (0):
Adamantium (4): Devastator, Detoxicated, Crazyabe, Happerry
War Pegasi (4): Kashyyk, NUKE9.13, Taricus, S34N1C
The Alsamma Safina (0):
Adamantium (4): Devastator, Detoxicated, Crazyabe, Happerry
War Pegasi (5): Kashyyk, NUKE9.13, Taricus, S34N1C, Madman198237
"more easily enchanted metal."
post your design then"more easily enchanted metal."
That was explicitly not in my design proposal. The more features we add, the more penalties there are added to the roll, and enchanting objects is already quite easy.
Adamantium.
It is known that Allah created all that exists on this world, from the greatest to the smallest. It is also known that the divinity is on our side, as His support for our mages, our magic, and our cause is well known. At this time, we have need of some of his holy powers of creation, and seek to combine them with our skills in enchantment, to create a spell that renders ordinary earthly steel into a superior metal of His own creation, that is anchored in this world unlike the crystals of the heathen Arstotzkans.
The Alsamma Safina (0):
Adamantium (5): Devastator, Detoxicated, Crazyabe, Happerry, Sosoku234
War Pegasi (5): Kashyyk, NUKE9.13, Taricus, S34N1C, Madman198237
True, but being able to arc our arrows over their fortifications and set fire to everything, along with the horse archers being able to burn down camps from a greater distance, is a worthy goal.
Personally I want to get the Mirage Shield up and running to counter their growing artillery advantage.Their ultra-extreme-long range artillery is just firing blind, though. Illusions wouldn't really help much.
Taming Pegasus: (1) NUKE9.13
Detect Sniper: (1) Devastator
Taming Pegasus: (2) NUKE9.13, Kashyyk
Detect Sniper: (1) Devastator
QuoteTaming Pegasus: (3) NUKE9.13, Kashyyk, Madman198237
Detect Sniper: (1) Devastator
Taming Pegasus: (4) NUKE9.13, Kashyyk, Madman198237, Detoxicated
Detect Sniper: (1) Devastator
Taming Pegasus: (5) NUKE9.13, Kashyyk, Madman198237, Detoxicated, Sosoku234
Detect Sniper: (1) Devastator
It's firing blind for now. Unless we change our votes to making some sort of beyond visual range artillery this turn, they're going to keep the bombardment advantage and it's just going to get worse as they upgrade it and come up with their own magic radios to relay targeting information or whatever solution they come up with. And Mirage Shield would also counter their normal ranged artillery as well, which we're slowly loosing against.Personally I want to get the Mirage Shield up and running to counter their growing artillery advantage.Their ultra-extreme-long range artillery is just firing blind, though. Illusions wouldn't really help much.
Taming Pegasus: (6) NUKE9.13, Kashyyk, Madman198237, Detoxicated, Sosoku234, Happerry
Detect Sniper: (1) Devastator
All-WeatherProtectionStorm Strike: (1) Madman198237
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (1) Detoxicated
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (2) Detoxicated, Crazyabe
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (2) Detoxicated, Crazyabe
Mirage Shield: (1) Happerry
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (3) Detoxicated, Crazyabe, Devastator
Mirage Shield: (1) Happerry
Fire Whiskey: (1) Kashyyk
Here's the thing: The Hammer doesn't need precise targeting. You just paint a path of storm out generically "in that direction" and it hits tall things and metal things. Their cannons satisfy, in these burned wastelands without trees, both requirements.
.......
Hence my arguing with you about the value of our competing suggestions----mine for an all-weather version of Storm Strike, yours for adamantium.
Best not to risk it, since we've not had the best of luck with that in the past.
....Not what I meant, and for good reason.
It's a metal.
It's hard and the entire purpose is not to bend.
And it's going to get used in ballistae cables.
???
Good metal is important as they get some of that unholy space metal next turn...Yes, but they only get one action with it.
True but it means they have metal that we dont, adamantium is a mere way to keep up with them......There's no 'keeping up with them' involved. They can't replicate said material, so they'll have a single item from it. That single item might need to be countered, but they have no breakthrough that's going to let them do lots of nasty things, the way flight or the idea of artillery is a breakthrough.
Still, even if the uses of Adamantium flee your vision now, you must admit that a durable metal is quite useful for all metal based technology.No no, the uses of Adamantium do not escape me. What escapes me is how you think we can design such a miracle metal in a single design.
I mean, we can try. But I'm telling you right now, we will NOT get anything remotely usable in a single design.
What hinders us to make shoes of adamantium that are enchanted
Revise Lucky Strike to be Cheap (1): Happerry
Looks like the calls about it being a wasted action was basically correct.
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (1) Madman198237
And we could've been calling down storms in winter by now.....Darnit.
Even if we do have magical wands.
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (2) Madman198237, Devastator
Looks like the calls about it being a wasted action was basically correct.To be fair, we didn't roll fantastically. Perhaps on a 6 for effectiveness we would've gotten something useful.
Good! We should be able to fix that with no more than one revision. And we have something that provides a fixed global temperature, which means that it'll keep people warmer than freezing as well as being immune to fireballs. Lots of use there.That being said, I'm still not sure a single revision will be enough to make a useful metal out of this. But several revisions might, so we might as well start working on it now.
Toughened Adamantine. Lets try to modify that to make a metal stronger and tougher than steel, as being hard enough to bounce cannonballs is less use than being tough enough to absorb them.
And we could've been calling down storms in winter by now.....Darnit.Honestly, I'm not sure how useful winter lightning would be. I think the range on Hammer of Allah is less than that of our artillery, and does about as much damage. As evictedSaint has remarked before, we've sort of turned this fantasy magic war into a magically-augmented WWI.
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (3) Madman198237, Devastator, NUKE9.13
Actually.....This adamantine is ideal for our ships.Hey, that's a decent idea.
Revise some ships to be plated in adamantine? It's super light-weight and it doesn't need to be indestructible to catch cannonballs. In fact, absorbing energy, bending and such, like it does now, would be almost ideal for stopping those cannonballs.
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (4) Madman198237, Devastator, NUKE9.13, Kashyyk
Magically-Augmented WW1 you say? Clearly we need to invent tanks. I think Arstotzka might be on the right track with their steam power.Nah, nah, airships is what we need. Airships, and rifles.
Make Adamantine Harder and Stronger: (4) Madman198237, Devastator, NUKE9.13, Kashyyk
Revise a boat with Adamantine Plating: (1) Happerry
Make Adamantine Harder and Stronger: (5) Madman198237, Devastator, NUKE9.13, Kashyyk, Taricus
Revise a boat with Adamantine Plating: (1) Happerry
They don't melt, or even get hot in a forge
@Evicted how large are the ingots coming out?
If we can summon the adamantine into pavises straight out of the divine, we could basically nullify their artillery: Those cannonballs won't be doing much if they hit one of those.
@Evicted how large are the ingots coming out?
Yeah, it depends on if the properties are 'steel hard, but we can't warm it up to make it worth forging over ordinary steel', or 'incapable of deformation.'
Well, if they're bricks, at least we can make walls from them.
Yeah. That's something at least. We can mortar them together and use walls of sand or dirt behind them, for mass.
With a revision, you're more likely to get screwed over.
Plus, using a design, the material itself is already Really CheapTM, so it will not get utterly ridiculous. After all, we're literally summoning this crap from the aether.
Speaking of which, it's about to be time for a spell that creates largish mounds of the stuff buried in the earth. Because we can summon it in small quantities now, we ought to be able to summon it in larger quantities. Just imagine, a material capable of suddenly appearing in front of wherever they launch their flares.
Here's the thing: That was a "little bit later" sort of thing. Like, in three to five turns, consider using our newfound conjuring power to conjure assorted barricades.
Also, a revision is ONE ROLL that can screw up ALL THREE ASPECTS of a design. A design gives you three times the redundancy and also more sheer power. Something that is relatively easy in a design (Roll a 2, get an OK result) might be relatively hard in a revision (Roll a 2, get a negative/lack of result and the cost increases).
I'm saying that a 1 on a design is better than a 1 on a revision.
Because improving Storm Strike like this not only uses our wind experience (Which we have TONS of), it also makes the Hammer of Allah usable again. This might just sway battles our way again.
Sirocco: (1) NUKE9.13
Swifthulls: (2) NUKE9.13, Devastator
Sell flying carpet: (2) Nuke9.13, Devastator
Sirocco: (2) NUKE9.13, Devastator
Sell War Pegasi: (2) Nuke9.13, Devastator
Should we make some sort of enchantment that prortects us from their anti-magic charms?
Sirocco: (2) NUKE9.13, Devastator, Happerry
Sell War Pegasi: (2) Nuke9.13, Devastator, HapperryThe Sirocco has my vote for this turn, but I really really want to get the Mirage shield up and running next turn, or if not that then something that can counter their growing artillery advantage. I still want to revise up Magic Copper Pavises this turn, but while I think that'll help I don't think it will be enough.
Hmm I was thinking maybe we could pull the material out of the aether as a liquid and imidiately put it in molds. I think it would be easier to pull off, and that way we could argue that all items can be made with that system.
Formed Improved Adamantium: (2), Devastator, Detoxicated.
Formed Improved Adamantium: (2), Devastator, Detoxicated.
Thick Copper-Adamantium Pavises: (1), Happerry
Formed Improved Adamantium: (3), Devastator, Detoxicated, Kashyyk
Thick Copper-Adamantium Pavises: (1), Happerry
Formed Improved Adamantium: (3), Devastator, Detoxicated, Kashyyk
Thick Copper-Adamantium Pavises: (1), Happerry
Plated Pavise Shields: (1) Madman198237
Formed Improved Adamantium: (4), Devastator, Detoxicated, Kashyyk, Crazyabe
Thick Copper-Adamantium Pavises: (1), Happerry
Plated Pavise Shields: (1) Madman198237
Since I'm evidently not going to win, whatever. Just, no Arstotzkan-ish names, please?
We've almost got eS biased towards us for our better names. Don't ruin it now.
;)
Sell the merchant War Pegasi: (1) NUKE9.13
Sell the merchant War Pegasi: (2) NUKE9.13, Kashyyk
Or we could spend it on the Sirroco and let Arstotzka weep at a whole lot of ships being cannon-resistant.
We'd still need something else to make it lighter than air. The easiest gas for us to get would likely be natural gas, but that's a whole industry to move gas products from A to B.Right... if only we had some way of doing physically impossible things with relative ease.
We use the ENCHANTMENTS. Not the stupid, wasteful carpets. Speaking of which, before we deploy a ship, we make a floating ballistae platform.Er why not make the Carpets into Sails and Upscale massively, or roll them into massive hollow Cylinders and have mages fill them with Blessed "Lighter then Air" Air.
Well, using the revision to make an entirely new pavise should remove our issues with expense.
Also, we'd be better off just making the catapult simple at first. Revise (Or, more likely, design new) later to capitalize on all our abilities. First learn to swim, then learn to dive.
Myark and al-Mutriqa are only injured when facing off against each other.
School of Theological Engineering: (1) Devastator
Wand of Lightning Bolts (1) Devastator
Alright. Revise that wand to hit enemies (Preferably only enemies) in a cone in front of the caster and I'm good with it.
Wand of Lightning Bolts (2) Devastator, Madman198237
Moskurg's new wood seems overpowered. It's tough enough to survive "all but the most close-range, carefully-aimed shots from [our] powerful steam cannons" on top of making their ships go faster. They got this in a single turn with no experience in magic woodwork prior, with the only bonus being from the Jungle wood.
From the core thread:QuoteMoskurg's new wood seems overpowered. It's tough enough to survive "all but the most close-range, carefully-aimed shots from [our] powerful steam cannons" on top of making their ships go faster. They got this in a single turn with no experience in magic woodwork prior, with the only bonus being from the Jungle wood.
I'm sorry, Evicted.
