Circle of Conjure Individual+1 As I support this and follow a principal of not voting for my own stuff, but I worry that we don't know enough about selecting targets. It'll probably eat about three to five revisions to become valuable outside of ambushes.
In the depths of the Arstotzkan Tundra in a cabin formed more of old ice than wood, our great wizard was born. Alone in the frozen depths, the burning passion of a true Arstotzkan heart kept them warm as they were drawn to our mighty capital. Finding such a gem of Arstotzkan spirit, they were trained by our noble elites until they could bring forth their Arstotzkan pride as living flames.
If you have multiple spells at a price tier, wizards will pick the most suitable for their situation.
1) Spying. They will be very hard to spot and can be used to spy on enemies movements and even on leader meetings.
2) Assasinations: If we can send a shadow or two into an enemy camp, then then can kill the enemy leaders and wizards.
3) Ambushes: Small groups of wizards can pilot shadows as ambushes without risking troups or being seen. Especially at night.
4) Combat: During the heat of combat use shadows to infiltrate the back line, killing wizards and archers.
5) Guards: We can utilize shadows to guard our leaders and generals (and thanes). Especially because something is going on between our thanes and enemy wizards.
6: Theivery: We could use shadows to steal enemy spells from camps. Either by stealing notes on the spells, on simply by observing the enemies cast them.Assumes they're long range and stealthy.
Yikes, that sure is a long and aggressive post.
The idea is that our wizards would use the spell from a distance, that shadows are as strong as a person (or strong enough to hold a dagger, which is all is really needed to assasinate enemies) and that shadows look like like actual shadows when intangible. That hardly seems like overreach.
So yeah, if the shadow can only go ten feet, then it's useless, but so is any spell that can only go a short range. If that was an issue then we couldn't research things like magic missile. A ten foot magic missile range is not as strong as a 100 foot magic missile range.
And if shadows aren't stealthy or able to be used for combat, then it's usefulness is also decreased, but again, we take similar risks with any spell. To use the magic missile as an example again: its components are range and damage. If it lost one of those, it would be a bad spell. Shadows components are range, damage, and stealth. So sure, it's more complex than a basic spell, but you're blowing it way way way out of proportion here. It doesn't even need to be a low level spell, it could be a mid level spell and still be useful as it would only take one shadow to sneak into an enemy camp with a dagger, kill their leaders and wizards in their sleep, grab the enemy spellbook, and return home.
The same effect could be achieved with a spell of stealth or invisibility.
And so it continues. You're beating a dead horse at this point. Shadows are off the table.
As for my opinion of magic, I think it's more likely the enemy has some sort of defensive magic than our magic is particularly weak.
Divination Spellbook
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
Detect Thoughts: Read the mind of an enemy commander to determine their tactics ahead of time. Very Expensive.
QuoteAnd so it continues. You're beating a dead horse at this point. Shadows are off the table.
Just ensuring they stay off the table.
They got the divination spellbook and what is either the Wand of Vampirism or the Wand of heroism.
Neither includes any protection against wasps and webs, which were tge examples I brought up.QuoteDivination Spellbook
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
Detect Thoughts: Read the mind of an enemy commander to determine their tactics ahead of time. Very Expensive.
If two people really really can't get along, can we construct a large catapult and launch one of them at random into the enemy camp?That gives me an idea...living ammunition. An enchantment that gives arrows enough consciousness to twist and turn mid-flight to aim themselves, or for rounded stone boulders to roll and crush the enemy from within. What weapon is effective against a stone? Only a powerful crushing force. And if we make it well enough, the stone boulders could gather up into a stone golem that damages the enemy from behind their front lines, taking the attention of some of their forces so that we can pierce their lines quicker?
Right now it seems to me that we have invented magic arrows. If we can use them as arrows in their current form (Would that work Iituem, or will they need to be fletched and all that?), as well as revise the spell to create lances, then we're going to be golden during the next fighting phase.
Huh? WHY do we have disadvantage on those rolls? On the bright side, our enemy should also get confused by our directions.
We have a hiding spell.
That is what the summon mist is. It just happens not to work that well. I expect only marginal improvement, to be honest.
Also, true hiding doesn't fut with conjurstion and will thus have penalties.
For now I propose we look into an anti-detection spell. Not stealth or anything like that, just a spell that can hide our traps and soldiers from their detection spell (which even though its their cheapest, seems to be pretty strong).
At some point or another, we're going to have to research something like this, the enemy has radar and we don't. We can't win if they always know our movements and we never know theirs.
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. Although the two armies are evenly matched when it comes to actual battle, only half of the Arstotzkan troops ever manage to reach the battlefield...
The jungles are far too hot for our people, to say nothing of the sudden drops, the rope traps, the perfect ambush ground that Moskurger troops are light and plentiful enough to truly take advantage of. We seem to continue to walk into traps at every turn, no matter what we try to do
But yeah, I suppose you're right. From the descriptions, it really seems that the Moskurgian spells allow them to simply ignore the effects of ours.
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
On a side note, why did the Moskurgians get a starting terrain advantage in both the Jungle and the Plains. Isn't the start supposed to be balanced?
Well a conjured hide could work for ambushes. If you are standing behind something magical then their spell should not work on account of it being a magical ambush.
Magic Lance: Conjures a set of lances for a cavalry squad. Currently useless in their intended role due to fragile cross-section. Expensive
On a side notQuoteMagic Lance: Conjures a set of lances for a cavalry squad. Currently useless in their intended role due to fragile cross-section. Expensive
This seems both much cheaper and more effective than I originally assumed based on the description.
Remember, we had a succesfull roll on our bees, and we had a tiny bit of fire that maybe burns down sails. Not an inferno.
Organize several of our best longbowmen into an elite group, whose task it'll be to take out as many enemy wizards as they can. Considering those guys keep trying to infiltrate our camps, that should be easy.+1. We should also have guards on our thanes/commanders/whoever knows the plan with the purpose of killing mind readers. And alert the foot soldiers to this issue if we haven't already. Everyone needs to be on this.
Occasionally (I'm looking at you, Arstotzka) I've had players vote to try sending an Order in addition to revisions, where they suggest a use for an item without spending the testing time of a revision phase or making any changes to it. These get rolled at Disadvantage (roll twice, pick the lowest), since you guys aren't doing it yourself, and don't have a great success rate. But sometimes it makes sense.
If we DO go with that plan, it may be beneficial to use some material related to the animal as sacrifice or something to conjure it, to provide an amount of relevancy that could undo the disadvantage from being unfamiliar with both masks and animals in general in our magic.Good idea. Might help make the masks more fearsome as well. I support this.
Frozen Shell doesn't seem reasonable. For one, the shell would need support to stay up in the air around the cloud, and even more to withstand their magic wind. At that point, it would need to be some protective ice fortress, which we don't have comparable spells to lead into it. We'd have disadvantage on making it, and it would probably be a nationwide effort.
Wait, what about if we broke up our formations into much smaller independent groups so that they could not just read the mind of one guy and figure out the strategy. Have battle plans made up in advance by officers and broken down into small task-lists for each independent group. The commander on scene would be handling moment to moment changes but the overall plan would be preset and not known by the commander in the field..
Iituem : You forgot to add the big Fireball spell to our list. Oh, and what do we get from capturing an area anyway, do we get some sort of resources?
You will definitely get an extra army of resupply each year (currently you get 2, as does Moskurg)
you also get the tangible benefit of being finally able to attack Moskurg itself.
QuoteYou will definitely get an extra army of resupply each year (currently you get 2, as does Moskurg)
How many armies are currently on the field?
Moskurg has a one army advantage over you in the mountains
the inhabitants of the castle are forced into surrender and captured or butchered, costing them nearly all their troops in the mountains.
QuoteMoskurg has a one army advantage over you in the mountains
How?
Didn't we just destroy all the Moskurgians in the mountains?Quotethe inhabitants of the castle are forced into surrender and captured or butchered, costing them nearly all their troops in the mountains.
Moskurg reinforces, just as you do.
Hell, castle is a good start, but what if we promised her we'd help retake her country after we win the war? She's rich, beautiful, and has an armed regiment, so she's used to baubles and castles. But what if (in addition to those things) we offered her our mountain castle AND the castle she was exiled from? it would have to wait until after we conquer our enemies first of course.Brilliant! And a sequel hook as well!
As for offers, we could offer her the Firewand, if we spend our revision solving the issues of the spell.Why would she want a Firewand?
Web Trap: A scaled-down version of the Web spell, only spewing enough webs to entrap 2 to 3 people. The benefit the Web Trap has is that it can be set as a symbol somewhere, which will automatically go off when a foe gets near it. Very useful for our current tactics.
A web trap is a great idea, but it isnt particularly deadly, just slows the enemy down. Plus, webs are pretty expensive and complex to begin with. What if we did the same thing, but with a Fire Trap? We've already got fire down to a reasonable cost, if we're going to branch into trap magic, I'd like to do it with something we know a lot about (and can kill the enemy).Eh, sure. I'll support Fire Traps.
Why would she want a Firewand?Because it's a valuable one of a kind artefact?
Web Trap: A scaled-down version of the Web spell, only spewing enough webs to entrap 2 to 3 people. The benefit the Web Trap has is that it can be set as a symbol somewhere, which will automatically go off when a foe gets near it. Very useful for our current tactics.
A web trap is a great idea, but it isnt particularly deadly, just slows the enemy down. Plus, webs are pretty expensive and complex to begin with. What if we did the same thing, but with a Fire Trap? We've already got fire down to a reasonable cost, if we're going to branch into trap magic, I'd like to do it with something we know a lot about (and can kill the enemy).
QuoteMoskurg reinforces, just as you do.
Why do we only have 1 army in the Mountains then? We never took losses there, afaik. Or can we take losses without losing?
As for offers, we could offer her the Firewand, if we spend our revision solving the issues of the spell.
The Princess has given no indication of her home country, or the reasons she left it, and seems unwilling to do so. Ethnically she seems Mediterranean.
You will receive an effective Expense reduction for all primarily metallic mundane items you design in future, for as long as you retain control over this region.
QuoteYou will receive an effective Expense reduction for all primarily metallic mundane items you design in future, for as long as you retain control over this region.
Question : Do our current metalluc designs get the bonus as well?
If we do that, though, they'll find a way to counter it, like making their blades strike true to weak points, too. Heck, "strike true" might already be able to make arrows hit the joints and such on armor, though those attacks would be less lethal.
..What if we had a way to conjure the enemy's arrows from midair? If done well enough, we could conjure the arrows in the opposite direction, turning them and maybe their "strike true" enchantment on themselves! On a weaker roll, we could take them from their storehouses, reducing the power of their archers.
Plate armor is not heavy at all. Plate armor can weigh 30-50 pounds distributed across the entire body. Chain mail weighs about 20-30 pounds, but offers signifigantly less protection. Heck, American soldiers carry a 60-100 pound pack, and that's just on their back, which is way more restrictive to mobility. So, that's about six to ten pounds per limb and on the torso, which is almost nothing. And its beyond nothing when you consider that that extra 6-10 pounds makes you highly resistant to the enemies arrows, and invincible to blades except at the joints.
With our new metal bonus, which decreases cost, and perhaps one revision, we can probably crank out armor that's a billion times better than the enemy's cloth armor.
If we do that, though, they'll find a way to counter it, like making their blades strike true to weak points, too. Heck, "strike true" might already be able to make arrows hit the joints and such on armor, though those attacks would be less lethal.
..What if we had a way to conjure the enemy's arrows from midair? If done well enough, we could conjure the arrows in the opposite direction, turning them and maybe their "strike true" enchantment on themselves! On a weaker roll, we could take them from their storehouses, reducing the power of their archers.