Our Theatre Commander is frustrated with our men dying from Arstotzka's damned cold. It is something we must address if we ever wish to march into their capitol. Their new artillery is dangerous, and it utterly outclasses anything we have. It wouldn't be so bad if we had more air forces that weren't constantly being attacked from bellow - ideally, we'd be able to commence uninterrupted bombing raids night and day. The jungles provide us with the best wood on the carpet, and we can't afford to be pushed back next year. This theatre is your highest priority, and whatever we develop next year must help us here.
Our Theatre Commander says we'll likely be able to push them back next year, but their artillery will make it difficult. Being able to use our lightning helps a lot, and if we could use it in other theatres again we'd likely have a better chance of winning. Carpets that didn't have to worry about falcons would be ideal, if you could figure out some way of protecting our carpet bombers. This is our home, and the highest priority for our design focus.
Our Theatre Commander is dismayed by our loss of artillery control. We invented artillery support, yet Arstotzka has us completely outclassed! Either we must regain our control of the long-range support game, or find some other way to change the nature of battle in a way that Arstotzka won't expect. You must absolutely consider this your highest priority. Oh, and he asks for his uninterrupted carpet air support back.
The Theatre Commander desperately wants to impress upon you the importance of naval support. If we controlled the oceans - ALL of the ocean, all around Forenia - Arstotzka wouldn't be able to compete with us! We'd be able to land forces behind their lines. The armored ships was a good start, but he asks for even better ships to keep Arstotzka from ever being able to match us. He doesn't care how you do it, you must ensure we don't lose this advantage - the seas are your highest priority.
Wand of Lightning Bolts: (2) Devastator, Madman198237
Mithril: (1) NUKE9.13
Wand of Lightning Bolts: (2) Devastator, Madman198237
Mithril: (2) NUKE9.13, detoxicated
Wand of Lightning Bolts: (3) Devastator, Madman198237, NUKE9.13
Mithril: (1) detoxicated
Adamantium in place of normal metal: (2) Crazyabe, Devastator
Enless Lightning Wand: (1) Madman198237
So can a wizard use it to defend against birds when flying, or is it useless as is?
Each wand can carry a single charge and unleash a modestly powerful lightning bolt that could fry a single man, cannon, or multiple birds (if they're close together).
Right now, though, it likely won't be enough to get all the birds.
Unless, eS, you can clue us in as to what we expect from our bird-zapping trials?
Expense Chit:
Spend on Adamantium (1) Devastator
al-Murtiqa
Desert (1) Devastator
Expense Chit:
Spend on Adamantium: (2) Devastator, NUKE9.13
Send al-Mutriqa to the Desert : (1) Devastator
Keep al-Mutriqa in the Jungle/Taiga: (1) NUKE9.13
I'm hoping that Adamantium arrows will let our horse archers start dealing casualties again.
Expense Chit:
Spend on Adamantium: (3) Devastator, NUKE9.13, Detoxicated
Expense Chit:
Spend on Adamantium: (4) Devastator, NUKE9.13, Detoxicated, Madman198237
Send al-Mutriqa to the Desert : (1) Devastator
Keep al-Mutriqa in the Jungle/Taiga: (2) NUKE9.13, Madman198237
Expense Chit:
Spend on Adamantium: (5) Devastator, NUKE9.13, Detoxicated, Madman198237, Kashyyk
Send al-Mutriqa to the Desert : (1) Devastator
Keep al-Mutriqa in the Jungle/Taiga: (3) NUKE9.13, Madman198237, Kashyyk
So i was thinking of ways to make a magic engine. My current idea is to make an enchantment to create spinning disks and have the disks be a substitute to the pistons of an engine. What do you guys think?Hmm. At that point, why bother building an engine? Just apply the spinning enchantment to the wheels/propeller.
What exactly was making everything our of adamantium supposed to accomplish?
From whatbi can see, our problem is with their artillery,
falcons, and towers of cold, so I dont really see how thus has helped.
Couldn't we use a revision to give our men winter clothes?
[/quote
Presumably, yes. I'd like to do a magical solution as well though. I think we're going to need more than just a mundane solution.
Our entire army is now entirely reliant on this summoned metal. Cheap.Ominous.
I point people back at the Desert Mirage. That will make our forces invisible at medium to long range, which means they'd have to fire blindly at us, if they even knew to fire at all. Any muscle-powered tank analogy will just be a slow moving target.The problem is that they already has a system to fire at extream ranges beyond line of sight
I'm not going to be voting for the tank ideas at least, it really doesn't sound very workable. As for our revision next turn, I was thinking Adamantine Pavise Shields myself.I'm very much against this. The pavise shields woipd do nothing against their artillery, which is really the only reason they made such a big push last turn. I think we need to give adamantium a rest for a bit. We've made it pretty good, now we need to focus on countering the shit thsts giving us so much trouble, like their cold, artillery, and falcons.
Er, why wouldn't the Pavise Shields do anything verses their Arty? Blocking their Arty is why I considered it in the first place. Braced against the ground and with a hard Adamantium front they should be more then able to block incoming fire.I'm not going to be voting for the tank ideas at least, it really doesn't sound very workable. As for our revision next turn, I was thinking Adamantine Pavise Shields myself.I'm very much against this. The pavise shields woipd do nothing against their artillery, which is really the only reason they made such a big push last turn. I think we need to give adamantium a rest for a bit. We've made it pretty good, now we need to focus on countering the shit thsts giving us so much trouble, like their cold, artillery, and falcons.
That's why you brace them against the ground, or mount them on wheels to be pushed forward, if they're a little bigger. The supports take a lot of the weight. Plenty of mobile fortifications like that.The problem is how do you plant a shield that is light enough to carry into the ground and ensure that if it is hit by a cannon ball it will not simply be ripped out and fly into our men killing them.
Regarding an Adamantium Pavise, you know what else can get you to their artillery safely, and quickly to boot? Airship. Just saying.I'm not against Airships, but the reason the Pavise is attractive to me is because it is an easy to do Revision that will probably be effective. Airships will also probably be effective once we get them working, but it could easily take more then one design action to get them working. So I want to do Pavises to get something that works now, and then do airships to change the game again.
Combat for 936Near-misses require Moskurg to relocate their artillery, as the shells themselves are buried too deep in the ground to be moved.
Okay, from what I'm reading we need to do the following:
- More War Pegasi
- Cold Resistance
- Take back the Artillery War
- Counter the Crystalclads
Umm, our artillery is non-magical.
Mirage Shield.
By the sounds of it, their artillery is both more and better, whereas we've hit an engineering dead end with ballista.
If we do the airship, it needs to be able to fly for prolonged periods of time,in a scale of weeks rather than the current minutes. I don't think it'll be effective enough otherwise.Well, I figure the reason that mages can't recharge their carpets in flight is due to them needing some space to do the ritual in, or whatever. My hope is that the airship's flying enchantments can be recharged whilst flying, by an apprentice dedicated to doing nothing but that.
Still though, I really am dissapointed. Why is everything they make always so much better? How do they get to pack three cannons per cheap ship?Come now, you're starting to sound like ebbor. They spent more design actions on ships than us, presumably they revised their crystal to be cheap and easy to use, letting them just conjure an entire hull out of thin air, and their steam engines are more powerful than mundane sails, letting them carry more weight.
The Alsamma Safina: (2) NUKE9.13, Devastator
Airships!
(With our luck, they'll shoot them all out of the sky with their magical steam cannons the very turn that we deploy them. But at least it will be an awesome failure.)
Well, I figure the reason that mages can't recharge their carpets in flight is due to them needing some space to do the ritual in, or whatever. My hope is that the airship's flying enchantments can be recharged whilst flying, by an apprentice dedicated to doing nothing but that.If that is the case, then I can get behind it. Our airship should hopefully be fairly invulnerable to "sinking" like our seaships are as well, as having holes in the hull is much less dangerous.
The Alsamma Safina: (3) NUKE9.13, Devastator, Kashyyk
Still though, I really am dissapointed. Why is everything they make always so much better? How do they get to pack three cannons per cheap ship?
Interesting consideration, guys:I was considering that, actually. Devising an explosive version of the Firestorm Shells would help against their new ships, and in general. And, I suppose, it could lead to conventional cannons. Even though conventional cannons would be boring.
Why don't we use a turn to design a high-explosive version of our Firestorm Shells incendiaries?
Then we invent cannons like them.
Relying on more magic is probably a really terrible idea right now. Just saying.Again, I refer you to the title. Magic is the name of the game. I mean, their artillery? Magic. Our artillery? Magic-assisted. Which is better? Theirs. More magic = Better.
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
You know, out chemistry experience combined with adamantium makes for some pretty definite advantages to open up to us. If we could develop smokeless gunpowder, we have the right material in plentiful quantities to virtually start off with bolt action rifles and the like instead of having to iterate through muskets. and muzzleloaders.Mm... the issue with rifles though is the machining equipment needed to, you know, rifle them.
Well, compressed air wouldn't deliver the forces we need to propel the bullet to speeds fast enough to punch though armour. And gunpowder means we can just make a very large gun to counter their artillery. If not outdo it completely.Must I remind you that we have ~Magic~ at our disposal? We can create compressed air far more easily than by conventional means. I mean, gunpowder is just an efficient way of creating an expanding gas. Magic can be even more efficient.
I mean, gunpowder is just an efficient way of creating an expanding gas. Magic can be even more efficient.I imagine this is how the Arstotzkan cannons work. Possibly a mutation of their exploding fireball.
It can be, but we can only compress air so far before we could try doing something else. And not having to rely on a trained mage would be better for the rank and file.Regarding the trained mage thing, we should probably develop mana batteries at some point, to enable regular troops to use magical weapons.
Since their cannons need water to work, I think they probably use steam.I mean, gunpowder is just an efficient way of creating an expanding gas. Magic can be even more efficient.I imagine this is how the Arstotzkan cannons work. Possibly a mutation of their exploding fireball.
By the sounds of it, their artillery is both more and better, whereas we've hit an engineering dead end with ballista.Also it sounds like they've been contiuing to upgrade it while we do other stuff. Either way, it might be time to use our lightning magic and upgrade to railguns.
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
Mirage Shield: (1) Happerry
/me bats Crazyabe for being a heretic/heathen! We're muslims here in Moskurg.Well... muslim-ish. But yeah, crosses are probably not our thing.
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
High Explosive Firestorm Oil: (1) Madman198237
It's still too visually noisy crazyabe.
Using our Firestorm Shell material as a high explosive would give us a lot more advantages than just the use of cannons.Nuuu why did my vote get removed it's almost as horrible as this overacting is.
Explosive Firestorm Oil
By revamping the formulas used to create it, the oil in Firestorm Shells is revitalized by changing the mixture around. Our Researcher Priests have managed to outdo themselves again. This concoction explodes with enough force to lay waste to a squad...or launch a projectile.QuoteThe Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
High Explosive Firestorm Oil: (1) Madman198237
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
Mirage Shield: (1) Happerry
High Explosive Firestorm Oil: (1) Madman198237
(2)Streamlined Pegasi Production (http://www.bay12forums.com/smf/index.php?topic=163276.msg7475637#msg7475637) - NUKE9.13, Kashyyk
(3)Streamlined Pegasi Production (http://www.bay12forums.com/smf/index.php?topic=163276.msg7475637#msg7475637) - NUKE9.13, Kashyyk, Crazyabe
(4) Streamlined Pegasi Production (http://www.bay12forums.com/smf/index.php?topic=163276.msg7475637#msg7475637) - NUKE9.13, Kashyyk, Crazyabe, Happerry
I'm on my Laptop, so this wasn't as easy, especially since the original was on my PC, but I think I did a good job.Hey, yeah! That's pretty good!Spoiler (click to show/hide)
Earth magic:CONS: Entirely new school, barriers may be vulnerable to cannons, less useful offensively.
PROS: barriers, earthquakes, Tunnels, sandtraps
Can I get a sitrep while I go check out the last report to see where we're at? Also something about an emblem?Well, the war has gone back and forth. At one point we controlled the Plains, the Jungle, and 1 section of Taiga. As you can see, we have been beaten back. This is primarily due to their artillery.
No. There are no indirect fire weapons in this game.You're right. Wrong terminology on my part.
There ARE however weapons that can fire beyond the horizon. Indirect fire is, like a mortar or howitzer, a gun being used to shoot "too far" up, so the shell runs out of upward velocity and falls back down on a much sharper decent than usual, making it capable of hitting things behind other things, like tossing a grenade up over a wall, instead of throwing it straight into the wall (Don't do that second one!).
+1I'm on my Laptop, so this wasn't as easy, especially since the original was on my PC, but I think I did a good job.Hey, yeah! That's pretty good!Spoiler (click to show/hide)
I vote for ^That^
Detect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (1) NUKE9.13
Detect Thoughts: (1) KashyykI still feel the need to branch out, time magic seems interesting, your spell also goes into earth magic so nice
Antichronic Reverbramancy: (2) your 9.13, detoxicated
Time Magic definitely feels along the lines as Anti-Magic in complexity, so we'd want to spend a research turn first. Which I don't think we can affird right now.It's not Time Magic, it's Divination Magic. We have been casting spells in the Divination school since day one- there is literally no field of magic we have more experience with.
Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.Thing is, what are those apprentices supposed to do? We only have so many carpets to hand out, and as it stands we can't get in range to cast most of our other spells.
As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.
QuoteDetect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (3) your 9.13, detoxicated, Crazyabe
Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.
As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.
earth magic---raising fortresses and razing fortresses with one spell!On the one hand, I approve of the wordplay. On the other, you are being crazy overambitious. Our first attempt at earth magic will probably be like 'Magically dig a ditch and pile up the dirt into a crude wall'. Which is one reason I'm against it- we're up against the wall now, we have less room to experiment.
In regards to defending against artillery, I think we've moved into a form of warfare where infantry are only really useful for holding ground and mopping up after other elements of the army have won the battle. To that end, pursuing methods to directly attack and disrupt the enemy artillery may save more lives than trying to move our units out of the way in time.Yeah, except we haven't. Our air support isn't powerful enough and our artillery doesn't have enough range. I'd like to shift to that sort of paradigm, and have been trying to, but it just isn't working out. And with this one spell we can substantially reduce the effect of, like, half a dozen of their designs/revisions/expense credits.
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (2) SMMI, NUKE9.13
Why don't we spend this revision to research mindcontrol/brainwashing magic? turn all those captured solders into a nice boost to our troops and workers, plus gain access to some of their most basic spells...Because that is waaay beyond the scope of a revision. That's probably at least two designs. Besides, what use are captured soldiers right now? We need to take out their artillery advantage before we do anything to bolster infantry.
The Hammer might be outranged, but if we then redesign our warship to fly a few casters along, silently, at night, towards the enemy camp, it'll be ultra-deadly.Well, Hammer also requires casting Storm Strike. I'm not sure we can cast that from the deck of an airship, though I could be wrong. Let's assume I am.
NUKE, the Hammer can be cast if Storm Strike can be cast. So, we revamp Storm Strike to be always useful.
An accurate Wand of Thunderbolts will NOT give us that kind of advantage. It doesn't have the number of strikes that Storm Strike brings. And their cannons are METAL!!!!! They're basically a bunch of lightning rods, waiting to be hit by our Hammer.
Passive Antichronic Reverbramancy - By deciphering the sub-frequencies within a tremor to identify overarching principles (such as recognizing when something that'll hurt is going to be fired at you, rather than caring exactly what type of painful thing it is) a user can maintain this fourth dimensional danger sense without impeding his ability to function normally. Once a threat is sensed, a user can then hone in on it if further information is required (such as determining the exact nature of an artillery strike), or allow his subconscious awareness to spur his body into action (in the case of knowing how exactly your opponent intends to impale you with his sword).+1.
There's a lot of room for improvement with this spell. Lets not leave it half finished and waste a design.
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (3) SMMI, NUKE9.13,
S34N1C
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (3) SMMI, NUKE9.13, S34N1C
Passive Reverbramancy: (2) Kashyyk, crazyabe
Passive Antichronic Reverbramancy [...]Thing is, AR provides defence, but to defeat their cannons we also require offence. It is unfortunately probably true that if they continue to hammer us with the quantity of shells they have been in the past, AR will not be enough to save our troops. But if we can reliably take out large numbers of their cannons, the remaining sporadic bombardments will be avoidable.
There's a lot of room for improvement with this spell. Lets not leave it half finished and waste a design.
NUKE, the Hammer can be cast if Storm Strike can be cast. So, we revamp Storm Strike to be always useful.WoT already takes out some of their cannons. Making it more accurate is guaranteed to let it take out even more.
An accurate Wand of Thunderbolts will NOT give us that kind of advantage. It doesn't have the number of strikes that Storm Strike brings. And their cannons are METAL!!!!! They're basically a bunch of lightning rods, waiting to be hit by our Hammer.
Nuke, it's a lot more reasonable to call down death from the skies than it is to charge that into wand form. Plus if we spend just one extra revision we'll have targeted lightning again. We just have to fix Storm Strike. This allows UNLIMITED lightning strikes---otherwise we have to charge wands.Well, you say that, but WoT is cheap. Each mage can carry many wands. Yes, it isn't unlimited, but it lack of lightning has not been stated to be a problem.
This would allow us to use our deadliest weapon again. The storm could be cast by a crack squad of mages who, sneaking along on War Pegasi, make it behind the enemy camps and call down the storm on their heads...every night.
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (3) SMMI, NUKE9.13, S34N1C
Passive Reverbramancy: (3) Kashyyk, crazyabe, Egan_BW
Hence why we need to spend the next design making them faster and strong enough to carry troops and/or other mages.Agreed. This is what I'm saying, though. Casting HoA from airships is impractical/dangerous at the moment. WoT, on the other hand, is used by carpet riders, and we already have reports of it disabling cannons.
Hey, it's a tie, therefore we should just go in reverse votes and therefore my idea wins, by virtue of having the greatest number of votes that is still greater than 0.All-weather Storm Strike is a good thing, but one that will be more useful after improving our airships.
But seriously, give an all-weather Storm Strike consideration, guys. One revision makes the Hammer useful again. Not to mention providing a potential source of cover for aerial operations (They can't hear you over the thunder, and they can't see you in the pouring rain.)
Evicted has straight up told us what our actions should be.
Arstotzka does something entirely unexpected this year. Previously thought impossible, they build another cannonhow fucking unprecedented
I like the curriculum. I'm tempted to suggest that Al-Mutriqa should actually take a year's break from the front lines purely so he can dedicate his time to teaching the princess however. Apprenticing her directly to the greatest mage on the continent will clearly be the best way to improve her abilities.
Besides, there are no National Efforts that we need A-Mutriqa to manage, so I think we can afford it.
I also suspect that as royalty, she would already know how to ride a horse. Instead I suggest we swap it out for carpet riding riding, and we make sure to keep the Aladdin references to a minimum.
I like the curriculum. I'm tempted to suggest that Al-Mutriqa should actually take a year's break from the front lines purely so he can dedicate his time to teaching the princess however. Apprenticing her directly to the greatest mage on the continent will clearly be the best way to improve her abilities.Both good ideas.
Besides, there are no National Efforts that we need A-Mutriqa to manage, so I think we can afford it.
I also suspect that as royalty, she would already know how to ride a horse. Instead I suggest we swap it out for carpet riding, and we make sure to keep the Aladdin references to a minimum.
In addition to this, I suggest teaching her how to cast the spellbook-derived form of Detect Thoughts before delving into more advanced techniques. Once she's got a good grasp of the spell, her teachers shall be able to grant her privileged access to a portion of their mind during their demonstrations, thereby providing her with an exhaustive first-hand perspective of the casting process that wouldn't be attainable by the mundane forms of teaching. What better way to understand the miracles of magic than to witness them from the minds of the masters themselves? Even more so if it's al-Mutriqa who'll be doing most of the teaching.Also a good idea, although Detect Thoughts is Expensive; it is the pinnacle of what a fully trained apprentice can cast. The princess will require considerable education before she is able to cast it.
Dangit you, now we've got to spend the revision like THIS:I doubt we can get an Academy with a revision. Although... hang on, did you mean that we use the revision to create a new version of Detect Thoughts, that we then use as an educational tool? Because that... might work.
Academy of Magic
But for the design:
Wrath of Allah
Writing the fluff was FUN!
That's the genius: With a faster casting time, we don't need to.Madman. Our ships cannot reach the enemy.
We cast it at night, at first. And even then, only if we can't carry a single extra mage on our ship (Remember, we're throwing all our knowledge at it to improve all its parts) to sustain and direct the storm.
Personally, I'd like to research some sort of Heat spell this turn, as the cold is kicking us repeatedly.
Heat From Hell
It's well known by sages that Hell can be accessed by digging deep enough, until one finds a realm of flame and burning stone. More specifically, a very hot realm. This spell calls upon that heat that lies below, and brings it up to the surface to visit hell upon the heretics before they die instead of letting them find out the cost of their sins merely after their death. The sweltering heat arising from the ground in this spells area of effect should be especially effective against our cold loving enemies.
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(1)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) - Kashyyk
(0)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) -
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
evictedSaint: Is the range our airships currently operate at close enough to cast Hammer/Spear of Allah?
Yeah. The Hammer can be cast from further away, though, because you just need to see the area you're hitting. The Spear needs you to actually identify the target you're hitting, but is much more accurate. Both require Line Of Sight to the target, though.
Your mages can cast Storm Strike, Clear Skies, Hammer, and Spear from the deck of your ships.
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(1)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) - Kashyyk
(1)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
I am wary about saying "this design will work" or "this design won't work"
I'll gladly explain how your current spells work, though.
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -[/quote]
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(2)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(3)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(3)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Quote from: Votes(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(4)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
I was actually thinking we could perhaps revise Adamantium, to create a version with a higher temperature. Like, 30 degrees celsius. That way, our soldiers will all be nice and snug in their armour.That would also be good. We have a lot invested in Weather which is why I was thinking DDW, for that synergy.
Improving DDW would also be good, though.
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(5)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI, Happerry
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Also, haldo S34N1C, it's been a while, how've things been?Can't complain much, been a bit busy tho. Graduated highschool, got a job. Going pretty good
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
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(6)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI, Happerry, S34N1C
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Evicted, vote set.
Turn when? ;)
(Just messing with you. I'm going to sleep here soon, I don't have a use for a turn for the next twelve hours anyway!)
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(7)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI, Happerry, S34N1C, AC
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Why use a wand when we could just make it fire either holy fire or thunder? Saves effort on making ammo.Because then the attending mage has to recharge it every shot. Whereas wands can be charged ahead of time, allowing the cannon to be fired more rapidly/with a less skilled mage running it.
(1) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
(2) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
(3) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
(3) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237,Khang36
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
(4) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237,Khang36
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.
For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.
(5) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237,Khang36, NUKE9.13
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
(5) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237, Khang36, NUKE9.13, Happerry
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
Personal opinion is that if we're going to move onto a new type of siege gun, we should utilize our lightning magic and go for the railguns. We already have the wands of lightning to serve as the power source...For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.
Whilst I agree that we definitely need to increase and diversify* our offensive potential, attempting to get started with cannons now is too impractical to be feasible, simply because our friends in Arstotzka have already spent ages perfecting their own cannons. We'd never be able to compete!
My main concern with going for magic rail gun is that it will require mages to operate them and Astroska with their anti magic shells they will be able to suppress them as long as they can shell the general area. So i figured we could go for a non magic solution to not deal with that issue.Quote from: Revision Votes:(5) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237, Khang36, NUKE9.13, Happerry
(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)
(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)Personal opinion is that if we're going to move onto a new type of siege gun, we should utilize our lightning magic and go for the railguns. We already have the wands of lightning to serve as the power source...For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.
Whilst I agree that we definitely need to increase and diversify* our offensive potential, attempting to get started with cannons now is too impractical to be feasible, simply because our friends in Arstotzka have already spent ages perfecting their own cannons. We'd never be able to compete!