Edit: Since plate armour is still likely to be expensive let's make it officer armour, and then revise our chainmail to be general equipment with a breastplate.
I guess thats a valid plan i'll support it instead of mine.Edit: Since plate armour is still likely to be expensive let's make it officer armour, and then revise our chainmail to be general equipment with a breastplate.
-1, we may as well have it for everyone. Even if its expensive, we can use that revision credit on the plate instead of the chainmail and get it down to inexpensive.
That is why we learn to make permanent conjurations. And seriously, do you know how difficult it is to make armour? Magic can just poof the whole thing up to a premade template. Getting all the details right would take a lot of work, but once the design was perfected I can't imagine that it would be a fraction as difficult to magic up a set as it is to smith the thing out conventionally.
Turn 1 was a bust for them?
I must say, I hadn't noticed. They appeared to be doing quite well then actually, while we got absolutely nothing despite rolling only half as much 1's.
They had a major bug to one of their enchantments which caused their mages to go mad and die, took them two turns to fix, imposed morale penalties the whole time that cancelled out the benefits they were getting.
Their gust of wind stops 3 of our spells on it's own, their starting spells basically negated 1. Incidentally, I've got the feeling that our very expensive web spell is pretty much useless, while their very expensive mind reading spell completely dominated the battlefield. I mean, despite the fact that we're supposed to have a spell that allows us to kill our enemies easier, they have always inflicted more losses on us.
Are there any areas in which we were better?
Because honestly, as far as I can see the battlefield was heavily tilted against us from the start.
We were supposed to be the nation that was stronger in Skirmishing, but the Moskurgians did better than us there. We were supposed to be the nation that was better in routing their forces, but they did better than us there. In the mainline too, the Moskurgians reign supreme. And now even at Sea, where our fireballs should allow us to win easily, they're gaining terrain.
In my opinion, the initial status was not balanced at all. Moskurgian mind readers dominated the battlefield, Moskurgian ambush detectors detected our magical ambushes (despite the description explicitedly saying that they shouldn't), Moskurgian archery is completely unaffected by mist that should hinder them.
Oh, and Moskurgian cavalry has been annoying us for ages, while ours hasn't even been mentioned yet.
Anyway, for ideas.+1 Ill support this, this should also make burning ships up much easier.
Inferno :
A modification of the fireball spell, intended to be cheaper and easier to cast. Inferno does not throw fireballs per se, but rather causes massive fires to erupt surrounding the enemy lines. Magical fire, that springs up under their feet, so that their wind spells don't stop it too. Horses are afraid of fire, and the formations they favor should easily find themselves surrounded by escalating brush fires.
I think we need something to dig in and really try and hold our position in the plains.
One-way glass that conjures the image of the person on another one-way glass?
Wall of fire+1
This spell summons a massive wall of fire in whatever shape the wizard who casts it desires. It can be used to protect friendly lines, funnel enemy forces or surround and burn up enemy ambushes. Expense is aimed at being at worst very expensive. The fire is magical, and thus won't do stupid things like being blown out by a bit of wind.
I think we need something to dig in and really try and hold our position in the plains.
We don't have a position in the plains. We got pushed out. The Moskurgians conquered 2 units of territory at once, and now we need to attack to take it back.
Shout out to what could have been pikes
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.
Pretty sure that's not going to work. Seems like something that would have -4 modifiers.No, I never said that nor implied that. Not even slightly. Please stop just randomly making stuff up. 1 apprentice per 5 squads to one apprentice per squad is just random. I am not talking about training new apprentices, they would be less than apprentices. If we roll well then maybe we would get more apprentices as they are revealed in basic training, but it would basically just be introducing an introduction to magic into the military training(Do we even have military training? I am guessing no, so that is something else that we could do). Less than the magic teaching that an apprentice has. Now likely not everyone has an aptitude for magic and it would still not be universal, but if we aim low in the spells that they can use then we could get a major proportion of our forces capable of doing something magical. Combine this with our experience of wands and it could be huge! My current plan is to move into making a wand that is actually a bow. The wand part summons arrows and the bow works normally, thus providing arrows that replenish with magical ability and don't need to be drawn form a quiver and disappear after a few seconds so can't be reused. We could even try some uncontrolled fire magic in the mix to make them burst into flames when they expire to make up for them not remaining in the wound. As wands the requirements for use would be greatly reduced and arrows are only small and very temporary so it could actually work with basic training.
Currently, we have 1 apprentice per 5 squads. You want to go to 1:1.
Revise armor
Why did we attract a -1 for the spell, again? It's not exactly new research.
Make It Really Cold
This channeled frost spell drains the heat from the air, dropping temperatures well below freezing in minutes.
If we do this, try and make the drained heat able to fuel fire spells.
Make It Really Cold
This channeled frost spell drains the heat from the air, dropping temperatures well below freezing in minutes.
+1
+1 I'll support this.If we do this, try and make the drained heat able to fuel fire spells.
Make It Really Cold
This channeled frost spell drains the heat from the air, dropping temperatures well below freezing in minutes.
+1
I'm down with making lances useable. I'd try and focus on durability and longevity.I am not convinced that the lances are that good even if they work, but it seems like a good way to improve our conjuration ability with these crystalline structures.
Revise longships into ice-breakers. You know where the new ice spell belongs...
I agree, that was pretty much a joke. But still, if we could freeze the water it would block the enemy ships and our fire could cut through it. If they abandon their ships then we just shoot the ice and they all fall in and freeze. I personally think freezing the surface of the coastal waters is not going to happen, but it would be hilarious and massive if it did. Also, a ship revision would not be terrible.Revise longships into ice-breakers. You know where the new ice spell belongs...
In the Jungle or desert, I think.
Revise the lances to be larger and actually usefull. (Researching new tech as a revision doesn't work)I feel that improving the material is enhancing existing tech, or, perhaps, refining our usage of it. It is still just making crystal lances, just trying to play around with the formation process to make the crystals stronger. I am also tempted to ask for javelins instead but that would pretty much use up the whole revision.
Revise our big fireball spell to be cheaperI would rather revise our little fireball to be a wand, our apprentices don't have much to do right now. but +1, would help. Actually, our first wand will probably need to be a full design, we only have wand-to-spell unlocked, spell->wand is a mystery...
Yes, I do rather like the summon brick thing, but it doesn't stack well with firewall. I mean, sure, fire to keep the melee at bay and battlements to obstruct their archers... But, well, okay, maybe that would be pretty good, but still... two walls...
Well, we are pretty good at summoning tubes, and making sustained fire, and if you put a fire inside a tube-with0only-0one-open-end and then put thetube in the water then you really need a warhead but otherwise... Ugh, I guess we will need firetraps to use as warheads...
I REALLY wanna upgrade out wand knowledge. Wands do not have to be sticks that shoot fire. A wand can be a gauntlet that summons spikes as it punches, or a shield that coats itself in crystal or a saddle that continuously maintains a summoned horse, or a bag that fills itself with hot air, or a suit of armour that can transform into a fire engine...
Or a latrine with a portal to the desert.
The melee would go in Arstotzka's favour but for Moskurg skirmishers thinning their forces before battle is joined.
Crystal armor This armor is of similar design to our plate armor, but is made of the same material of the crystal lances. It is made to be long lasting, strong and light, providing an improvement over our current armor. Most importantly, its lack of conductiveness deters lightning strikes (note: this more or less requires us to make the stuff is fairly complex shapes and make it last quite a lot. provides several benefits but big risk of failure, I htink)Revisions:
Let's save that for the revision phase.QuoteThe melee would go in Arstotzka's favour but for Moskurg skirmishers thinning their forces before battle is joined.
I believe this is called a hint. We need to improve our skirmishing capabilities.
Wandering Mists A redesign of our old mist spell, this still relatively affordable instead allows for the mist to be continously channeled. The enemy can try to blow it away, but in doing so they'd only spread it and further reduce their vision.
The Arzotskan Academy for Adequate Apprenticeship : Basically, get formal education for our wizards, and increase the number we have.+1!!!
Resist magic enchantment: a magic cast upon a spell or object that directly opposes any hostile magic that directly influences that spell or object.(The lightning might be the result of a ridiculous understanding of complex friction interactions and not magical itself, same goes forthe wind, but it seems worth a shot...)
But I am still very ocncerned about their growing weather control.
+1 to Wall of Spikes since the only other ideas I got are better suited to revisions.
The Arzotskan Academy for Adequate Apprenticeship : Basically, get formal education for our wizards, and increase the number we have.+1
Crystal animals seems extremely complexWe could branch into this with animal spells, like Conjure Familiar or Conjure Vermin or something.
Aside from chasing down routers. I don't see wolves being that effective against a full army. I guess the keggers are a bit more numbers rather that skill, so maybe, but still...No they would suck at fighting the actual army but as skrimishing options are something we are increasingly needing they aren't a bad idea.
Iguess they might be a threat to horse-archers, maybe, especially if we can summon them with crystal armour.
Maybe we can renew our efforts on traps.
edit: also, +1 on ebbor's order
Besides, assuming ordinary iron can attract magic lightning sems optimistic.
Channelled fog
Could fog, or mist, help deflect or absorb the lighting as well?Not really.
I have no idea what you mean with that.
...I'll say....+1 Fog
Any idea why we're losing in the Jungle?
We deployed a Tower of Frost and an improved mist spell, both of which should be very effective. Moskurg however deployed cavaly, which by all reasonable assumptions should not be effective.
Hmm...They must have used magic to get so many horses all of a sudden. If they mundanely obtained them all, it would've had to've been quite a while ago to get the supply set up, and it would've been more of a trickle.
Conjure Horses: Summons horses from a nearby location of the caster's choosing to the caster. With this, we can deplete their supply of horses from right under their noses...literally!
Banishment Theory: A reversal of our conjuration, we learn how to send miscellaneous objects far away. Well-rounded uses, potentially banishing ships, horses, other mages, etc., but would do best with a turn of setup before making it into spells.Conjuration is not a teleport spell.
Spiked Ground: A modification of out pillar-summoning, metal spikes are conjured out of the ground. Mages can work together to spread the area of effect wider. Can impale and impede their cavalry units, even scaring their horses.
Can anyone think of anything to prevent them from getting horses in the first place, rather than just making their horses less effective? You know, treating the cause and not the symptom?
Your apprentices can now use Cheap spells in Melee combat
QuoteYour apprentices can now use Cheap spells in Melee combat
I am confused now. Does that mean they couldn't do anything before that. After all, cheap is the lowest expense level.
Your tower was made to counter their control of weather magic, but they've put multiple revisions into their control of the weather while you've put none into your tower.
Spiked Ground: A modification of out pillar-summoning, metal spikes are conjured out of the ground. Mages can work together to spread the area of effect wider. Can impale and impede their cavalry units, even scaring their horses.
I guess, but I'd rather upgrade our Firewalls to do the same thing. Horses don't like being on fire.
I believe their horses are already leaping through our firewalls with impunity, so I would think that the fear effect is gone.
Research Animal Conjuration: Learn how to conjure miscellaneous animals, allowing us to make better animal-summoning spells (as in, a bonus to rolls). Sharp fish to cut holes in enemy ships, spiders to weave crystal-shard-laced webs, talking, possibly camouflaging parrots to hear and steal the enemy's secrets, including their spells, etc.
Well, that isn't ideal. We only have one Cheap spell right now (the mist), so we need to focus on getting another.+1 to this since the cloud kill spell would be better off as a design.
Revision:Crystal Spell Template By developing a set template for the crystals to be conjured and attempting to quantize as many aspects of the spell (distance, area, number of crystals) as possible, revise the spell to be castable by our apprentices.