A varied education, overseen by al-Mutriqa (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480588#msg7480588): (1) NUKE9.13Does anyone have any other suggestions?
they spent both a design and an expense credit doing what you guys just attempted.I knew it. I knew that was too ambitious for a revision. That's why my proposal just talked about the spell, not making a school. Shoulda argued my case, I guess.
Quick post as I'm in the phone, but I think we should make our ammunition explosive in response to their fire proofing.Don't we already have explosive shells with our fire ammo? We don't need explosive shells, we need armor piercing, negating, or bypassing shells.
(3) Zephyr of Allah:Atomic Chicken, NUKE9.13, SMMI
Revision wise, I'm thinking we do Thermal Adamantium and Airship Improvements? They're going to start making specific accuracy upgrades soon for their arty as it only takes one solid hit to kill it.
Four fronts. All of them.Must've been quite the celebration back home!
Crystal solventThis sounded great initially, but I've got to agree with NUKE here. Crystal's practically their major domain at this point. The impact caused by such a weapon could be phenomenal, but there's no way they'd go more than a turn without figuring out how to counter the effect. (What would be truly fitting would be if we managed to deploy them right before invading their capital!)
I'd prefer to do a warming spell, either better winds or Heat from Hell, because the part where our armies are freezing to death is one of our biggest troop killers and keeps being called out as a thing that is hurting us badly. And then spend another revision on education.If we are making an AP shot we will need to version of admintine that is more heavy/ denser to give it the wieght to punch through their gem armor. Fortunately since they are using crystals for armor punching a hole in it shoud shatter a large area of it.Quick post as I'm in the phone, but I think we should make our ammunition explosive in response to their fire proofing.Don't we already have explosive shells with our fire ammo? We don't need explosive shells, we need armor piercing, negating, or bypassing shells.
If we want another shell, I'd prefer to try to make a sonic spell and see if we can get a Shatter (http://www.d20srd.org/srd/spells/shatter.htm) effect going.
Wands Race now has a discord! (https://discord.gg/wzakWFT)
To join, you need to post in the Deployment Zone with your preferred side.
(3) Zephyr of Allah:Atomic Chicken, NUKE9.13, SMMI
(1) Crystal Solvent: Madman198237
(2) Zephyr of Allah: NUKE9.13, SMMI
(2) Crystal Solvent: Madman198237, AC
(2) Zephyr of Allah: NUKE9.13, SMMI
(3) Crystal Solvent: Madman198237, AC, Crazyabe
(3) Zephyr of Allah: NUKE9.13, SMMI, Kashyyk
(3) Crystal Solvent: Madman198237, AC, Crazyabe
(4) Zephyr of Allah: NUKE9.13, SMMI, Kashyyk, AC
(2) Crystal Solvent: Madman198237, Crazyabe
(3) Zephyr of Allah: NUKE9.13, Kashyyk, AC
(1) Crystal Solvent: Crazyabe
(2) Staff of Tinkering: Madman198237, SMMI
Temperature controlled Adamantium: (1) Kashyyk
Temperature controlled Adamantium: (2) Kashyyk, NUKE9.13This one's obvious. Changing the temperature like this should be fairly easy now that we have experience summoning Adamantium.
Temperature controlled Adamantium: (3) Kashyyk, NUKE9.13, SMMI
Temperature controlled Adamantium: (4) Kashyyk, NUKE9.13, SMMI,Khang36
(5) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC
(0) Revise Zephyr of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.2430.msg7486605#msg7486605)
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842)
(0) Revise Academy of Magic
(6) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237
(0) Revise Zephyr of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.2430.msg7486605#msg7486605)
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842)
(0) Revise Academy of Magic
Revision 1
(6) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237
Revision 2
(2) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(1) Revise Academy of Magic: Kashyyk
Revision 1
(6) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237
Revision 2
(3) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE, AC
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(1) Revise Academy of Magic: Kashyyk
I choose this, as I imagine this would effectively reduce the number of apprentices we have in exchange for increasing the number of wizards. Pretty much every spell we have requires wizards over apprentices, so we will have a slight quantity bonus to everything.We certainly need to bolster our wizard ranks eventually, but we're currently anticipating Arstotzka to continue pursuing anti-lightning measures. If they succeed, we lose our main weapon. More wizards would be useless without a powerful offensive spell to cast.
Unless we need another revision to weaponise this :P
Revision 2
(4) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE, AC, SMMI
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(1) Revise Academy of Magic: Kashyyk
Revision 2Personally I feel that our biggest limitation (now that we've solved the cold issues) is the lack of magic users, given that we need to be mass producing magic carpets and flying ships and then using said items, all of which takes up plenty of magic users even before we add in the need to be casting lightning storms and such.
(4) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE, AC, SMMI
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(2) Revise Academy of Magic: Kashyyk, Happerry
Deploy al-Mutriqa to the
1 Mountains: NUKE9.13
0 Jungle
1 Plains: Kashyyk
0 Sea
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
1 Plains: Kashyyk
0 Sea
QuoteDeploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
2 Plains: Kashyyk, SMMI
0 Sea
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
3 Plains: Kashyyk, SMMI, Madman198237
0 Sea
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
4 Plains: Kashyyk, SMMI, Madman198237, Crazyabe
0 Sea
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
4 Plains: Kashyyk, SMMI, Madman198237, Crazyabe, S34N1C
0 Sea
While I understand, I really wish we could.
One more round of dispel? Please?
Just one?
*saluteWhile I understand, I really wish we could.
One more round of dispel? Please?
Just one?
Alright, one more round of dispell. Arstotzka has the option to tweak their Anti Magic to dispell your Adamantium.
1 Mithril: Madman198237
Magical Academy: (1) detoxicated
Mithril: (1) Madman198237
Magical Academy: (1) detoxicated
Mithril: (2) Madman198237, Egan_BW
Hey, evicted, I need some more information before trying to write this. What do we know about the princess's talents, likes, dislikes, worries, fears, anything? Or do we invent this canon for ourselves?
(1) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Anti-Crystal Sonic Shells: Happerry
(2) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Anti-Crystal Sonic Shells: Happerry
(3) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Anti-Crystal Sonic Shells: Happerry
(4) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, HapperryI want an academy more then I want Mithril, when it comes down to it.
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(0) Anti-Crystal Sonic Shells:
(4) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry
(4) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC, khang36
(0) Anti-Crystal Sonic Shells:
(5) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry, Taricus
(4) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC, khang36
(0) Anti-Crystal Sonic Shells:
(6) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry, Taricus, Egan_BW
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, AC, khang36
(0) Anti-Crystal Sonic Shells:
(5) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry, Taricus,
(4) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, AC, khang36, Egan_BW
(0) Anti-Crystal Sonic Shells:
We won't get more carpets, airships, Siroccos, or ballistae because those are being operated to the limits of production, not to the limits of the availability of mages.That's not true. eS has stated multiple times that we are short on mages, and are thus for example fielding less ballistae than we could.
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BWI really want this.
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(1) Detect Sniper: NUKE9.13
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(1) Detect Sniper: NUKE9.13
(1) Heretic's Downfall: Madman198237
We'll not only have complete use of lightning again, we'll also have more POWERFUL lightning, since it will ALMOST ALWAYS HIT, at least with a good roll.Ever the optimist.
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(0) Detect Sniper:
(2) Heretic's Downfall: Madman198237, NUKE9.13
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(0) Detect Sniper (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490629#msg7490629)
(3) Heretic's Downfall (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490618#msg7490618): Madman198237, NUKE9.13, Kashyyk
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(0) Detect Sniper (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490629#msg7490629)
(4) Heretics' Downfall (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490618#msg7490618): Madman198237, NUKE9.13, Kashyyk, AC
0 Weather Magic in the Light of Allah's Will (More control over weather magic):Shameless self-vote again, I know, but I really think we stand the best chance if we do something that would cater to our heir's tastes. And plus, who doesn't agree that royalty flying to meetings on a carpet (That isn't awkwardly rolled up and saddled) isn't the best kind of royalty?
0 Stellar Divination (Seeing the future):
1 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237
...at least, until they develop something better.Uh-huh. No back and forth, you said.
I agree with Egan.(Y̷̢̭̥̼̮̲̘̰̞͓̦̩̱̥̥̓ͪ͋ͦ̈́͒͐̂̽̏ͤ̉ͭ̉̓͋ͨ͢͢ͅ.̸̴̯͎͕̤͕͍̤̫͈͙͖̈̃̿̿͑̊̈́͋ͫ̅ͬ͊̕ͅ ̴͉͙̘̣̦̱͔̰̟̱̣͎͍̩̙̩̼̬̣̄͌́͂̈́̎ͫ̚̕͝Ḝ̶̛̭̲̲͓̤̭̙̜̙̤̜̱̺̬̳̭͒̄̒ͮ̌̋.̷̭̖̻̻̞̤̣͕̾ͣ̇̈̂̽̈͋̓ͫ͑̿̚̚͜ ̷̨͇̟̜̱̞̲̪ͦ̆͒̋ͩ̏̋̎́͠S̵ͤ͐ͥ͋̉͒́̿̓̎͆҉̗͎̰̝̮̖̟̜̟.͛ͫ̈́́̓͂͐ͧͩͭͯ̿̎̊ͯ̚͏̜̘̪̱͍̼̝͇̳)
If they nerf lightning, we dissolve crystals.
It's only fair.
(Blackmailing the GM! WOOO! Wait, are you guys SURE this is a good idea?)
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
2 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, NUKE9.13
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
3 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, NUKE9.13, Kashyyk
Would a teenager actually every write like that?Listen, we're ghost writing the damn thing anyway, might as well try to address the concerns that was had on the political side and make our charge look level headed and thoughtful or whatever. Besides, this is a 10th century teenager, she's basically already middleaged.
Also, you misspelled "carpet" near the bottom. Heil Grammar!
Given her "chaotic and destructive behavior" learned from al-Mutriqa, wouldn't she be a little bit less than interested in how the Wand of Lightning Bolts makes things glow?
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
2 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk
1 Kahrab Light Orb (Lightbulbs): NUKE9.13
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
2 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk
2 Kahrab Light Orb (Lightbulbs): NUKE9.13, SMMI
Partly because the smatterings of ArabicTo be fair, most of it is actually anglicised pseudo-Arabic rather than the real thing.
(0) Weather Magic in the Light of Allah's Will (http://www.bay12forums.com/smf/index.php?topic=163276.2490.msg7489903#msg7489903) (More control over weather magic):
(0) Stellar Divination (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491556#msg7491556) (Seeing the future):
(2) Magical Propulsion (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491608#msg7491608) (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk
(0) An Observation of Ambient Mana and Applied Applications (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7492218#msg7492218)
(3) Kahrab Light Orb (http://www.bay12forums.com/smf/index.php?topic=163276.msg7492366#msg7492366) (Lightbulbs): NUKE9.13, SMMI, AC
Working with carpets is so much more suited to her personality. She's the princess. She's not likely going to work on glowly fibers and strips of metals when she could be doing something fun instead. And she considers carpet stunts fun.
Also, I can actually see Hayat messing around with lightning wands to do stupid stuff like make wires glow. She is described as being chaotic, and not as interested in prayer as most mages, but that doesn't mean she is not curious about the world. She could be an eccentric inventor type, constantly breaking rules and conventions in the name of !!SCIENCE!!
(0) Weather Magic in the Light of Allah's Will (http://www.bay12forums.com/smf/index.php?topic=163276.2490.msg7489903#msg7489903) (More control over weather magic):
(0) Stellar Divination (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491556#msg7491556) (Seeing the future):
(3) Magical Propulsion (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491608#msg7491608) (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk, Crazyabe
(0) An Observation of Ambient Mana and Applied Applications (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7492218#msg7492218)
(3) Kahrab Light Orb (http://www.bay12forums.com/smf/index.php?topic=163276.msg7492366#msg7492366) (Lightbulbs): NUKE9.13, SMMI, AC
(0) Weather Magic in the Light of Allah's Will (http://www.bay12forums.com/smf/index.php?topic=163276.2490.msg7489903#msg7489903) (More control over weather magic):
(0) Stellar Divination (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491556#msg7491556) (Seeing the future):
(2) Magical Propulsion (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491608#msg7491608) (Improved carpets [Carpet-shaped again!]): Madman198237, Crazyabe
(0) An Observation of Ambient Mana and Applied Applications (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7492218#msg7492218)
(4) Kahrab Light Orb (http://www.bay12forums.com/smf/index.php?topic=163276.msg7492366#msg7492366) (Lightbulbs): NUKE9.13, SMMI, AC, Kashyyk
We have no practical applications at this time, since we don't have continuous sources of lightning.
No, specifically because a constant temperature wasn't a part of the original adamantine design plan, as I recall. And you put it in, and now look what you've done? Conservation violated everywhere! Entropy, vanishing before your eyes! The LAWS OF THERMODYNAMICS are disintegrating!:/
You maniac! Look what you've done!
Winds of Ruin
Wrath of Allah. The name should make our enemies fear, yet it is only a vehicle for deadlier spells. Well, no more. Using our knowledge of control over wind and lightning, those things that no others can control, the Zephyrs most especially, we take greater magical control over the storm as well, directing its now-tremendous fury as we must. The winds are stronger, faster, and hit unnaturally hard....some say they are intelligent. Cannonballs are flung straight down, harmlessly. The first priority of the spell is destroying the ability of cannons to fire long distances, by forcing the shells and shot down through combinations of low pressure and simple downwards force. If possible, we also make the spell an offensive one, so that soldiers, cannons, horses, even Arstotzka's mighty train are pushed, flung, and tossed far by the rage of the mighty storm, yet Moskurgers and their weapons will be able to fly, run, and fire through it with impunity. In fact, if enough mages are participating, it can even give massive boosts to our projectiles, as if we enchanted every bow and ballista with a wind enchantment. It will lay waste to anything hostile that enters its truly massive area of effect. And it's controlled nature means that the mages on an Alsamma Safina can summon the winds, if necessary.
Priorities
1. Is capable of deflecting cannonballs straight down very rapidly, reducing Arstotzkan maximum range to Short or Medium ranges (Within visual/non-magical ballista range)
2. Does not affect Moskurgers or their projectiles (Basically, extreme wizard guidance making the storm "smart", and thus affecting only Arstotzkans and their projectiles)
3. Target is E or higher (Duh), expectation of VE (Does this make it easier?)
4. Would be very nice to also do extreme damage to enemies
5. Using more mages increases the effectiveness of the control. So that if a lot of mages are participating, it gains additional abilities.
What We Should Have Done
The spells that create lift on carpets are applied to the hulls of our Alsamma Safinas, hopefully removing the carpets entirely, and then further adapted: The ships are now not as tall, since they only need one deck and some storage space for Firestorm shells. This lessens weight Furthermore, our control over the winds of a storm is adapted to provide extra lift to an Alsamma, meaning that, in a storm, a hit need not bring the entire vessel down, as the winds will support it until it can reach our lines again. Also, the ships will be tremendously faster in the Wrath of Allah. Furthermore, the armor is toughened as much as we can, while still being able to fly under its own power.
Mithril
By distilling all our knowledge of magical materials into the essentials, we create a new material, magical to the core. The intent is a substance harder even than Adamantine, tied, like Adamantine, to the real world (Undissolved by antimagic) yet retaining some connection to the magic of Allah. It will be easily enchanted, though it will always be incredibly hard instead of having variable hardnesses. This allows for a simpler spell to be more powerful in specific applications. The material will be used in all our weapons, enchanted to be either incredibly cold or terribly hot, as well as in our body armor and warships. The target, of course, is Cheap.
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (1) NUKE9.13
With Research Credit: (1) NUKE9.13
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368)
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
I honestly don't see how we're going to move their cannonballs with wind. Their momentum compared to their surface area, especially considering the aerodynamic shape (also known as designed to not be affected by wind) is going to be insurmountable.Tell you what, you try firing long-range artillery without taking wind speed/direction into account. And that's conventional winds.
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (1) NUKE9.13
With Research Credit: (1) NUKE9.13
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (1) Madman198237
With Research Credit: (1) Madman198237
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
Soldiers, cannons, horses, even Arstotzka's mighty train are pushed, flung, and tossed far by the rage of the mighty storm, yet Moskurgers and their weapons fly, run, walk, and fire through it with impunity. In fact, if enough mages are participating, it can even give massive boosts to our projectiles, as if we enchanted every bow and ballista with Lucky Strike and a boost from the wind., maybe he is just adding that for flavour. But I fear the GM will look at that and say, "hmm, I guess they want four features, including one that amounts to replicating Lucky Strike... better add some difficulty"
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (2) NUKE9.13, Kashyyk
With Research Credit: (2) NUKE9.13, Kashyyk
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (1) Madman198237
With Research Credit: (1) Madman198237
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
-snip-Quote from: DESIGNWinds of Ruin-snip-
-snip-
Priorities
1. Is capable of deflecting cannonballs straight down very rapidly, reducing Arstotzkan maximum range to Short or Medium ranges (Within visual/non-magical ballista range)
2. Does not affect Moskurgers or their projectiles (Basically, extreme wizard guidance making the storm "smart", and thus affecting only Arstotzkans and their projectiles)
3. Target is E or higher (Duh), expectation of VE (Does this make it easier?)
4. Would be very nice to also do extreme damage to enemies, though cannonballs are the first priority)
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (1) NUKE9.13
With Research Credit: (1) NUKE9.13
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (2) Madman198237, Kashyyk
With Research Credit: (2) Madman198237, Kashyyk
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280)
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (3) Madman198237, Kashyyk, NUKE9.13
With Research Credit: (3) Madman198237, Kashyyk, NUKE9.13
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280)
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323): (1) Happerry
With Research Credit: (1) Happerry
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (3) Madman198237, Kashyyk, NUKE9.13
With Research Credit: (3) Madman198237, Kashyyk, NUKE9.13
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Environment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(1) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Environment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk, Madman198237
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk, Madman198237
(1) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk, Madman198237
(2) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(1) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237
(3) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk
Dropping them by one more bracket is very doableHow. Explain to me how, if a SIX is not good enough, you are going to make the wind powerful enough to push shells hard enough to drop them another range bracket.
EDIT:Oh. Well, uh, I thought this was obvious.
Also, my plan uses gravity to help it out. Why is sending them sideways any easier than adjusting their course DOWNWARDS?
Quote(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237, SMMI
(3) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk
I like the explanation of how this spell is supposed to work, and I now have an image of a load of wizards miming musical instruments in front of a conductor.
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237, SMMI
(4) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk, Taricus
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(3) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237, SMMI, AC
(4) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk, Taricus
(1) Desert: NUKE9.13
Send Hayat to the
(2) Desert: NUKE9.13, Kashyyk
Send Al-Mutriq to the
(1) Same place as Hayat: Kashyyk
Send Hayat to the
(3) Desert: NUKE9.13, Kashyyk, Madman198237
Send Al-Mutriq to the
(2) Same place as Hayat: Kashyyk, Madman198237
That or what eS was saying was that their range is reduced by 1 range bracket while focus is held, and focus is held more with the leader in charge.
While we're at it we should just banish magic from the world and teleport the island to the other hemisphere whilst rotating it 180 degrees. That'll solve all our problems as we will then, canonically not be defeated for another thousand years!I have suggested that before, yes.
That, or we do as proposed...sort of. If we get massive antimagic area of effects we can shut them down faster than you can say "Useless primitives". Also, we'll have to try and make it Arstotzka-specific.Why must you always be so overambitious? Think, for a moment, how ludicrously overpowered what you're proposing is. To balance it, it would either be impossible, or so expensive as to be Theoretical.
Yeah, how on earth did they get this ultra-special antimage special forces and we don't get something like extreme cavalry of firestorm-grenading death or super-specialized carpet wizards?
Skyskiff:
Operation Finality: (1) NUKE9.13
Skyskiff:
Operation Finality: (1) NUKE9.13
Anti-Magic Extension:
Enhanced Airships: (1)
Skyskiff: (1) Kashyyk
Operation Finality: (1) NUKE9.13
Anti-Magic Extension:
Enhanced Airships: (1) SMMI
Skyskiff: (1) Kashyyk
Operation Finality: (1) NUKE9.13
Staff of Inquisition: (1) Madman198237
Enhanced Airships: (1) SMMI
Skyskiff: (2) Kashyyk, Happerry
Operation Finality: (1) NUKE9.13
Staff of Inquisition: (1) Madman198237
Enhanced Airships: (1) SMMI
Skyskiff (hull-flight version (don't put this part in the name)): A compromise between Pegasi and the Alsamma Safina, the Skyskiff has both enough armour to survive Arstotzkan rifles, and enough speed to avoid their cannons. Shaped like a narrow boat, the Skyskiff- at the insistence of certain loud-mouthed designers who claim that things other than carpets are capable of flight- has the flight enchantments of Pegasi inscribed into its hull rather than carrying carpets in the hold like the Alsamma Safina, and carries a two-man crew- one pilot, who maintains the flight enchantments and provides propulsion, and one bomber, who drops Firestorm Shells and fires Wands of Thunderbolts. The Skyskiff is constructed entirely out of lightweight Adamantium, with the bottom of the hull being slightly thicker, to stop Arstotzkan rifles.
Skyskiff: (2) Kashyyk, Happerry
Skyskiff (Alternate Version):
Operation Finality: (1) NUKE9.13
Staff of Inquisition: (1) Madman198237
Enhanced Airships: (1) SMMI
Skyskiff: (1) Happerry
Skyskiff (Alternate Version): (1) Kashyyk
Operation Finality: (1) NUKE9.13
Staff of Inquisition: (1) Madman198237
Enhanced Airships: (1) SMMI
evicted has subtly implied that he doesn't want antimagic in the game, by making it very easy for both sides to just counter any antimagic effects by strengthening their spells.
Skyskiff: (1) Happerry
Skyskiff (Alternate Version): (2) Kashyyk, NUKE9.13
Operation Finality: (0)
Staff of Inquisition: (1) Madman198237
Enhanced Airships: (1) SMMI
(1) Alwathnayu Mukafa'a (http://www.bay12forums.com/smf/index.php?topic=163276.2715;topicseen.msg7504875#msg7504875): AC
(2) Alwathnayu Mukafa'a (http://www.bay12forums.com/smf/index.php?topic=163276.2715;topicseen.msg7504875#msg7504875): AC, Kashyyk
(4) Alwathnayu Mukafa'a (http://www.bay12forums.com/smf/index.php?topic=163276.2715;topicseen.msg7504875#msg7504875): AC, Kashyyk, Madman198237, SMMI
"Shut up your dramatic yelling! It's only a 74% casualty rate! You only get to complain if it reaches 75%. By the way, don't you dare die, or I'll have to start giving people hazard pay for working a job with 75% casualty rates.On the bright side, all brewers who perish within our sacred chemical manufacturing plants are instantly declared martyrs upon death. Comes as a job benefit.
This new shell will not crack crystalDamn. That was the one thing we particularly needed. Hopefully it'll flip their tanks over our something.
(1) Seize the ship : Kashyyk
(3) Seize the ship : Kashyyk, Madman198237, NUKE9.13
(4) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus[/quote]
(5) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus, Detoxicated
(6) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus, Detoxicated, crazyabe
(1) Deploy al-Mutriqa: Madman198237
Deploy al-MutriqaSounds good.
(2) Desert: Madman198237, Kashyyk
Deploy al-Mutriqa
(3) Desert: Madman198237, Kashyyk, NUKE9.13
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant form but relatively stable 'Bane' is means to be used as both a component and by itself: Added to the firestorm mixture it vastly improves the blasting capability whilst also stabilising the mixture preventing accidental detonation, and moulded with resin, water and a bit of tar can be make into an excellent explosive in it's own right which can shatter the crystals right off the arstotzkans.