There's no question if bias, but people are slways going to complain when their Master plsn doesn't eork.
I guess we will have to do that template... this turn seems a bit of a failure, having to use both actions for a very simple spell. But at least future crystal stuff should be easier?Think about his now could theoretically make a storm that's nothing more then crystal shards.
I guess we will have to do that template... this turn seems a bit of a failure, having to use both actions for a very simple spell. But at least future crystal stuff should be easier?
So are the crystal caltrops Cheap now?
Crystal fire wasps: Duplicate the fire wasp swarm spell but replace the conjured flesh bodies with crystal bodies. Also make them larger(especially the wings because crystal may be lighter than steel, but still...) but less numerous and with a higher activity rate for faster wings and more force. Like, fist-sized. Also imbue them with instincts to land when the wind is too strong for their steel-like wings and to take off again when there is a face nearby to sting or the ground is bad for some reason.
I can think of several ways to improve on it later, but with our apprentice school it means our skilled wizards can stay behind the lines as we revise all our spells to be cheaper for our many more apprentices to use. Or we can make a scroll-writing school/workshop where we teach apprentices to make very specific scrolls.We can revise spells to be cheaper without requiring wizardscrafting scrolls. Scrolls are literally less than useless. I'd like the idea of improved crystalic understanding (which is what we originally designed, more.
-Snip-We can revise spells to be cheaper without requiring wizards. Scrolls are literally less than useless. I'd like the idea of improved crystalic understanding (which is what we originally designed, more.
How about Crystal Long Axe: A permanent crystal version of our War Axe that has a longer spear-like handle, with a small spike at the top.+1
I hope to God whoever design autocorrect for my phone burns in hell like the Moskurgs.
If we want a crystal boat, we should at least know if crystals float. If they don't, we'd have to revise them, probably.
Magic Lances: [6] With just a little work you manage to solve the thickening problem, creating usable, light lances with the tensile strength of steel for your chargers. This will significantly increase your capability in melee. As a side-effect of Jibril Saadiya's experimentation with conjuring different materials you feel confident that you can now conjure, at least temporarily, pure forms of most simple materials in configurable shapes (currently based around cylinders or rods of varying thickness and length).I kind of assumed that we would not be having problems with cylinders and rods after this but it does specify "simple materials" so crystals may not be available evn though it was a crystal revision, or at least I think it was? The lances are where the crystals came from in the first place...
Remember people, we have an ore bonus in the mountains. We don't need to use crystals for everything, we can have a metal or wooden shaft with crystals on top.Given this, I'll vote something else instead of smooth crystal.
Order : Deploy Myark with the Fire staff out at sea. I want to see the enemy go up in flames.+1. I'm convinced.
Permanent Pole-axe Production(-1)This I'll +1. Increase the duration of our crystal. Not necessarily permanent yet, but any significant increase would be good.
Continuous Crystal Construction Construes Countless Creations Crafted Clear of Combat. If we can get it to work then we can make those ships we wanted.
-1. We need him more in the jungle.
This I'll +1. Increase the duration of our crystal. Not necessarily permanent yet, but any significant increase would be good.
Increasing duration is an improvement, not something entirely new.I somehow misread that action entirely. Should go and sleep, getting tired.
Quote-1. We need him more in the jungle.
Duels between Wizards are determined entirely by how the wider battle goes. They're not handled separatly. Sending Myark into the Jungle simply means that he'll be knocked out again, without any usefull effect whatsover.
If however we send him towards the sea, and do well enough there, we can deploy use our troop carrying sea vessels to attack the Jungle from the flanks, thus bypassing the issue. Point of the matter is, we can use Myark anywhere, as long as it's not the Jungle.
We could use it to attack the Moskurgians in the plains. We just made a pretty snazzy weapon, so we could take the plains back.
It's pretty much an acceptable result. If the spell lasts a month and gives warning before it dissipates, that's still sufficient to make our possible crystal galleys combat-effective without necessarily needing a mage onboard.
Conjuration - splice copied elements (dodgy, but simple options) [Fire Wasps]Hmm...
Hm. Conjured diamonds would disappear just like crystal, right?Yep, just conjure everything EXCEPT a diamond. The diamond will be drawn into the absence!
What we should do instead is artificially produce gemstones like modern manufacturers do, replacing the needed technology with magic.
Cloudkill - Toxic fog designed to be constantly maintained for controlled push directly into enemy formations, while easy for us to dismiss by ending maintenance.This one, at least, is problematic because they have wind spells. -1. Odds are we'd get the fog back in our face before we could end it.
evictedSaint, Moskerg has gained in the western sea but that's still listed as Disputed, is there a territory counter hidden? Also what bonuses will they get if they manage to control the western sea?
+1 bestial splicing Because porpoiseman may not be the hero we want, but is the hero that we need!There's this, but nothing else I think.
I think we should just try to solve the problem directly.
Anti-Magic Charm : A small charm that prevents the use of any magic but itself near a person. This charm is not simple to create, target expense is very expensive. Therefore there should be just enough to protect our generals and a few guards.
we can revise it later to improve, I suppose. Our recent experience in binding stuff to gems may help here....
+1 anti magic charm
Although I am beginning to think they have too big an advantage by now... but we can try!
I didn't want crystal axes, I wanted steel spears.
Going into new areas of magic is a good idea though.
+1 anti magic charm I guess
evictedSaint, Moskerg has gained in the western sea but that's still listed as Disputed, is there a territory counter hidden? Also what bonuses will they get if they manage to control the western sea?
Need to know this so we can decide if the Sea or Jungle is more important. Unless the Sea has some super-bonus, I would say we should still devote our efforts to the Jungle, so +1 for the Anti-Magic Charm.
I would say Moskurg has moved from slightly ahead to an almost insurmountable advantage in the past two turns. Once again we have to react to a new spell of theirs instead of a new one of our own, and their spells (naval weather support & sleep/distraction) are much more effective than ours (Crystal Caltrops and Poleaxes). This is because they're focusing on magic whereas we're focusing on equipment, admittedly better equipment, but still in this game apparently having a better armed army counts for absolutely nothing against magic.
I don't think their new spell is mindreading, or we would have seen actual loss of territory, as we did during the first few turns when we weren't able to counter it. It's probably a sleep spell, but limited in only being cast-able on enemies who aren't yet alarmed/alerted to your presence or something. So we have to counter it now before they revise it and start putting entire armies under.
Expanded fluff:
Design:Anti-Magic Charm In the course of our researches into crystal permanency, one of the apprentices raised the possibility that the crystals could be 'charged' with magical power occasionally to maintain them. This prodigy has now proposed that other spells, including hostile ones, could be the source of that maintaining magical power. After his work was summarily 'appropriated' by Academy staff and the authorship changed, the outstanding innovators of the AAAA have come up with the Anti-Magic Charm, a palm-sized crystal that gathers ambient magic in the vicinity to power its own conjuration, thus 'damping' all other spells in a small area around the wearer. While the intricate nature of the spells required to craft such a crystal are forecasted to make it Expensive, it should be self-sustaining if magic is constantly used around the wearer.
I'm voting for this because it helps us in all theatres. In line with that, I think we should use both our Revision and Expense credit on improving Forever Frost, to shift the weather control to our advantage, which again helps us in all theatres if we can get it down from A National Effort. Speaking of which, is our tower in the Jungle still up, or did it get destroyed and not rebuilt?
Yeah, that thing isn't going to help us right now. We need something larger-scale.+1 to all three of these ideas.
~~~
Improve Minor Fireball, making it easier to cast. We will spam it everywhere. Our main attack spell, ho!
Apply the Expense Credit to our Longships. We need to win the seas in order to reinforce our mainlands!
~~~
Anybody up for creating Ironclads next turn?
I have an idea for the modification:+1 Being able to nope their spells would help. Summoning crystals to use as focal points to extend the life of our summoned crystals may be silly(but "a wizard did it" refutes that...) but cystals and gems... share certain similarities... The tensile strength of the summoned crystals should brute-force their way through the explosion issue(gems are mad brittle yo) and we should already have the necessary technologies in the relevant fields. It should just be tweaking the structure of our crystals... Now, granted, with just a revision I would not expect the effected soldiers to be using summoned weapons or being obscured by fog or anything like that, but still a big blow to their targeted spell use.
Crystal-fueled Antimagic Charm: Instead of relying on a gem, a summoned crystal acts as fuel for the effect, slowly deteriorating instead of disappearing all-at-once, consistently fueling the spell. Perhaps spells cast into the Area of Effect of the charm can vibrate out of existence like the crystals would when they expire.
Are fireballs good in jungle?If you don't mind burning our army alongside the enemy. So yes, they'd be good for friendly fire. Unfriendly, if you prefer the literal sense.
The anti magic charms do not work, unless we want to turn their sleep spells into frag grenadines against our own guards.
Crystal-fueled Antimagic Charm : +1+1, lets try sticking to a plan. If we manage to get a good roll on them, they will be powerful.
Use the Expense Credit on our cavalry. They're better than those of Moskurg, so with the extra horses we can absolutely crush them.
Order : Concede the Eastern Sea (but not the Western one) and Plains. Concentrate all forces in the Mountain and assault the desert. Deploy the frost tower.
However, I would vote for Using the Expense Credit on Forever Frost. Right now, it and the wand of Fireballs are both at National Effort level. If we reduce its cost down to Very Expensive, we can deploy them everywhere, helping our war effort in all theatres. Right now cavalry only help us in the Plains and somewhat in the Jungle, and not at all upon the Sea.
Forever Frost: [5-1, 2-2, 4-2] This may be one of the most expensive and ambitious projects you have ever undertaken. Not only are you working on a fairly novel inversion of your existing fire evocation (getting rid of heat instead of creating it) you are scaling the project up as you have never before. Months of work produce a huge, unwieldy spell apparatus, essentially an astoundingly expensive tower that has to be assembled in place and requires the skill of a master wizard to operate, as well as countless other skilled wizards. The spell takes a good day to activate, but once done so it will run for weeks at a time provided it is tended to by skilled wizards and the enchantments continually refreshed. It essentially creates a very powerful cold evocation and then channels it directly into the air. It then consistently lowers temperatures within a radius of about fifty miles, essentially changing the weather for an entire region. Sweltering weather becomes calm and reasonable, temperate regions become frosty. You think it probably best to never try and activate the tower in your home taiga, lest you kill everybody you've ever known and sink Arstotzka into an eternal winter.
Apart from the astounding cost and complete lack of mobility (it takes a week to disassemble and reassemble the tower) the biggest cost of the tower is that it ties up skilled mages, forcing them to remain wherever the tower is placed. Therefore, whilst the tower does grant you a terrain advantage wherever it is placed (or negate a Moskurger advantage) it weakens your offensive capabilities because less mages can leave the tower's side (they are still perfectly able to contribute to defence). A National Effort.
[This is what I would term a Master level spell; bonuses to every phase of combat, with a corresponding expense and likelihood of drawbacks.]
When they can get close our officers hack through swaths of men with their crystal razor axes, but in the jungle that's difficult to do. We're pushed back bit by bit, until we're hanging onto the very edge of the jungle. Compound bows, storms, and bolts of lightning are hell in the dense foliage - and without Myark to make up the difference, we can only just hang on. Another year like this and we'll be pushed back out entirely. Fancy axes are great, but they don't do enough.
Forever Frost will solve these two issues, and give us a combat advantage by turning the climate cold, which favours us northern folks.