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant form but relatively stable 'Bane' is means to be used as both a component and by itself: Added to the firestorm mixture it vastly improves the blasting capability whilst also stabilising the mixture preventing accidental detonation, and moulded with resin, water and a bit of tar can be make into an excellent explosive in it's own right which can shatter the crystals right off the arstotzkans.
Well, we do have a research credit, so it makes sense we go for something rather ambitious like bane this turn. We get bane and we can practically shoot into modern firearms straight up. (And I have an idea on the lightning/electrical bonus, but that's basically a revision)I think trying to invent a coilgun is ambitious enough. We can enchant the thing with salt-inducing lucky strike and add the HE rounds too. Direct hits will be more likely, and a nearby HE round will still disable their Tanks due to the crappy wheels.
We're already burning the wheels off of their tanks. But the HE comes first as our air force, and thus our navy, benefits from it.We should be able to do it with just a revision though. We're basically there with an explosive round anyway, as we got a 4 on it. What we need is something to break through their crystal in their tanks, ships and anything else they make. Specifically an AP round, which a solid chunk of metal moving at high velocity is.
Angel's Wings
Engineers have taken the knowledge of our pegasi and the adamantium to create lightweight wings. These wings that have a mild air effect have several bands of leather attached to them so its wearer can maneauver the wings in the way he likes. By beating the wings he can gain some height, but its true strength lies within its gliding abilities. The Angel Wings troops can easily drop off our airships to drop behind the enemies defensive lines and strike them by surprise.
A flaming explosive round. No idea if we can translate that into a purely explosive substance.I think with just a revision we can. Because magic.
And an AP round isn't going to do much against infantry, not with the rate of fire a cannon like what you're proposing would have.I didn't even mention a rate of fire on this thing, but I can't see why it couldn't be 3 round per minute, or even better. All we'd need to do is shove a greased iron shell down a greased barrel, connect a handful of WoTs, then aim and fire. quicker to use than a mundane cannon, and I'm guessing about as quick as an Arstotzkan one.
Our Winds of Ruin have shown that we can become one with the Storm that Allah has Given onto Us. Let us Truly seek to embrace the Storm then. By focusing the scale of the control of the ritual, we have found that a single Wizard is able to not only Control one of Allah's Zephyrs beyond the horizon, but also Cast Spells from the Zephyr as if they existed within the Zephyr, as well as personally strengthen the Zephyr.
Goals of Design:
*Wizard Expense Level (Expensive)
*Allow Wizards to cast Spells from Zephyr
*Zephyr remains at BLOS range
*Make the Zephyr winds Stronger
Previous Magic Experience:
*Weather Magic
*WoR Mental Control
*Divination for Seeing While Not Being There
They don't need direct hits to penetrate armourBecause they've spent several actions on making the heaviest armour they can, whereas we've spent less on making manoeuvrable armour.
Their ammo doesn't blow up on themI'll grant you this one.
And more to the point I highly doubt the lightning cannons will outrange their guns so it's not really going to be useful.I disagree. If we can get to long range using torsion, we can get beyond that with a coilgun. And there we're out-ranging them because we have our pseudo-sentient storms.
Whereas bane, being a powder and a component can serve both as an explosive itself and as a stabiliser to our firestorm mixture to ensure it doesn't go off prematurely. And will certainly also have other applications, like being a replacement for gunpowder among other things.I won't deny having better explosives is better, but I still think we can do this in a revision, and do the lightning cannon with a research-credit design.
We can save the +1 to lightning for something like power transmission (Power armour anyone?)If we're wanting power armour, I think we should use this research credit on it. Care to make a design?
Doesn't really set up combos for repeated punches though SMMI, we kinda need things we can design follow-ups for.
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) :
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) :
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) :
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
We need to leapfrog a bit in regards to explosives Nuke, and we can afford to with the research credit. @SMMI: The storm elemental, or the storms themselves, aren't cast at sea, meaning they aren't likely to help there.
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (1) Madman198237
Phoenix (Airship with flamethrowers): (0)
Adamantine Full-Plate Armor: (0)
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind
Quote from: DesignsBane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (0)
Adamantine Plate Armor: (1) Madman198237
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (0)
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) : (1) NUKE9.13
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (1) NUKE9.13
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (1) NUKE9.13
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Bane - Magical Explosive : (1) Taricus
Lightning Rifle :
Lightning Cannon :
Angel Wings :
Storm Elementals : (1) SMMI
Hariq al-Siyni (Chinese Fire) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (2) NUKE9.13, detoxicated
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) :
Bane - Magical Explosive : (1) Taricus
Lightning Rifle :
Lightning Cannon :
Angel Wings :
Storm Elementals : (1) SMMI
Hariq al-Siyni (Chinese Fire) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: (0)
Storm Elementals (Soul Transposal) :
Our Alsamma get shot down by cannons, so you want to fill it with flammable liquid and have it sit on top of their canons. Please tell me I'm not the only one who sees the issue here.I'm not sure, but I believe their cannons can't shoot straight up. But I see your point.
Bane - Magical Explosive : (2) Taricus, Kashyyk
Lightning Rifle :
Lightning Cannon :
Angel Wings :
Storm Elementals : (1) SMMI
Hariq al-Siyni (Chinese Fire) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: (0)
Storm Elementals (Soul Transposal) :
assumes that A. we've had contact with ChinaKeep up, mate. The merchant we traded with was Chinese. Amongst the various treasures he provided, certainly samples of his homeland's wares would be included.
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (2) Taricus, Kashyyk
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
NUKE9.13 - Today at 8:21 PMSo let's maybe not do something too ambitious.
Revision?
The turn says it's a Research Credit, @evictedSaint
...
evictedSaint - Today at 8:25 PM
Oh, does it? It should say revision credit. My mistake
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) : (1) Kashyyk
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (2) Taricus, Kashyyk
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (3) Taricus, Kashyyk,khang36
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (3) Taricus, Kashyyk,khang36
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (4) NUKE9.13, detoxicated, Madman198237, AC
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (3) Taricus, Kashyyk,khang36I stand by my stated belief we need to get working on Railguns.
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) : (1) Happerry
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (4) NUKE9.13, detoxicated, Madman198237, AC
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
"Death trap" for who? How can it be worse than Bane, the explosive that won't explode until you've spent an hour making it explosive again?
Hmm :/
This is a hard decision. I think I'm going to trust in air power, though, and hope that the pessimistic projections prove to be just that, pessimistic. Sorry, explosives. If the Phoenix turns out to be useless we'll do you next turn.
Quote from: DesignsBane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (4) Taricus, Kashyyk,khang36, SMMI
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) : (1) Happerry
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) :
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (4) NUKE9.13, detoxicated, Madman198237, AC
Adamantine Plate Armor:
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
We're discussing this in Discord. It's so much different from the proposal that it seems very wrong.I'm arguing that the differences are mostly bonuses that we got for rolling a six. I mean, we got a whole new hull shape. We got an aimable turret (which Madman has since managed to argue off of the design, great job).
Staff of Tubikh Rrahim Slight Changes: (1) NUKE9.13
Staff of Tubikh Rrahim Slight Changes: (2) NUKE9.13, Madman198237
No, Kashyyk. There is no quote to the contrary, because that's never been brought up. We can't dissolve their CRYSTAL with antimagic, but we CAN disable enchantments temporarily.
Spend Revision Credit: 1 SMMI
__
If yes
Explosive Alchemy: 1 SMMI
Spend Revision Credit: 2 SMMI, Mad
__
If yes
Explosive Alchemy: 1 SMMI
Fire and Thunder: 1 Mad
Spend Revision Credit: 3 SMMI, Mad, Crazy
__
If yes
Explosive Alchemy: 1 SMMI
Fire and Thunder: 2 Mad, Crazy
Hey, eS, did that affect our grenades as well? And we will still use both in case of problems with armor penetration, correct?
Other than that, explosives are !!FUN!!.
Moskurg's Apprentice Gramary for Inter-magical Competency : [1] Kashyyk
Winds of Ruin :
Tubikh Rrahim : [1] Detoxicated
Incidentally, for the Design Credit:Could use a few extra magic tricks to round out the show, if anyone can think of any.
We are very impressed by the Saint's magic show. Let us impress him in turn with a magic show of our own, featuring:
-The Miraculous Levitating Lady! No tricks, no wires! Just a dress with levitation spells woven into it (very dangerous, do not operate more than 3' off the ground).
-al-Sakin's Knife Throwing Expertise! Gasp in amazement as the wonderous al-Sakin throws knives at a beautiful damsel tied to a spinning wheel! Not one drop of blood shall be shed! And all it takes issome extremely powerful 'Maghnats' behind the wheel, plusLucky Strike.
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind!
-The EndlessHandkerchiefsInterlocking Metal Rings! How many can he pull out of his sleeve? They never end! Because they're made of Adamantium, and he is summoning them into existence.
-Fantastic Firebreathers! Gasp as mortal men breathe gouts of flame, like mythical beasts! Drinking Arak spiked with Alnnar will do that to you.
-[Anyone else got any ideas?]
Quote-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind
Pick a man out of the lineup! Think of a number! Invent a completely random word in your head! I'm sure I can guess it!
Another one:
Look how I can make it rain everywhere but on me! Screw that tree in particular.
Moskurg's Apprentice Gramary for Inter-magical Competency : [1] Kashyyk
Winds of Ruin :
Tubikh Rrahim : [1] Detoxicated
Bribe the Saint: [1] NUKE9.13
Moskurg's Apprentice Gramary for Inter-magical Competency : [1] Kashyyk
Winds of Ruin :
Tubikh Rrahim : [1] Detoxicated
Bribe the Saint: [3] NUKE9.13, Madman, SMMI
Incidentally, for the Design Credit:
We are very impressed by the Saint's magic show. Let us impress him in turn with a magic show of our own, featuring:
-The Miraculous Levitating Lady! No tricks, no wires! Just a dress with levitation spells woven into it (very dangerous, do not operate more than 3' off the ground).
-al-Sakin's Knife Throwing Expertise! Gasp in amazement as the wonderous al-Sakin throws knives at a beautiful damsel tied to a spinning wheel! Not one drop of blood shall be shed! And all it takes issome extremely powerful 'Maghnats' behind the wheel, plusLucky Strike.
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind!
-The EndlessHandkerchiefsInterlocking Metal Rings! How many can he pull out of his sleeve? They never end! Because they're made of Adamantium, and he is summoning them into existence.
-Fantastic Firebreathers! Gasp as mortal men breathe gouts of flame, like mythical beasts! Drinking Arak spiked with Alnnar will do that to you.
-[Anyone else got any ideas?]
Quote-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind
Pick a man out of the lineup! Think of a number! Invent a completely random word in your head! I'm sure I can guess it!
Another one:
Look how I can make it rain everywhere but on me! Screw that tree in particular.
Remember:
The Most Amazing Light Show You've Ever Seen, Lit Up With Light Bulbs And Powered With Pure Wrath Of God Himself
(Make a magic lantern show type thing. And then add lightning from the sky and from a Wand.)
The Tiniest Perpetual Tornado
You see a glass case of 3m^3 that is filled with coloured sand. Within you can see an everspinning tornado that picks up the coloured sand and swhirls it around. The tornado, though being tiny, is unresting and keeps on spinning, painting pictures of chaotic awe with the coloured sands it picks up.
I'll rewrite a proposal for adamantine plate armor (In a weird and more effective way) and a revision to improve either the Phoenixes' (And Skyskiffs') speeds, or to improve adamantine to be MUCH tougher and harder (As in, sharp enough to shave an Arstotzkan's most hideous Viking beard, and tough enough to catch a cannonball without breaking).We don't just need to improve it to be tougher and harder, we need to make it more modifiable, if we can change all of its features to a greater amount we can produce MUCH more effective things from it, like almost entirely clear armor, or armor that absorbs light.