Calvary, the heavy artillery of the medieval era, were once limited to minor nobles and knights. Restricted to critical battles and the relatively less-risky skirmishes that preceded them, most combats have consisted of boots on the ground slugging it out. This does not seem to be the case for Moskurg, however; their horses, seemingly only fit for travel and not combat, are...everywhere. Though lightly armored, entire divisions of the troops have crashed into our battle lines over and over again, snapping their shoddily made lances and lashing out with sword and spear. We fail to win a single battle here, let alone gain a territory. Those who aren't run down quickly surrender, and once relieved of their armor and weapons are immediately returned to us. Our own cavalry are much stronger than any Moskurg horseman, but even they can't win against a seething ocean of these overgrown rats. Fireballs blast holes in their ranks, but they're filled as soon as they appear. Horses leap through walls of flames, and though a few tumble from their saddles wreathed in fire the rest charge through our ranks like demons. If we do not do something to counter these new horsemen, we may very well see their hoof prints on Arstotzkan home soil.
A bolt of lightning crashes down into the tower not a few feet from where Myark was standing. The explosion of super-heated plasma sends him and the stone bricks he was standing on off the side, and they all come crashing down into the foliage below. The sudden disruption of the delicate, carefully-drawn spell circles on the roof of the tower resulted in a second, much slower explosion. Were Myark still standing atop the tower he might have been able to prevent the cook-off of magical power slowly growing out of control, but without him there was little the wizards left could do. The top of the tower flashes briefly.
The explosion sends mortar, brick, and bodies sailing into everyone standing around the tower with an indiscriminate violence. Unfortunately, it was mostly Arstotzkan troops standing nearby. Plate armor absorbs a good portion of the debris, but with their hero wounded and most of their mages dead the troops have no option other than to retreat. Myark is hauled off the battlefield by one of the surviving squads, and they manage to abscond with him. He will live.
+I'll agree with this and on our earlier lack of a proper plan and besides for all we know using the magic crystal to absorb magic might be the key to keeping them around. Then it's a revision to make our lances and longaxes do the same for a Elite Mage-Breaker unit.Crystal-fueled Antimagic Charm : +1+1, lets try sticking to a plan. If we manage to get a good roll on them, they will be powerful.
Use the Expense Credit on our cavalry. They're better than those of Moskurg, so with the extra horses we can absolutely crush them.
Order : Concede the Eastern Sea (but not the Western one) and Plains. Concentrate all forces in the Mountain and assault the desert. Deploy the frost tower.
With control of the mountains, you are now able to finally exploit them to their fullest, as was done in the days of glorious Arstotzka past. You will receive an effective Expense reduction for all primarily metallic mundane items you design in future, for as long as you retain control over this region.
Those three are powerful aspects of combat, and to lower them below Expensive requires the territory bonus.
Otherwise there's no point to holding an entire territory if you can get those bonuses through regular design/revision processes. What's stopping Moskurg from designing cheap full-plate of their own this turn, if that's not the case?
Their shortbows started out cheap, and their turn spent Designing and Revising the compound bow increased the quality. Iituem essentially gave you an expense credit on all metal production for as long as you hold the mountains. Furthermore, he made it clear that utilizing the bonus requires a turn of modifying your production capabilities to handle the new cheap material. I interpret that as requiring the territory to gain that expense level - is that unreasonable?Yes.
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).
More importantly, it does not change what has come before; you only created plate once it became possible to do so with excessive metal.
It would but we aren't in real need of that we basically need the equivalent of tank to deal with theirs.Just saying, crystal golems would be as hard as steel, and in spider-form would be pretty scary and have loads of redundency on their moving parts. Or Crystal Firewasp Golems to stick with what we know... Or gem-powered crystal
Thing is we have need attacking the plains already, attacking the desert we might force them to backpedal and overreact giving us the chance to take the jungle.This seems overly-optimistic and a bit unrealistic. It could happen, but they could also see that it'll take to long for us to accomplish anything meaningful with that invasion and double down on their jungle stuff.
Mage Control CollarEhh, sure, whatever +1... It'd be nice if they could be overcharged externally too so as to give non-mages the same threat, but that is not important.
Dragon's Head: 0
Wand of Minor Fireball: 0
Crystal Corsair: 1
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1
Dragon's Head: 0This is a actually neat and easy way of counting votes, this should be our standard way of doing it.
Wand of Minor Fireball: 0
Crystal Corsair: 2
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1
Also, just to confirm, our Anti-Magic Charms are suppressing magic in their presence, right? Not just warning of ambient magic?
QuoteAlso, just to confirm, our Anti-Magic Charms are suppressing magic in their presence, right? Not just warning of ambient magic?
Currently they get hot in the presence of magic.
Dragon's Head: 0
Wand of Minor Fireball: 0
Crystal Corsair: 2
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1
Actually Functional anti magic charms : 1
Dragon's Head: 0
Wand of Minor Fireball: 0
Crystal Corsair: 1
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1
Actually Functional anti magic charms : 2
How about instead of generating heat the charm summons wasps to get rid of excess energy?Found the revision. Cause that is a freaking beuatiful idea.
Imagine an entire industrial world based on this: Oh no my car is spitting out wasps better turn it off and get a tow truck.
I think we're thinking about this the wrong way. Our biggest problem is stated to be that we don't kill/rout enough of our enemies, not that we're suffering too much from their spells. So how do we kill/rout more enemies? The answer is something we already have: Fireball. It's noted for its high lethality and morale effects, but it's too expensive to be of much use. The answer is to make more common an effective thing we have, rather than make an entirely new thing.
Making Fireball cheaper will also improve our performance in the sea for obvious reasons. Anti-magic charms, even if successful, will not.
Make Fireball cheaper.
Glory to Arstotzka.
maybe also work on the waste heat moral problem at the same time?That's probably better left to a Revision. Getting the Fireball as it is to be be a lot cheaper than it is now without sacrificing any of its positive qualities is something we should keep focus on with the Design.
Revisions Phase:
Actually Functional Anti-Magic Charms: 1
Heat Shields: 0
Metal Shields: 0
Revisions Phase:
Actually Functional Anti-Magic Charms: Azzuro
Heat Shields: 0
Metal Shields: 0
Revisions Phase:Sure.
Actually Functional Anti-Magic Charms: Azzuro
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
And I think we already have metal shields. If we have enough metal to outfit one-third of our armies with full plate armour, we've surely been making metal shields for everyone already.It's not in the equipment list. Right now, we only have wooden shields.
QuoteRevisions Phase:Sure.
Actually Functional Anti-Magic Charms: Azzuro, Urist
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0And I think we already have metal shields. If we have enough metal to outfit one-third of our armies with full plate armour, we've surely been making metal shields for everyone already.It's not in the equipment list. Right now, we only have wooden shields.
Fireball Talisman: Okay, maybe the heat shield wasn't such a good idea. This is a much better idea. Using the heat from the anti-magic amulets, our commanders can now throw (small) fireballs to burn off the heat! Not very effective compared to legions of apprentices spamming fireball, but a great morale booster, and it leads into stored spells!
And I think we already have metal shields. If we have enough metal to outfit one-third of our armies with full plate armour, we've surely been making metal shields for everyone already.It's not in the equipment list. Right now, we only have wooden shields.
Revisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, Andrea, 10ebbor10
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
That and we currently don't have a need for shields maybe if they start doing something funky to wood, we might need to switch but as of now now we have more pressing matters.QuoteRevisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, Andrea, 10ebbor10, Stabby
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
Besides, wooden shields are by no means ineffective. and our plate covers physical defense quite well.
Revisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, 10ebbor10
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
Cheap longbows: Andres
[6!-1, 3+1, 6!]What did these rolls represent?
Revisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, 10ebbor10
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
Cheap longbows: Andres Void Slayer
QuoteRevisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, 10ebbor10
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
Cheap longbows: Andres Void Slayer, Stabby
+1 cheap longbows, we need to equip every man with longbows and Pikes.
you can't give every man in an army a longbow and a pike.
first of all, those are entirely different skill sets. second of all, those are both costly primary weapons.
you can't give every man in an army a longbow and a pike.Your logic is bad, as it assumes that every single person in our army will be given a longbow. In truth, it just means we expand the number of archers we have from being a useful tool in the field to a large tactical advantage. Or do you think that every army to field large numbers of archers was stupid to do so? I'd really rather this not become a situation like the MC16 in the first Arms Race game.
first of all, those are entirely different skill sets. second of all, those are both costly primary weapons.
I wasn't responding to you Andres, yes yes Crecy and Agincourt, I was responding to Voidslayer. :)you can't give every man in an army a longbow and a pike.Your logic is bad, as it assumes that every single person in our army will be given a longbow. In truth, it just means we expand the number of archers we have from being a useful tool in the field to a large tactical advantage. Or do you think that every army to field large numbers of archers was stupid to do so? I'd really rather this not become a situation like the MC16 was in the first Arms Race game.
first of all, those are entirely different skill sets. second of all, those are both costly primary weapons.
I want to switch my vote so bad...Please do so. Not having massed archer volleys when we have the superior ranged implement of war is hurting us more than a lack of a weak anti-magic charm. It's also a simple goal and thus unlikely to fail, unlike the anti-magic charm which more than likely requires a full Design to do anything significant.
I wasn't responding to you Andres, yes yes Crecy and Agincourt, I was responding to Voidslayer. :)Fair enough. Can I convince you to vote for cheaper longbows? The Moskurgers are just begging to be pincushions.
Revisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, 10ebbor10
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
Cheap longbows: Andres Void Slayer, Stabby,Roboson
Revisions Phase:
Actually Functional Anti-Magic Charms: Azzuro, Urist, 10ebbor10, OceanSoul
Heat Shields: 0
Metal Shields: 0
Fireball Talisman: 0
Cheap longbows: Andres Void Slayer, Stabby,Roboson
I'm for antimagic.Please change your vote. Making our "anti-magic" charm into what you and the others are imagining is a major project, something that requires a Design rather than a Revision. Making our longbows cheap is not only exactly within the bounds of what a Revision can do, but it'll also result in a major advantage in the area which we have been explicitly told is holding us back the most - killing people.
4. A way to make much larger anti-magic zones than right now.
Our biggest problem seems to be both our difficulty gain prisoners during a route and our tendency to trade troops back when we do. It's impossible to gain ground when their ranks swell back to full strength after each and every fruitless battle. Returning troops wouldn't be such a big deal if we could get more of them during each route, but at the moment both sides are fighting at full capacity - and have been for the past few years.
You exchange prisoners with Moskurg. If Moskurg has more prisoners, they release them anyways and both sides are back to full health. If you have more prisoners, the remainder after trading is executed. On top of that, both sides get +2 reinforcements per round to a max army size determined by how many territories you own.
To take a territory, you must first kill/capture (mechanically the same thing) all enemy troops in the area.
It would neutralize their chivalry bonus and deny them troop resupply. You would still get +1 troop back per turn, plus +2 reinforcements.
...
Might as well, also the comic is legit funny. But if we do it we need to get the webs revised and cheaper to kill more of them during calvary charges(imagine what would happen if the front of a charge suddenly stopped, tumbled, got insanely stick enmass.) and to simply kill more of them while routing.It would neutralize their chivalry bonus and deny them troop resupply. You would still get +1 troop back per turn, plus +2 reinforcements.
Wow, so the actual pragmatic way to go is to switch to terror.
I propose we switch to terror instead of pragmatism.
...Spoiler (click to show/hide)
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Fireball was your starting spell.Is there any way to make Fireball - the full power variant - cheaper?
You then made a smaller variant called Minor Fireball.
You then revised Minor Fireball cheap enough to be used by your apprentices - called Streamlined Fireball.
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Stop attacking the Desert. Start attacking the Plains and send Myark there too.
Hopefully we can break their control of the plains with our cheap fireballs, plentiful arrows, and the presence of Myark. We just aren't making any headway in the desert. It's like the plains except it's also very hot and they have the home ground advantage.