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant force only when powerful physical force or electrical energy is applied to the composition; at high heat it merely burns extremely hot and without smoke rather than detonating making it a useful addition to our al-chemist's repertoire of materials
Currently, the powder has two uses; firstly, as a component of our incendiaries it can bring the temperature it burns to a significantly higher point, likely burning the poor arstotzkans caught within the flames, though the fire. Without the fumes, and the heat following the principles of 'convection', as out al-chemists refer to it, the mixture is safely handled by adamantium-garbed soldiers (such as ours) with a much reduced risk, while anyone not in adamantium protective gear is likely to be cooked in short order.
Secondly, added to our Mudawin-Nar (Thunderous fire) mixture, it makes the explosive force significantly stronger depending on the amount of bane is used, allowing the resultant explosive to detonate much more forcefully than an explosive without bane.
Flametroopers
In one design we should be capable of roughly duplicating almost-full-body plate armor. Add a backpack to that and use the revision to downsize an adamantine scroll to easily-man-portable size.....and pump Alnnar (The original, flammable stuff, not the explosive) into the tube. Light at other end. This will likely require two turns (One for armor and a clothlike/leather-like adamantine for better temperature protection) and one full turn for functional flame-throwing.
al-Tawrbinat's Wind Machine
By ramping up the power of the adamantine scrolls, we can create a wind cannon, a more graceful alternative to the elderly ballista or profane cannons of Arstotzka. Projectiles fed into the slot at the top rear of this weapon are pushed with great force down the barrel and fly to Extreme range or beyond.
al-Tawrbinat's Hair Dryer (Better Name Pending)
The Wind Machine is a wondrous invention. So wondrous that al-Tawrbinat himself spent extra time on the project this year and invented a man-portable version capable of throwing a Firestorm grenade out to Medium range. Since it is constantly "on", there is a cover over one end that will stop the wind until it is removed. Just like the artillery version, anything dropped into the hole on top (Near the back of the tube) will go flying, quite far.
Skyhawk: (2) SMMI, Madman
Skyhawk: (3) SMMI, Madman, Crazy
Quote from: VotesSkyhawk: (4) SMMI, Madman, Crazy, Detoxicated
frankly the skyhawk isn't doing ANYTHING our existing units cannot do now.No, but to be fair, it does it better. Also, which existing unit is capable of airlifting units and depositing them behind enemy lines?
Skyhawk: (4) SMMI, Madman, Crazy, Detoxicated
al-Maghnat's Cannon: (1) NUKE9.13
Skyhawk: (4) SMMI, Madman, Crazy, Detoxicated
al-Maghnat's Cannon: (2) NUKE9.13, Happerry
al-Maghnat's Northfinder: (1) NUKE9.13
al-Maghnat's Northfinder: (1) NUKE9.13
Skyhawk Speed Improvments: (1) Kashyyk
I think we should redesign the SkyHawk to be much faster. Even if it has to way overshoot a target, turn around slowly somewhere out of range, then come back that's better than what it'll currently do. Best way I can think of is to rework the adamantium scrolls to pull more air through faster.Different Thought: change adamantium to give us control over it's Weight, Allowing us to at least moderately reduce the weight of our Ships, Increasing speed in a different manner.
al-Maghnat's Northfinder: (1) NUKE9.13
Skyhawk Speed Improvments: (1) Kashyyk
Adamantium Weight control: (1) Crazyabe
Different Thought: change adamantium to give us control over it's Weight, Allowing us to at least moderately reduce the weight of our Ships, Increasing speed in a different manner.It's already as light as leather. Make it any lighter and it'll just get blown away in the... Wait. That's what we want. It's perfect!
al-Maghnat's Northfinder: (1) NUKE9.13
Skyhawk Speed Improvments:
Adamantium Weight control: (2) Crazyabe, Kashyyk
I think strength control is more important; no matter how light the material is if it can't withstand a good amount of force it's not really viable.Consider this from a different angle: we summon adamantium as bricks, If we were to make those bricks weigh 1/4th a ton each and build walls out of them, How much more force would be Required to hit the people behind the walls?
(1) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576): NUKE9.13
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(2) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303): Crazyabe, Kashyyk
(2) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC
(1) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576): NUKE9.13
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(1) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303): Crazyabe
(3) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC, Kashyyk
(0) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576):
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(1) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303): Crazyabe
(4) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC, Kashyyk, NUKE9.13
Yeah, we're already winning at sea. I was mostly voting for the compass to make people pay attention.Quote from: Revision Votes(0) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576):
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(0) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303):
(5) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC, Kashyyk, NUKE9.13, Crazy
What is an espionage credit?From the description: it is either (A) A Credit that allows us to steal some of the opposition's tech, or (B) a Credit that allows us to Screw about with their stuff before hand.
My Suggestion: Use it to Capture several of their mages, and have them brought back gag'd and bound, with a "Bonus" for those directly involved in training their apprentices.Too broad. What are we kidnapping them for? Do you mean so we can replicate their apprentice training scheme? That might actually be useful now that we actually need apprentices to man the Adamantium Jets.
Well. Is there a piece of Arstotzkan technology that we'd especially like to have?If we kidnap them, we can Reduce their Training effectiveness for the turn, and Gain info on how they do it ourselves.
I was thinking we might want to look into stealing some information about their crystal summoning. Not so that we can replicate it- I imagine it is too advanced for us to steal all their research. Rather, we steal information about its vulnerabilities, to give us a bonus to weapons designed to penetrate it.
But I'm not 100% sold on that. I could be convinced to leave it, if we can't think of anything good.My Suggestion: Use it to Capture several of their mages, and have them brought back gag'd and bound, with a "Bonus" for those directly involved in training their apprentices.Too broad. What are we kidnapping them for? Do you mean so we can replicate their apprentice training scheme? That might actually be useful now that we actually need apprentices to man the Adamantium Jets.
If we kidnap them, we can Reduce their Training effectiveness for the turn, and Gain info on how they do it ourselves.I don't think we can do both of those. But doing the second might be worthwhile. The first would be a very temporary bonus, only worth it if we are one turn away from victory.
We could steal their cannons...I certainly hope we can't. Because if we can, then they can steal our aircraft. And that would be worse for us than us stealing their cannons would be for them, I feel.
2 Check Crewmen Minds: Madman, SMMI
0 Leave Them Alone:
So how practical would it be to modify our new jet scrolls to instead of pushing air but tuned to push metal or admintine down the tube effectively turning it into a magic railgun of sorts?Uh... magic railgun is maybe pushing it a bit. Magic grenade launcher, sure. But these things are not going to push projectiles with the force of a railgun. They might help to lob grenades out to medium range. But I doubt they'd go any further than that.
2 Check Crewmen Minds: Madman, SMMIBecause that worked out so well the last time. I'm sure that they won't be on guard against this sort of thing now, and would be so offended if we did it that they rescind their offer to help us. No, there's no way that could happen. Certainly not without rolling the dice first, on account of how WE ALREADY TRIED THIS.
1 Leave Them Alone: NUKE9.13
Check Crewmen Minds
(2) Yes: Madman, SMMI
(2) No: NUKE9.13, AC
Check Crewmen Minds
(3) Yes: Madman, SMMI, Kashyyk
(2) No: NUKE9.13, AC
Check Crewmen Minds
(3) Yes: Madman, SMMI, Kashyyk
(3) No: NUKE9.13, AC, Detoxicated
They are in jail without weapons. If we can't forcibly mind read them in that situation how the hell did we manage it in the field?Sure, we could do it by force. We could've read the captain's mind by force as well. We didn't, though, because we wanted to maintain the semblance of good relations.
We order them to sabotage and report, and that we'll release them and their captain *after* they do our bidding.How on earth are they supposed to sabotage/spy on Arstotzka before we release them?
Check Crewmen Minds
(4) Yes: Madman, SMMI, Kashyyk, NUKE9.13
(2) No: AC, Detoxicated
Espionage Credit!!![emphasis added]
After a bit of finger-snapping interrogation, it seems the trader is from the far-off land of China. He admits to buying the boat from the former trader after his last trade run, intending to take his place and make his fortune selling magical artifacts from Forenia. Unfortunately, his intentions were less-than-pure; had he managed to gain something of value from your nation, he would have gone to your enemy and attempted to sell your secrets for a massive profit.
Fortunately, this gives us a unique opportunity to use his skilled crew to further our own gains. Loyal to a fault, they agree to perform an Espionage Credit for us if we release their captain and return their ship. If we agree to these terms, we must honor our word and release the trader captain once their work is done. Of course, we could just execute them all and be done with the mess...they're not exactly trust-worthy, after all.
Crystalworks Sabotage: (2) SMMI, Madman
Crystalworks Sabotage: (2) SMMI, Madman
EEE: (1) NUKE9.13
Crystalworks Sabotage: (2) SMMI, Madman
EEE: (2) NUKE9.13, Crazy
Crystalworks Sabotage: (0)
EEE: (2) NUKE9.13, Crazy
Save Credit: (3) Madman, Atomic Chicken, SMMI
Saving it helps us by giving us a free turn of advances if necessary (i.e., they shut down our airships and we need to do something about it)
Crystalworks Sabotage: (0)
EEE: (3) NUKE9.13, Crazy, detoxicated
Save Credit: (3) Madman, Atomic Chicken, SMMI
Saving it helps us by giving us a free turn of advances if necessary (i.e., they shut down our airships and we need to do something about it)
Crystalworks Sabotage: (0)I'm fine with saving the credit.
EEE: (2) Crazy, detoxicated
Save Credit: (4) Madman, Atomic Chicken, SMMI, NUKE9.13
Crystalworks Sabotage: (0)
EEE: (3) Crazy, detoxicated. Kashyyk
Save Credit: (4) Madman, Atomic Chicken, SMMI, NUKE9.13
Crystalworks Sabotage: (0)
EEE: (4) Crazy, detoxicated. Kashyyk, Madman
Save Credit: (3) Atomic Chicken, SMMI, NUKE9.13
sorta sounds like something our annoying neighbors in arstozka would come up with.Yeah, that's the joke. It is intended as a taunt, making fun of their ridiculous naming schemes.
(4) Coilguns: AC, NUKE, SMMI, Kashyyk
(1) Wind of the Crystallicker: Detoxicated
(5) Coilguns: AC, NUKE, SMMI, Kashyyk, Crazy
(1) Wind of the Crystallicker: Detoxicated
Thundergun (2): Detoxicated, Crazy
Thundergun (3): Detoxicated, Crazy, HapperryAlso we should see if we can figure out how to modify our summon shiny supermetal spell to see if we can alter how it interacts with electricity, so that instead of the less common copper we can just summon all the metal we need (and hopefully make the Thundergun cheaper).
Thundergun (4): Detoxicated, Crazy, Happerry, Kashyyk
Reliable Lightning Bulbs: (1) Crazyabe
Thundergun Shells:
Reliable Lightning Bulbs: (2) Crazyabe, NUKE9.13Fine, let's go for reliability first. Next turn, magnetic (among other things) adamantium, then adamantium shells.
Thundergun Shells:
Quote from: VOTESReliable Lightning Bulbs: (3) Crazyabe, NUKE9.13, SMMIFine, let's go for reliability first. Next turn, magnetic (among other things) adamantium, then adamantium shells.
Thundergun Shells:
Reliable Lightning Bulbs: (4) Crazyabe, NUKE9.13, SMMI, Kashyyk
Thundergun Shells:
Jungle: (1) Kashyyk
Mountains:
Plains:
Sea:
Somewhere else?
Jungle: (2) Kashyyk, NUKE9.13
Mountains:
Plains:
Sea:
Somewhere else?
(3) Star Metal: SMMI, NUKE9.13, Kashyyk
(4) Star Metal: SMMI, NUKE9.13, Kashyyk, Crazyabe
Fire and Thunder (Version 2, I guess?): (3) Madman, NUKE, Kashyyk
[1]Fix the Shells[/urk] : Kashyyk
(http://www.bay12forums.com/smf/index.php?topic=163276.msg7537798#msg7537798)
[2]Fix the Shells (http://www.bay12forums.com/smf/index.php?topic=163276.msg7537798#msg7537798) : Kashyyk, NUKE9.13
[3]Fix the Shells (http://www.bay12forums.com/smf/index.php?topic=163276.msg7537798#msg7537798) : Kashyyk, NUKE9.13, detoxicated
Send al-Mutriqa to the
Taiga: (2) Kashyyk, NUKE9.13
Espionage Credit:
SATAAFS:
CCC: (1) NUKE9.13
Save It:
Send al-Mutriqa to the
Taiga: (3) Kashyyk, NUKE9.13, Crazy
Espionage Credit:
SATAAFS:
CCC: (2) NUKE9.13, Crazy
Save It:
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman
Espionage Credit:
SATAAFS:
CCC: (2) NUKE9.13, Crazy
Save It:
Quote from: VotesSend al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman
Espionage Credit:
SATAAFS: (1) Kashyyk
CCC: (2) NUKE9.13, Crazy
Save It:
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman
Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2) NUKE9.13, Crazy
Save It:
Send al-Mutriqa to theI just realised I was reading the wrong turn. We did make progress in the Taiga this turn, and so we should save the credit for the coup de grace. SMMI on the Discord agrees.
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman
Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (1) Crazy
Save It: (2) SMMI, NUKE9.13
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman
Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2) Crazy, Madman
Save It: (2) SMMI, NUKE9.13
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman
Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2) Crazy, Madman
Save It: (3) SMMI, NUKE9.13, Taricus
Send al-Mutriqa to the[/quote]
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman, Detoxicated
Espionage Credit:
SATAAFS: (2) Kashyyk, Happerry
CCC: (3) Crazy, Madman, Detoxicated
Save It: (3) SMMI, NUKE9.13, Taricus
Send al-Mutriqa to the
Taiga: (5) Kashyyk, NUKE9.13, Crazy, Madman, Detoxicated
Espionage Credit:
SATAAFS: (2) Kashyyk, Happerry
CCC: (3) Crazy, Madman, Detoxicated
Save It: (4) SMMI, NUKE9.13, Taricus, AC
Miniature pegasi will also be a problem, especially if attached to the teeth of the cog. That's just asking for reliability problems. We need a different system for automatic loading.I guess another option would be pedalling a bicycle style mechanism, or just having a dedicated gunner to manage the loading. I just wanted to go for broke.
The enemy has attempted to claim our rightful territory, the very skies. This can not be allowed to continue. Reminiscent of the SkySkiff, the Angel is shorter and squatter, with an enclosed transparent starmetal canopy to protect it's pilot and gunner. The ship is lightly armoured in adamantium, but defence is based mainly on speed and handling. Fixed to the nose of the ship in a swivel (allowing the gunner to aim whilst the ship moves) is an all new "lightning cannon". This lightning cannon is effectively a conductive rod with prayers of lucky strike and control engraved into it (so that the lightning strikes will go mostly in a straight line), along with a firing mechanism for WoTs. The weapon is designed to draw wands in through a belt and activate each one as it passes through the firing mechanism, with an intended rate of fire of between 4 and 10 strikes per second (depending on difficulty of the project). The weapon draws the belt through the mechanism via a set of gears powered by the gunner spinning a crank wheel, this motion also triggers the mechanism, requiring the gunner to only point the weapon in the correct location and have a strong forearm. This will then go through a gearing mechanism to pull the belt through. This ship should be able to hunt down and destroy the enemy airships, avoiding their turreted cannon fire with high manoeuvrability. They should also be able to strafe ground forces with lightning fire, although that is not the focus. The only real difficulty I see here is in the lightning cannon, as the rest of the ship is stuff we've already done before. This should hopefully also open up the option for mundane infantry using lightning weapons.
Bursts of Heavenly Wrath
By working on our decades-old control over lightning with our new control of the storms, we can produce a "guided" lightning, that will seek the heathens' crystal, rather than metal. It is also fine-tuned to destroy such abominations in massive explosions of scorching heat, heavenly light, and deafening sound.
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (1) NUKE9.13
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (2) NUKE9.13, Taricus
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (3) NUKE9.13, Taricus, Madman
Close Air Superiority Ship Angel (2): Detoxicated, Kashyyk
Tawjih Albarq: (3) NUKE9.13, Taricus, Madman
We further our control over lightning.Do I detect a hint of despair at our monotony?
So we just turned our design into a successful revision. Huzzah. Designing something new (like the Angel) would have actually produced something design worthy.I think that actually it wouldn't've. Without the +1 from being an easy design, the Angel would've been utterly useless. I imagine it would've been slow, not very manoeuvrable, and had a weak weapon. And unlike bugs, fixing an inherent lack of effectiveness in an aircraft is not so easy- you'd basically need to start from scratch, completely redesigning the frame and gun.
Tawjih Albarq Revision: (1) NUKE9.13
Phoenix Transports: (1) Kashyyk
Tawjih Albarq Revision: (2) NUKE9.13, Taricus
Phoenix Transports: (1) Kashyyk
Tawjih Albarq Revision: (2) NUKE9.13, Taricus
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Revision: (2) NUKE9.13, Taricus
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Explosive Revision: (1) SMMI
Tawjih Albarq Revision: (1) NUKE9.13
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Explosive Revision: (2) SMMI, Taricus
Tawjih Albarq Revision:
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Explosive Revision: (3) SMMI, Taricus, NUKE9.13
Tawjih Albarq Revision:
Phoenix Transports: (1) Kashyyk
Tawjih Albarq Explosive Revision: (4) SMMI, Taricus, NUKE9.13, Crazy
Phoenix Transports: (1) Taricus
Phoenix Transports: (2) Taricus, KashyykPer Discord, SMMI is voting for Cheaper Skyhawks.
Cheaper Skyhawks: (1) SMMI
Phoenix Transports: (2) Taricus, Kashyyk
Cheaper Skyhawks: (1) SMMI
Crystal-seeking Lightning: (1) Madman
Espionage credit:
(2) Save it: NUKE9.13, AC
al-Mutriqa:
(2) Tundra: NUKE9.13, AC
Duel reports:
NUKE9.13's
(http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)Madman's (http://www.bay12forums.com/smf/index.php?topic=163276.3135.msg7546428#msg7546428)
Espionage credit:
(3) Save it: NUKE9.13, AC, Taricus
al-Mutriqa:
(3) Tundra: NUKE9.13, AC, Taricus
Duel reports:
NUKE9.13's
(http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)Madman's (http://www.bay12forums.com/smf/index.php?topic=163276.3135.msg7546428#msg7546428)
Espionage credit:
(4) Save it: NUKE9.13, AC, Taricus, Happerry
al-Mutriqa:
(4) Tundra: NUKE9.13, AC, Taricus, Happerry
Duel reports:
NUKE9.13's
(http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)Madman's (http://www.bay12forums.com/smf/index.php?topic=163276.3135.msg7546428#msg7546428)
And hey, air support might be more viable since we aren't gonna be missing Arstotzkans.Uh, you realise we only need to defeat Arstotzka, not literally wipe them out, right? Deliberately bombing non-strategic targets is not the sort of thing Moskurg should be known for.
Path of the Righteous
A slight adaptation of the microspell that is now part of the Hammer means that it will not only seek crystal, but it will also avoid adamantine, making our soldiers effectively immune to the lightning we summon.
Youngling Training Exercise
Through intense meditation, study, anddefiance in the face of the laws of physicsperseverance, our Researcher Priests have discovered how a mere apprentice can utilize the power of the Hammer of Allah. And it's terrifying.
(Cheapen Hammer of Allah)
Lightning rifles (1): Detoxicated
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) ():
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (2): Detoxicated, Kashyyk
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) ():
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (2): Detoxicated, Kashyyk
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) ():
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (3): Detoxicated, Kashyyk, Egan_BW
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) ():
Electrohalbard Trick-Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557730#msg7557730) ():
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (3): Detoxicated, Kashyyk, Egan_BW
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) (1): Madman
Electrohalbard Trick-Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557730#msg7557730) ():
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (4): Detoxicated, Kashyyk, Egan_BW, Happerry
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) (1): Madman
Electrohalbard Trick-Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557730#msg7557730) ():
We have lots of wands, and a decent supply train thanks to flying transports, so I don't know how much that would help.
An experienced rifleman can fire six times a minute and carries with him 20 spare Wands of ThunderboltThus, they run out of ammo after roughly 3.5 mins and 21 Shots. This increases the total amount of shots possible ENORMOUSLY, Especially in positions where resupplying is hard/impossible.
Requires a 36-wand battery for each firing eventAnd that just sounds like a bit of a waste to me.
Path of the Righteous
A slight adaptation of the microspell that is now part of the Hammer means that it will not only seek crystal, but it will also avoid adamantine, making our soldiers effectively immune to the lightning we summon.
Youngling Training Exercise
Through intense meditation, study, anddefiance in the face of the laws of physicsperseverance, our Researcher Priests have discovered how a mere apprentice can utilize the power of the Hammer of Allah. And it's terrifying.
(Cheapen Hammer of Allah)
Now: (0)
Then: (0)
Soon: (0)
SoonTM: (1) Madman
Never: (0)
Mind Sense
A modification on how the Mind Reading spell works, instead of inhabiting and hopping from mind to mind, this spell merely detects them in a nearby area. With a bit of practice a user can recognise familiar individuals, as well as the difference between a magical and mundane mind. This should allow a user to sense concealed enemies.
Mind Sense: (1) NUKE9.13
Mind Sense: (1) NUKE9.13
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Mind Sense: (2) NUKE9.13, Kashyyk
Lightning Cells: (1) Kashyyk
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Mind Sense: (3) NUKE9.13, Kashyyk, Taricus
Lightning Cells: (2) Kashyyk, Taricus
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Mind Sense: (3) NUKE9.13, Kashyyk, Taricus
Lightning Cells: (3) Kashyyk, Taricus, NUKE9.13
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Mind Sense: (4) NUKE9.13, Kashyyk, Taricus, AC
Lightning Cells: (3) Kashyyk, Taricus, NUKE9.13
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Mind Sense: (5) NUKE9.13, Kashyyk, Taricus, AC, Detoxicated
Lightning Cells: (4) Kashyyk, Taricus, NUKE9.13, Detoxicated
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Mind Sense: (6) NUKE9.13, Kashyyk, Taricus, AC, Detoxicated, Egan_BW
Lightning Cells: (5) Kashyyk, Taricus, NUKE9.13, Detoxicated, Egan_BW
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
If we play it smart, we won't HAVE another turn to make revolvers.Lies and slander.
Not that a revolver is a good idea anyway.
Lightning Cells: (1) Egan_BW
Path of the Righteous: ()
Youngling Training Exercise: ()
Lightning Cells: (1) Egan_BW
Path of the Righteous: (1) Madman
Youngling Training Exercise: ()
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(1) Shortwave Teletalk: AC
(1) Lightning Cells: Egan_BWAh, but wouldn't that be appropriate as our last action in the game, fixing up the first thing we ever designed?
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(2) Shortwave Teletalk: AC, NUKE9.13
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(3) Shortwave Teletalk: AC, NUKE9.13, Happerry
Quote from: Votes(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(4) Shortwave Teletalk: AC, NUKE9.13, Happerry, Kashyyk
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(5) Shortwave Teletalk: AC, NUKE9.13, Happerry, Kashyyk, detoxicated
al-Mutriqa to the:
Arstotzkan Capital: (everyone)
Awesome.
I vote for Al Mutriqa to go to attack the Arstotzkan capital.
+1, this is better than winning.Awesome.
I vote for Al Mutriqa to go to attack the Arstotzkan capital.
And I vote for Al Mutriqa to set up a reggae/ska Teletalk station, greeting every troop in the morning with a loud shout of "GOOD MORNING FORENIA!".
al-Mutriqa to the:
Arstotzkan Capital: Everyone + 1
GOOD MORNINGVIETNAMFORENIA: Nobody Who Matters