Glory to Astotzka.
The Moskurgs outnumber us here, and that's their only saving grace - that, and their cursed wizard al-Mutriqa.
How do we regain control of that sea? An attack order? Or do we automatically make an attempt if we try to attack the plains?Stop attacking the Desert. Start attacking the Plains and send Myark there too.
Hopefully we can break their control of the plains with our cheap fireballs, plentiful arrows, and the presence of Myark. We just aren't making any headway in the desert. It's like the plains except it's also very hot and they have the home ground advantage.
Glory to Astotzka.
Will not work.
We gave up control of the local sea. That gives them a major bonus.
Bestial Splicing: 0To summarize: we're not getting anywhere.
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: 0
Mega Fireball: 0
Ritual Sacrifice: 0
Gilded Guardian Gilda: 0
Fogships: 0
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: 0
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10
Gilded Guardian Gilda: 0
Fogships: 0
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: 0
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist
Gilded Guardian Gilda: 0
Fogships: 0
Bestial Splicing: 0[/quote]
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: 0
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist, Roboson
Gilded Guardian Gilda: 0
Fogships: 0
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: VoidSlayer
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist, Roboson
Gilded Guardian Gilda: 0
Fogships: 0
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: VoidSlayer, StabbyMcStabStab, Roboson
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist,
Gilded Guardian Gilda: 0
Fogships: 0
Bestial Splicing: 0Hopefully this leads to angel summoning.
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: VoidSlayer, StabbyMcStabStab, Roboson
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist, Andres
Gilded Guardian Gilda: 0
Fogships: 0
We might have to start with cat-girls to fight at night and then work our way up to mermaids
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: VoidSlayer, StabbyMcStabStab, Roboson, Azzuro
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist, Andres
Gilded Guardian Gilda: 0
Fogships: 0
I'm gonna be honest, I'm getting kinda tired of this. You're comparing a 10,000 Watt tesla coil to a 10,000,000,000 Watt lightning strike.
We should make something loud and bright to scare their horses! Maybe we can tune the firballs to expel more noise and light? Or maybe fireball in a crystal to make flashbangs and shrapnel grenades?
We should make something loud and bright to scare their horses! Maybe we can tune the firballs to expel more noise and light? Or maybe fireball in a crystal to make flashbangs and shrapnel grenades?
Their horses jumped straight to barriers of fire. I'm pretty sure they're braindead and thus fearless, like all moskurgians.
We should make something loud and bright to scare their horses! Maybe we can tune the firballs to expel more noise and light? Or maybe fireball in a crystal to make flashbangs and shrapnel grenades?
Ideally make them moveable as well, so as to sweep up the enemy forces.
But first, anti-magic.
But regardless of who is correct about the science (which short of an account of midevil knights getting hit by lightning, no one can say for certain), we should drop everything and invest in weather control. Its obviously much stronger than anything we're doing. We can make fireballs, with a temperature of 2000-9000 degrees, whereas for a similar cost, the enemy can summon lightning with a temperature of around 53,500 degrees (both in Fahrenheit). I mean, the power difference is inarguable. For their mages to be able to generate power many times more than ours over a large area for a longer duration of time, its no contest. We should counter with weather magic of our own.
Quick question: Are wizards used at sea?
Quick question: Are wizards used at sea?
Our fire insects were used at sea before the Moskurgians instant hard countered everything we had with a single design.
No, about mages not casting at sea.
No, about mages not casting at sea.
After seeing this, I'd really like a GM answer to the question. I feel like we've missed something.
No, about mages not casting at sea.
After seeing this, I'd really like a GM answer to the question. I feel like we've missed something.
I'm pretty sure we didn't, unless the rules changed, again.
We have done between nothing and zero designs for the ocean. Despite that we are at basic parity with them with our general designs. I would say that is about right.
We have done between nothing and zero designs for the ocean. Despite that we are at basic parity with them with our general designs. I would say that is about right.
Every single fireball design applies to the ocean.
Meanwhile, the Moskurgians have only their single wind spell.
Arstotzka has been using fireballs at sea the entire time.
However, their ships have the trade off of being worse at combat but having a higher bonus when landing troops. Moskurgs needed to develop research to do sea magic likely as a balancing mechanism - once they did things began tipping in their favor. Once Arstotzka shifted their ships back into one massive fleet, things became balanced again.
Arstotzka has been using fireballs at sea the entire time.
However, their ships have the trade off of being worse at combat but having a higher bonus when landing troops. Moskurgs needed to develop research to do sea magic likely as a balancing mechanism - once they did things began tipping in their favor. Once Arstotzka shifted their ships back into one massive fleet, things became balanced again.
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: VoidSlayer, StabbyMcStabStab, Roboson, Azzuro
Mega Fireball: 0
Ritual Sacrifice: 10ebbor10, FallacyofUrist, Andres
Gilded Guardian Gilda: 0
Fogships: 0
Catgirl Assassins: 0
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0
Ministry of Integrity: 0
Darkvision: 0
Summon Crystal Wolves: 0
Summon Magic Detection Amulet: 0
Improved Frost Tower: 0
Anti-Magic Arrows: 0
Functional Anti-Magic Charms: 4; VoidSlayer, StabbyMcStabStab, Roboson, Azzuro
Mega Fireball: 0
Ritual Sacrifice: 3; 10ebbor10, FallacyofUrist, Andres
Gilded Guardian Gilda: 0
Fogships: 0
Catgirl Assassins: 1; RAM
Revise anti-magic charms to include mathemagics.
Ground Wasp Swarm: 0
Revise Anti-Magic Charms to include Mathemagics: 1, Azzuro
Explosive fireballs: 0
Ground Wasp Swarm: 0
Revise Anti-Magic Charms to include Mathemagics: 2, Roboson, Azzuro
Explosive fireballs: 0
Ground Wasp Swarm: 0
Revise Anti-Magic Charms to include Mathemagics: 2, Roboson, Azzuro
Explosive fireballs: 0
Order: Attack the Jungle instead of Desert, move Tower of Frost to Jungle: 1, Azzuro
Ground Wasp Swarm: 0
Revise Anti-Magic Charms to include Mathemagics: 3, Roboson, Azzuro, Tyrant Leviathan
Explosive fireballs: 1 RAM
Tower of Frost: 1, Voidslayer
Order: Move ToF to Jungle: 3, Azzuro, Voidslayer, Roboson
We might want to wait till we make sure we have actually anti-magic that's reliable.QuoteGround Wasp Swarm: 0
Revise Anti-Magic Charms to include Mathemagics: 3, Roboson, Azzuro, Tyrant Leviathan, Stabbymcstabstab
Explosive fireballs: 1 RAM
Tower of Frost: 1, Voidslayer
Order: Move ToF to Jungle: 3, Azzuro, Voidslayer, Roboson, Stabbymcstabstab
I'd like to propose a second order:
Order our Anti-wizard guard to capture wizards whenever possible and to recover the corpses of enemy wizards if they cannot be captured alive.
If we can get ahold of an enemy wizard, even an apprentice, we may be able to learn something from them (through diplomacy or terror).
A If we have anti-magic charms, we can reassign the guards away from our thanes towards actually killing mages (because now they're redundant). Plus, if we outfit them with charms as well, the enemy won't be able to read their minds. At the very least if we're already using them to kill mages, we may be able to just maim one or two and capture them, or recover their bodies to see if we can learn anything from them.This exactly. I was actually considering reassigning the guards to our mages, but this is probably better.
"Calculus" ... It's still an entirely useless method of math outside of magic applications...
...Nah more like dark souls crystal magic, can't support the filthy Moskurg miracle users!
"light forger" likes crystal magic...
lasers?
Sorry about the wait, guys.I would just say go ahead since after all how useful something is based off of your own biases so it's not like your adding them into a system. Ultimately a huge part of the game is decided by how you perceive the difference in effect of rolls on what the design does. Even with an "impartial" system the game still had the "salt moment" so it's not like you even won there. So I support the move, if the other side is ok with it of course.
The hold up is the fact that the combat results don't seem to be reflecting the state of research between both nations. It's been frustrating me for a while now - due to the way advantages and counters are handled, I'm having trouble making the combat engine behave in a way that makes sense.
For example, a while back you guys should have been making progress in the jungle while Moskurg wasn't producing anything new. You produced newer fireballs and your anti-magic pendants, which SHOULD have given you enough advantage to make the battles more than a stalemate. That didn't happen, since combat results are calculated from specific unit bonuses that don't quite take advantage of the nuances in a certain scenario. I love you guys, but this turn Moskurg just blew through you guys - and since I have knowledge of both sides capabilities I can say objectively that that should not be happening.
In all honesty, I'm tempted to abandon Iituem's python file altogether and move to the system that Sensei uses - simply determining how both sides are doing from a practical standpoint, figuring out how a new piece of technology would affect the battlefield, and progressing from there to subjectively determine which side gains/loses ground in an area based on what would be effective in what area. This would mean changing the system mid-way through the game, though, and I'm not sure that's fair to either side.
Moskurg returns the favor with arrows of their own, pelting our men.Why are Moskurg arrows even a factor? Shields stopped being used because full plate made them obsolete for those who used it, and ALL our troops wear full plate. Their arrows should do diddly squat against us, especially since they don't have the power or AP capability of longbows or crossbows.
A.add_unit('officers')
A.add_unit_stat('officers', 'infantry', 2)
A.add_unit_stat('officers', 'defence', 1)
A.add_unit_stat('officers', 'counter support skirmish', 2)###antimagic
A.add_unit_stat('officers', 'skirmish', 'support')###antimagic
A.add_unit_stat('officers', 'support', 'ranged')
A.add_unit_stat('officers', 'skirmish', 'primary')
A.add_unit_stat('officers', 'melee', 'primary')
A.add_unit_stat('officers', 'rout', 'primary')
A.add_unit_stat('officers', 'bodyguard', 1) ###Anti-Magic gem charms.
To be perfectly honest? I'm not sure. There's about thirty or forty different units spread across both sides that provide multiple bonuses to differing phases of combat and counter support against enemy units.My advice is get rid of all these things. Make it narrative focused and add dice rolls to represent how things generally go, but none of this in-depth separate unit mechanics and such. Our plate armour should make our troops nigh invincible against their spears, sabers, and pathetic recurve bows.
This is what your standard officer looks like. Keep in mind, this is one unit out of forty that I have to parse through when I'm trying to figure out stuff like "why does giving Arstotzka cheap archers cause them to get their shit wrecked".Code: [Select]A.add_unit('officers')
A.add_unit_stat('officers', 'infantry', 2)
A.add_unit_stat('officers', 'defence', 1)
A.add_unit_stat('officers', 'counter support skirmish', 2)###antimagic
A.add_unit_stat('officers', 'skirmish', 'support')###antimagic
A.add_unit_stat('officers', 'support', 'ranged')
A.add_unit_stat('officers', 'skirmish', 'primary')
A.add_unit_stat('officers', 'melee', 'primary')
A.add_unit_stat('officers', 'rout', 'primary')
A.add_unit_stat('officers', 'bodyguard', 1) ###Anti-Magic gem charms.
Looks like they've abandoned chivalry, so at least they won't have that moral bonus.
I propose for this phase we invest in Animal Control. We've already have a good basis with wasps, if we can expand this to get some level of greater control, we can use it to plague the enemy with all sorts of things. Especially if we get it good enough to control their horses. They took our crystal weapons, we'll take their horses.
I've written out the combat report to explain how equipment is affecting the battle and why things play out the way they do. This should give you a better understanding of how your designs are being used and how they're working against the enemy's. I've also included a section detailing the theatre commanders wishlist - what he would like to see developed or fixed. Take it with a grain of salt; it's simply the point of view from the boots on the ground. I also tweaked the equipment and spell list to look nicer.
He also points out that we've never had a skirmish we can point to as a "complete success" and the lack thereof is hurting our chances of pushing Moskurg from the jungle
Animal Control: 0
Advanced Tower of Forever Frost: 1, Azzuro
Firecrystal Ballistae: 0
Also, evictedSaint, did the Moskurgs switch to Terror?Yes
Animal Control: 0For the moment, I'll support Whale Troops, though, since it's closest to what I would desire.
Advanced Tower of Forever Frost: 1, Azzuro
Firecrystal Ballistae: 0
Whale Troops: 1, FallacyofUrist
Cat Eyes: 0
Dolphin Splicing: 0
Catgirl Assassins: 0
Anti-Weather Balloons: 0
Hail Tower: 0
Animal Control: 0correct me if i'm wrong please.
Advanced Tower of Forever Frost: 1, Azzuro, LightForger, 10ebbor10, Stabby,
Firecrystal Ballistae: 0
Whale Troops: 1, FallacyofUrist
Cat Eyes: 0
Dolphin Splicing: 0
Catgirl Assassins: 0
Anti-Weather Balloons: 0
Hail Tower: 0
0 = Cheaper Broadswords:
1 = Betty Bradsword: RAM
0 = Bigger Fireballs:
0 = Crystal Conversion:
0 = Antimagic Arrows:
0 = Advanced Tower of Forever Frost: Fighting Form:
0 = Advanced Forever Frost: Hail Mode:
0 = Longboats:
= Cheaper Broadswords:
2 = Betty Bradsword: RAM, 10ebbor10
0 = Bigger Fireballs:
0 = Crystal Conversion:
0 = Antimagic Arrows:
0 = Advanced Tower of Forever Frost: Fighting Form:
0 = Advanced Forever Frost: Hail Mode:
0 = Longboats
0= Cheaper Broadswords:This seems like a good idea, but we might want to start revising our ship design someday.
3 = Betty Bradsword: RAM, 10ebbor10, Stabby
0 = Bigger Fireballs:
0 = Crystal Conversion:
0 = Antimagic Arrows:
0 = Advanced Tower of Forever Frost: Fighting Form:
0 = Advanced Forever Frost: Hail Mode:
0 = Longboats
And perhaps most importantly, the pommel is removable to allow our soldiers to throw them at fleeing enemies - thus "ending them rightly."Finally! Something that solves our problem of not being able to kill routing enemies!
I wish to submit an order to have a squad outfitted with crystal axes and antimagic, to determine if the antimagic can protect the crystals.
I thought it was quite clear that our lances were being destroyed by our own anti magic charms.
Any idea what the current troop distribution is, or do we no longer do that anymore?
I like the steam power one.
Sadly crystal hulls are probably out now and we will nevel see crystalclad ships, but we need to regain advantage at sea. ALso, that steam engine will help hide our ships in mist and fog, it seems.
While we went for antimagic fields, it seems the are focusing on dispelling. I wonder if we can train our wizards to improve concentration/caster checks. ( can't remember which one, if any, lets you resist a dispell). We do have an academy...
Staff of Webs: 0
Steam Power: 4; Azzuro, andrea, Roboson, stabby
Long Range Spellcasting: 0
Anti-Magic Bolts: 0
Also Orders: Have our elite unit go out and capture several of these staffs from enemy mages. since if we can capture and rework them into our arsenal we can gain a quite bit. It's also much safer then trying to capture one of their mages.I am going to all sorts of nope to this as it would tick off the G.M. who doesn't like espionage. Well, that is, I am not actually voting against it, but I assume that it will only annoy the G.M.... I would however like to see us doing something similar to discern exactly what it is. It seems that it is a general-purpose disruptor of magic as it appears to affect not only magic constructs but also magic in progress, and not only crystal-based magic but fire too. This makes it inherently opposed to all our spells and a massive threat in all ways. But something along the lines of leaving a nice shallow cave somewhere nice and isolated, throwing a few injured Mosskurgers in there, chasing an enemy mage into the vicinity, and then testing all our spells against them while the fool believes they are performing some sort of desperate final stand to save their compatriots, right up until they get an arrow to the knee, and heart, and head, and everywhere else too...
Staff of Webs: 0
Steam Power: 4; Azzuro, andrea, Roboson, stabby
Long Range Spellcasting: 0
Anti-Magic Bolts: 0
Angel Ritual: Andres
Can we command a small amount of our forces to look for the secondary container and get a funding credit from the Mathemagicians, then use that on the steam engine?
Low Power Steam: [2] Tyrant, Stabby
Low Power Steam: Tyrant, Stabby
Cheaper Fireball: Andres
Low Power Steam: Tyrant, Stabby, Robson
Cheaper Fireball: Andres
] I am not sure I iwll vote on it... I would like to focus on steam but I am not sure I like this revision.
Make the Fireball spell cheaper. The spell is effective on land and sea, we're very likely to succeed thanks to our earlier efforts, and fire magic is the basis of our offensive spellwork, so getting more experience in the field will be beneficial. In particular, I'm thinking we can invent explosive shot artillery a few hundred years early using fireballs rather than exploding shells.
Low Power Steam: Tyrant, Stabby, Robson
Cheaper Fireball: Andres
Cheaper Frost Tower : 10ebbor10
Low Power Steam: Tyrant, Stabby, Robson
Cheaper Fireball: Andres
Cheaper Frost Tower : 10ebbor10, Andrea
3 Low Power Steam: Tyrant, Stabby, RobsonI feel disgusting doing this, it feels like a betrayal of crystal magic that could still work, but it would help...
1 Cheaper Fireball: Andres
2 Cheaper Frost Tower : 10ebbor10, Andrea
1 Metal Caltrops: RAM
Also, I am reiterating my request to find out if crystals are stable in an antimagic field.
Order: enemy counter-magic evaluation
Elite team of skirmishers attack a staff-wielding mage while equipped with both broadswords and crystal axes with a large supply of antimagic along with the crystal axes, but some crystal axes not protected by antimagic. We really need to see if we already have a counter for this thing. Don't forget that they have already moved into cancelling our fireballs, this is not just the crystals that we are protecting. It is a battlefield, if they wanted to capture our charms then they would be able to do so regardless... It is entirely possible that many of our forces could be using crystal weapons right now, no changes, just, "if you have a charm, you get weapon upgrades"...
Alternatively:
Order: crystal weapons are issued to people with antimagic charms
This would mark out our antimagic people but, ehh, we need this information.
The Weaker small fireball is the result of making the big one cheaper.Seems kind of rddundant to do that again.GM said we can make the actual fireball cheaper without making it less powerful by using a Revision.
Don't forget that they have already moved into cancelling our fireballs, this is not just the crystals that we are protecting.Where did it say this?
4 Low Power Steam: Tyrant, Stabby, Robson, Azzuro
1 Cheaper Fireball: Andres
2 Cheaper Frost Tower : 10ebbor10, Andrea
1 Metal Caltrops: RAM
I propose that we then make the weak fireball stronger, rather than the strong fireball cheaper.That is a very good idea.
The weak fireball is cheap and has no flaws, unlike the strong fireball which is very expensive and sets the floor on fire.
Anyway, new Order: Rededicate our Anti-Wizard Guards into Wizard-Hunting Squads. Now that we have Anti-Magic Charms, our mages and commanders no longer need to fear enemy mindreading, rendering their anti-wizard guards obsolete. The elite guards, however, are reorganised into small squads and attached to every attack we plan as much as possible, tasked to seek out and kill enemy mages wielding the ivory staves.+1
No a bad plan. +1Anyway, new Order: Rededicate our Anti-Wizard Guards into Wizard-Hunting Squads. Now that we have Anti-Magic Charms, our mages and commanders no longer need to fear enemy mindreading, rendering their anti-wizard guards obsolete. The elite guards, however, are reorganised into small squads and attached to every attack we plan as much as possible, tasked to seek out and kill enemy mages wielding the ivory staves.+1
Glory to Arstotzka.
Mist is a great idea.
The high speed low torque problem is easily solved as well by a system of pulleys and belts. should not require too advanced technology.
as for the mean of converting energy, I suppose paddlewheels? screw propellers seems a fair bit harder to design, while watermills already have wheels with paddles.
It is taking a while to make it, but it will have wide ranging applications. We could also make things like steam cannons.
edit: Azzurro, nice report for the fight. Fits more with the "interview people from the battlefield" part. Maybe I should rewrite my one to match. Just one question, what are those black phantoms? I forgot them.
I was also thinking of using Runes/ glyphs to enchant metals to keep toughness but be lighter. So can have iron clads and more mobile plate troops. Even lead to iron clads if applied to steam ships.Our crystals are already most of that...
Minor Splicing: 0
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight: A quicker, longer reaching spell that has more limited hit box. But gives casters heat vision to fry targets in line of sight.What are the benefits of heat vision compared to a normal or adjusted fireball?
Summon Sea Monsters: So navy commander no steam? How about sea serpents to crush their boats.Neat. Summon, or Conjure? Control the ones already there, or make new ones?
Anchor Net System: Using Runes to pre program magic, in "reserves" to keep Magic stable as a means to counter our crystals from vanishing. By anchoring the conjured material into our reality. To give your crystal gear back. Takes time for ritual since starter. Uses wave lengths and mageomath to solidify mana fields.Like a magical programming language?
Gun Powder Bombs: Or we could somehow make fused with ball castings full of stuff to blow up our enemies. They get rid of our crystal cantrips? Let them step into a old fashion mine field instead.
Minor Splicing: 0
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Exclusive Anti-Magic Amulets: 0
Minor Splicing:
/me likes due to new field of knowledge and potential to work.
Canning:
/me likes due to simple and useful.
Medical Science:
/me finds this wanting. medical science is difficult, cannot hope for antibiotics... Get magical healing instead, wishing people better is more likely to work.
Spider Silk Armor(a):
/me finds this to be completely useless, as the armour will vanish as soon as the enemy arrives.
Spider Silk Armor(b):
/me feels this could work, but may be difficult due to "spin armour shape 20 layers deep" being more complicated that "attack"... looks like good research on complex commands for creatures that disappear as soon as enemy gets close.
Control Beasts:
/me wonders if was controlled at all, and if wasp cooperate because controlled or if wasp created with cooperative nature. Could evolve into tree control is nice...
Greatest Fireball:
/me thinks "may as well revise wand"...
Horse Breeding:
/me thinks not so good in jungle and sea where needed...
1 Minor Splicing: RAM
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill
1 Minor Splicing: RAM, StabbyBearzerkers that is all.
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill
Quote1 Minor Splicing: RAM, Stabby, Tyrant.
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill
As for sea monsters could be summoning or controlling pre existing ones. As the enemy is big on anti conjure/creation.
channelled fog come in contact with their antimagic
1 Minor Splicing: RAM, Stabby, Tyrant.
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill Andrea
Quote
1 Minor Splicing: RAM, Stabby, Tyrant.
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill Andrea
Practical Steam Engine : 10ebbor10
Minor Splicing: 3, RAM, Stabby, Tyrant
Practical Steam Engine : 2, 10ebbor10, Azzuro
steam lumbermill: 1, Andrea
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight: 0
Summon Sea Monsters: 0
Anchor Net System: 0
Gun Powder Bombs: 0
Exclusive Anti-Magic Amulets: 0
spell of antimagic: 0
Minor Splicing: 2, RAM, Tyrant
Practical Steam Engine : 2, 10ebbor10, Azzuro, Stabby
steam lumbermill: 1, Andrea
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight: 0
Summon Sea Monsters: 0
Anchor Net System: 0
Gun Powder Bombs: 0
Exclusive Anti-Magic Amulets: 0
spell of antimagic: 0
Minor Splicing: 1, RAM
Practical Steam Engine : 4, 10ebbor10, Azzuro, Stabby, Tyrant
steam lumbermill: 1, Andrea
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight: 0
Summon Sea Monsters: 0
Anchor Net System: 0
Gun Powder Bombs: 0
Exclusive Anti-Magic Amulets: 0
spell of antimagic: 0
Cheaper Frost Tower: 10ebbor10
Improved Steam Engine: 10ebbor10, Andres
Bigger STREAMLINED Fireball: Andres
Also, I hate to be that guy, but needle arrows are pretty much useless at armour-piercing. Like, I'm 100% sure that whatever the Moskurgs were using before, it's definitely better. For the same mass of metal, a needle's minimal possible cross-sectional area will guarantee it deforms/snaps on impact with metal if not striking perfectly (and I mean perfectly) head-on, which only grows more difficult as the length of the needle increases
Their horse archers use their new arrows to deadly effect; at nearly point blank range, the dreaded needle arrows punch through steel plate to dig into flesh beneath.
Well. At least, some of them do. The arrows have a tendency to crumple if they hit a particularly thick section of armor, and when they do penetrate they're not always lethal.
Hide Armour: General infantry armour. Cheap, thanks to the plentiful sheep in the taiga. Turns aside weak blows. Cheap.
Cheaper Frost Tower: (2) 10ebbor10, Azzuro
Improved Steam Engine - Turbines: (3) 10ebbor10, Andres, Azzuro
Bigger STREAMLINED Fireball: (1) Andres
Angled Plate Armour: (0)
Cheaper Frost Tower: (2) 10ebbor10, AzzuroGambeson : By revising our existing hide armor to be slightly thicker and easier to wear over existing armor, we create a garment that can effectively stop arrowheads. In addition, the thick wool will stand straight from static electricty moments before lightning strikes, allowing our forces to dodge.
Improved Steam Engine - Turbines: (3) 10ebbor10, Andres, Azzuro
Bigger STREAMLINED Fireball: (1) Andres
Angled Plate Armour: (0)
Gambeson:(1) : 10ebbor10
Cheaper Frost Tower: (2) 10ebbor10, Azzuro
Improved Steam Engine - Turbines: (3) 10ebbor10, Andres, Azzuro, Andrea
Bigger STREAMLINED Fireball: (1) Andres, Andrea
Angled Plate Armour: (0)
Gambeson:(1) : 10ebbor10
anyway, that seems a good idea. I am torn between it and the bigger streamlines fireball.
the mathemagicians analyse armour faces using "trigonometry" to determine the best angles of slope and radius of curve
@evictedSaint: If they do have bodkin arrowheads, then fair enough. I'll just assume 'needle arrows' are what we call them/that's what they look like due to Mediocre Moskurgian Metalworking.
For the longest time, Moskurg thought you'd enchanted the grass to stab at their horses - not realizing crystal caltrops were hidden in the grass.
by the way, when you added gamberson you forgot to remove your vote from something else.
Cheaper Frost Tower: (2) 10ebbor10, Azzuro
Improved Steam Engine - Turbines: (5) 10ebbor10, Andres, Azzuro, Andrea, Roboson
Bigger STREAMLINED Fireball: (3) Andres, Andrea, Roboson
Angled Plate Armour: (0)
Gambeson:(1) : 10ebbor10
Cheaper Frost Tower: (1) 10ebbor10
Improved Steam Engine - Turbines: (5) 10ebbor10, Andres, Azzuro, Andrea, Roboson
Bigger STREAMLINED Fireball: (3) Andres, Andrea, Roboson
Angled Plate Armour: (0)
Gambeson: (2) 10ebbor10, Azzuro
Improved Steam Engine - Turbines: (5) 10ebbor10, Andres, Azzuro, Andrea, Roboson
Bigger STREAMLINED Fireball: (3) Andres, Andrea, Roboson
Angled Plate Armour: (0)
Gambeson: (2) 10ebbor10, Azzuro
We did use the design on the steam engine, and we are using one of our 2 revisions to rework other existing things.
We did use the design on the steam engine, and we are using one of our 2 revisions to rework other existing things.
But we are reworking steam engines... I think it will take more to fix them.
Bigger STREAMLINED Fireball: (2) Andres, Roboson
Angled Plate Armour: (0)
Gambeson: (3) 10ebbor10, Azzuro, Andrea
0 Academy: Mathemagical college.
0 Champions(Myark): Card Games.
0 Frost Tower: Cheaper Frost Tower.
3 Streamlined Fireball: Make Streamlined Fireball bigger. Andres, Roboson, RAMSteam Engine: Improved Steam engine
3 Hide Armour: Gambeson. 10ebbor10, Azzuro, Andrea
0 Caltrops: metal caltrops
0 Summon fog: Summon Water.
0 channelled fog come in contact with their antimagic
0 crystal within range of our antimagic come into contact with their antimagic. Just put some caltrops in a thane's pockets or something...
0 Abduct one of our own wizards who has had their spells disrupted and bring them here fordissectiondebriefing.
2 do not deploy the steam engine this turn. Roboson, RAM
Ehh, probably not, telekinesis is notoriously energy intensive and thus poor at travel spells. Granting life to the wooden boats to allow them to swim on little wooden flippers or summoning a wave upon which to ride or something like that would probably be more viable.Someone did bring up water pulses, which is assisted ships via water jet action to move faster. I saybuse both. Steam engine= iron clad someday
Why are we condensing fog instead of just summoning water?Because I just finished editing my previous voting post to add summoning water to it as an option. Ninja...
Of course, their antimagic seems to be area-based, and the steam is magic-powered, so...Other than the creation of anti-anti-magic, we're going to have to start murdering their mages in their sleep or or spend a revision making it so you can hand fuel the engines.
We really need to do something about their antimagic.
I have been proposing antiantimagicmagic(implying that the antiantimagic should be magical...)...Of course, their antimagic seems to be area-based, and the steam is magic-powered, so...Other than the creation of anti-anti-magic, we're going to have to start murdering their mages in their sleep or or spend a revision making it so you can hand fuel the engines.
We really need to do something about their antimagic.
3 Streamlined Fireball: Make Streamlined Fireball bigger. Andres, Roboson, RAM
3 Hide Armour Gambeson: 10ebbor10, Azzuro, Andrea
I have been proposing antiantimagicmagic(implying that the antiantimagic should be magical...)...Of course, their antimagic seems to be area-based, and the steam is magic-powered, so...Other than the creation of anti-anti-magic, we're going to have to start murdering their mages in their sleep or or spend a revision making it so you can hand fuel the engines.
We really need to do something about their antimagic.
That, and everyone is allergic to doing any sort of research on the precise effects that their antimagic is having on our stuff. It should be dead-easy to see if it can dispel crystals while wielded by someone with an antimagic charm. If our antimagic absorbs theirs and prevents it from operating within our fields then we will know. Getting a first-hand description of precisely how a wizard's fireball failed would be marvellous. Does it just vanish, does it get sucked away, does it go all wonky and spill everywhere, does 1+1 suddenly equal fat caterpillar? Does it remove our sustained fogs? We can use them to blind the enemy and disrupt their coordination, and do drills to train fighting within fog... if the fog works at all. If sustained magic works then we know it is an instantaneous effect or something that can be countered with persistent magic.
Order: silver cage caltrop delivery method.
make little silver cages, all runic and such, all cosmetic-laden, with a simple knot holding it closed. Fill it with crystal caltrops before a fight and hang it upside-down from a thane with an antimagic charm. If the thane repositions towards the rear, they can pull on the knot, caltrops drop to the ground, someone can witness how long they remain extant. The enemy thinks it is the pointlessly cosmetic baggies protecting them, if it works, if it doesn't then we know that their antimagic is penetrating ours...
We only need, like, half-a-dozen of the things to test the theory...
Order: Fog training.
Train soldiers to fight within fog. Identify allies and keep track of forwards and backwards and walk on uneven terrain and such. Just a couple of squads for now as proof of concept.
2 Streamlined Fireball: Make Streamlined Fireball bigger. Andres, Roboson
5 Hide Armour Gambeson: 10ebbor10, Azzuro, Andrea RAM, Stabby
Quote from: revision2 Streamlined Fireball: Make Streamlined Fireball bigger. Andres, Roboson
5 Hide Armour Gambeson: 10ebbor10, Azzuro, Andrea RAM, Stabby
And Roboson I think the reason the anti-magic field doesn't work on our fireballs isn't because they aren't affected by it. Rather the fireball isn't magical just the spell needed to summon it.
arrows only had minor effect ... magically going through their visors, which a gambeson doesn't protect against ... revising our caltrops to be made of metal would've been a better revision.I strongly dislike metal caltrops because it is reinventing stuff that we already have. They turned off our crystals, spending a revision on every single thing that effected will just give us inferior versions of what we already had. If we can attack the source of the problem, and extend a field of mostly reliable magic or something similar, which should be possible with our own antimagic, then it is a somewhat wasted effort. They would have been very good for right now, but weak in the long run. And it would take a large toll on my morale...
Plant Manipulation. 1 tyrant
I'm down for taking a break from steam engines to invest in Plant Manipulation.
Plant manipulation: Through the manipulation of mathemagics, our mages have found a way to control plants through magic. This allows us to make them grow incredibly fast, and allows us to move/control them from a distance.
2Plant Manipulation. 1 tyrant, RAM
0Antimagic bombs
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals0Plant-growth
0Pillar of unmagic
0Permanent conjuration:
0Antimagic arrows:
I'm down for taking a break from steam engines to invest in Plant Manipulation.
Plant manipulation: Through the manipulation of mathemagics, our mages have found a way to control plants through magic. This allows us to make them grow incredibly fast, and allows us to move/control them from a distance.
I don't think opening a new branch of magic is the way to go.
You are forgetting that the enemy have anti-magic staves. Animated jungle plants can not reach them, the snimation spell would stop dhort of target. Only spells that are cast from a distance and then continue non-magically will work.
Why counter the destruction of the jungle?
2Plant Manipulation. 1 tyrant, RAM
1Antimagic bombs
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
2Plant Manipulation. Tyrant, RAM
2Antimagic bombs Andrea, 10ebbor10
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
3Plant Manipulation. Tyrant, RAM, Stabby
2Antimagic bombs Andrea, 10ebbor10
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
3Plant Manipulation. Tyrant, RAM, Stabby
2Antimagic bombs Andrea, 10ebbor10
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
Did everyone really need to tell the enemy about our antimagic charms in the battle reports. I can't say it was wrong, they do add some lovely flavour, and we got a revision out of it which is nice... but in a couple of turns they will have sound guns that shatter quartz and all we will have is dignity, good looks, and a smashing sense of style, and, well, maybe that will be enough?
3 Plant Manipulation. Tyrant, RAM, Stabby
3 Antimagic bombs Andrea, 10ebbor10, Azzuro
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
Make crystal weapons continue working.
You are forgetting that the enemy have anti-magic staves. Animated jungle plants can not reach them, the snimation spell would stop dhort of target. Only spells that are cast from a distance and then continue non-magically will work.
Eh, they only use anti-magic during melee as far as I can tell, and plant magic would be great during routes and skirmishes. It can be used quite defensively as well (walls of trees and vines suddenly appearing just outside the range of their staffs, poison ivy growing over their encampment while they sleep, thorny bushes sprouting up around their horse archers feet. The possibilities of this school of magic are pretty large if we choose to pursue them).
And if they use the antimagic to stop us moving the plants (which as far as I can tell won't undo what we've already done), then we can send in wasps. They'll have to stop casting the anti-magic and start casting wind. When they do that, we hit them with more plants. Their own antimagic will prevent them from stopping us.
Comedy option: convince him the steam engine is magical (it sort of is!) and sell him that instead. Then thirty years later, as Forenia is finally united, watch the Song dynasty invade Forenia with steam ironclads, having conquered the rest of Eurasia with steam power.
3 Plant Manipulation. Tyrant, RAM, Stabby
4 Antimagic bombs Andrea, 10ebbor10, Azzuro, FallacyofUrist
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
can we ask him if he's approached the Moskurgians as well?
Did everyone really need to tell the enemy about our antimagic charms in the battle reports. I can't say it was wrong, they do add some lovely flavour, and we got a revision out of it which is nice... but in a couple of turns they will have sound guns that shatter quartz and all we will have is dignity, good looks, and a smashing sense of style, and, well, maybe that will be enough?
I
On the turn:
-the new armour is worrying. It's officer limited for now, but they may revise it down to normal cost.
-Jungle deforestation: basically it's the GM telling us to hurry up and finish them off already, else our chance to do so may slip away forever.
-while admittedly hilarious, was there any reason at all to do Fog training? I don't recall that our units were ever said to have a disadvantage working in fogs.
>install steam engines in the jungle to create hot steam, bringing the climate back to normal jungle. (10th century ecology!)Quote2 Plant
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
Antimagic bombs
An oversized arrowhead made of quartz, composed of many facets of miniaturised antimagic crystal. It contains a core of explosive antimagic charm with spines extending outwards to draw the initial magic to itself. These need to be stored with a proper antimagic charm as they will explode after relatively little contact with active magic. The effect is that should they strike a hard surface, they will tend to scatter antimagic facets around the area. Should they strike a soft surface, they will explode relatively soon due to contact with ambient magic and scatter antimagic facets around the area. This will consume the magic in a large(compared to the charm's coverage) area making conventional spellcraft impossible for a short time before the tiny crystals become overloaded and burst into flame, creating an incendiary hazard. forcing enemy wizards to relocate during a heated battle can only be of benefit.
The bombs themselves are a very simple act of putting an antimagic charm on an arrow. The actual magic development here, of course, is the magically-stimulated growth of quartz into specific forms. Many mathemagicians died(Well, missed sleep and were called nerds) to bring us these plans.
3 Plant Manipulation. Tyrant, RAM, Stabby
5 Antimagic bombs Andrea, 10ebbor10, Azzuro, FallacyofUrist, Roboson
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
Quote2 Plant Manipulation. Tyrant, RAMI'll second that simply because these would help us defeat those shield and possible increase our ability to skirmish as we would force their mages to be even ore careful with their magic.
6 Antimagic bombs Andrea, 10ebbor10, Azzuro, FallacyofUrist, Roboson, Stabby
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
Also could we improve this later to form handgrenades? We could combine that and the flame venom from the wasps to create so insanely dangerous items.
Dragon's Fireball: 0
Study Staff Material: 0
Micro Fireball: 0
Anti-Anti Magic Amulet: 0
Improved Normal Arrows: 0
Bomb Arrowhead Molds: 0
Order : Do not deploy anti-magic-arrows. They are garbage.Well, we do have anti-magic amulets for that... maybe the anti-magic amulets prevent the arrows from detecting magic? Hopefully?
Well, we do have anti-magic amulets for that... maybe the anti-magic amulets prevent the arrows from detecting magic? Hopefully?
@ebbor I am not sure of their interaction with moskurg wind shield. they might explode in flight actually. and I would not use orders to not deploy them before knowing if we are going to revise them to work better. besides, they can deflect but those arrows do not need a direct hit.
Dragon's Fireball: 0
Study Staff Material: 0
Micro Fireball: 0
Anti-Anti Magic Amulet: 0
Improved Normal Arrows: 0
Bomb Arrowhead Molds: 0
Literal Anti-Magic Arrows: 0
Dragon's Fireball: 0
Study Staff Material: 0
Micro Fireball: 0
Anti-Anti Magic Amulet: 0
Improved Normal Arrows: 0
Bomb Arrowhead Molds: 0
Magic bypass: 0
Fine tuned steam turbine: 0
Literal anti-magic arrow
Fireball: [4-1, 1-1, 3-1] With the wand to serve as a base, you begin the process of recreating the spell without needing your priceless artefact. Fortunately, you have plenty of Moskurger prisoners to practice on, and plenty of disposable apprentices. After disposing of a number of said prisoners and apprentices, you have successfully managed to replicate the spell without the wand. Unfortunately, there have been a number of drawbacks. Whilst the newly produced fireballs are just as potent as the wand's fireballs, to summon them requires an absurdly elaborate ritual circle to be drawn, forcing the user to stand in one place to cast from, and which is so complex that only Myark is skilled enough to cast it anyway. Worse still, the activation of the spell puts out terrible amounts of waste heat, which make the area around the caster blisteringly hot. Although only a few soldiers have died from the heat, pain and scarring are causing a drop in morale where the spell is cast.
Damn that is a fact. The numbers were ages ago and we still use fire ball. Got "good numbers" for the anti bomb arrow. And too risky. Funny that.
What if we revised our new bomb arrows to hold more magic before they explode, leading to a bigger explosion and reducing the threat of friendly fire?The extra time you gave our archers to throw away their bomb arrows just got offset by the larger explosion they got caught in.
Then we expose our own elite troops to greater harm.Exactly.
Also, -1 to not using anti magic arrow order.
Preeetty sure their wind can't make our arrows perform 180 degree turns. When only an elite specialized unit is using them, friendly fire should be a non-issue.
Powerful Streamlined Fireball : 3, stabby, 10ebbor10, Azzuro
Dragon's Fireball: 0
Study Staff Material: 0
Micro Fireball: 0
Anti-Anti Magic Amulet: 0
Improved Normal Arrows: 0
Bomb Arrowhead Molds: 0
Literal Anti-Magic Arrows: 0
Magically Shielded Quivers: 0
Sell him the fireball wand: 1, Azzuro
Seize his ship: 0
+1 to not using anti-magic arrowsOur mage hunters are already using anti-magic amulets. I don't think wind magic would work against them, or near them...
As it stands, just one unlucky gust of wind (not even a lightning strike) would likely be fatal for any archer carrying these, along with their squad. It's not that wind magic may turn them back upon us, but rather than the mere presence of enemy magic will make them explode in the quiver.
Revision: Magically Shielded Quivers
With the experience we've gained in making the anti-magic quartz, incorporate an anti-magic charm into the quivers of archers carrying the new arrows, ideally next to the arrowheads. This prevents the antimagic arrows from cooking off prematurely, while the warming of the anti-magic charm warns the archers of magic in the vicinity.
Sell him fireball wand: 1, Azzuro
Sell him steam engine: 1, FallacyofUrist
Seize his ship: 0
Sell him fireball wand: 1, Azzuro
Sell him steam engine: 2, FallacyofUrist, Stabby
Seize his ship: 0
Could that be an order? An apprentice for Myark?I still like the idea of explosive to go along with incendiary, but yes, it is rather problematic with the revision already decided.Also, RAM, your fireball revision seems somewhat obsolete with the Powerful Streamlined Fireballs.
EDIT: Oh okay you ninja-edited an edit about ninja-edits.
And regarding the new fireball:
Yes.
Yeeees.
DOUBLEDIT:
Future idea for revision (or design?): Expanding the Academy to include mathemagics could very likely help us in designing new things utilizing mathemagics.
Revision to Myark -> Myark's apprentice.This would likely need to be a design.
OrdersThat's because your original order involved complicated runic silver cages to hold the caltrops, which was insane and complicated and I decided to ignore it rather than out-right fail the order.
Use crystal weapons which are protected by antimagic:
This should have happened in the initial engagement but we have no data on it.
Interviews:Since this conceivably happened regardless, I'll go ahead and say you interviewed them.
Get some survivors from the crystal weapon disaster, what specifically happened to the weapons.
Get some wizards who have had their spellcasting disrupted.
1 Sell Wand of Fireballs: Azzuro
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
3 Sell steam engine: FallacyofUrist, stabbymcstabstab, Chiefwaffles
And just to be clear, if we sell something that we know how to make (e.g. crystal weapons or steam engine), we don't somehow lose the ability to make that thing, right?
1 Sell Wand of Fireballs: Azzuro
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
3 Sell steam engine: FallacyofUrist, stabbymcstabstab, Chiefwaffles
1 Sell original steam engine & crate of crystal weapons: Chiefwaffles
1 Sell Wand of Fireballs: Azzuro[/quote]
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
4 Sell steam engine: FallacyofUrist, stabbymcstabstab, Turant, Chiefwaffles
1 Sell original steam engine & crate of crystal weapons: Chiefwaffles
I have an image of an old-timey trapper with wooden cages attached to their belt. Except the cages are fancy-looking, but functionally just cages, and tied closed with a bow or something to release with a tug. It seemed like a simple shift in deployment, and only used on a small scale for testing purposes, rather than a new development, but I will endeavour to have no equipment involved in future orders. But that was not the "initial engagement" to which I was referring.OrdersThat's because your original order involved complicated runic silver cages to hold the caltrops, which was insane and complicated and I decided to ignore it rather than out-right fail the order.
Use crystal weapons which are protected by antimagic:
This should have happened in the initial engagement but we have no data on it.
- The crystal weapons vanished into aether, the way they normally would without proper magely maintainance.Thankyou!
- The wizards described attempting to cast magic in range of their ivory staffs as a similar feeling to when a child jumps up and down, hoping to fly. It just doesn't happen, no matter how badly they want it to.
an expense credit is a really nice thing to have, and a really bad thing for the other side to have.Hence we probably ought to give them something, you know, 'nice'...
1.) He won't give us the two expense credits. That's only if we forcibly seize the ship.
2.) There will be consequences if we seize it.
Accidentally opened the Arstotskan thread again.Spoiler: Arstotskan Eyes Only (click to show/hide)
1 Sell Wand of Fireballs: Azzuro(I added two separate things for original engine and "original engine & crystal weapons" to be even more precise)
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
4 Sell steam engine: FallacyofUrist, stabbymcstabstab, Turant, Chiefwaffles
2 Sell original steam engine: Chiefwaffles, stabbymcstabstab
2 Sell original steam engine & crate of crystal weapons: Chiefwaffles
That's not a bad Idea, actually thing about if we re-introduced one of the "accounts for bugs that don't exist" bits from the original fire-ball wand into a spell. and make it so the spell on the arrows senses that and is made to not try and absorb it we could solve that issue. hell that might be the reason those bits in the original spell existed as a IFF, to work with other spells in some way, or a maker's mark.
EDIT: Further thoughts, since I can't help myself:
We should definitely revisit the anti-magic bomb arrows soon. They have huge potential if we can improve them enough. Imagine if they were both cheap and only reacted to enemy magic. That would be a huge boon for us. Hell, we could save the expense credit if we win it and do something about mathemagics/some kind of "identifying signature" Identify-Friend-Foe part in our spells, like a radioactive isotope identifier used in science, to make the anti-magic bombs not respond to our magic.
How do we detect enemy magic, though? Particular spell detection, maybe, but the magic of a Moskurgian in general?^thats how
1 Sell Wand of Fireballs: AzzuroI removed stabby, Tyrant, and myself from the list for "Sell steam engine" since I'm fairly sure all of us are switching our votes. Sorry if I messed anything up.
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
1 Sell steam engine: FallacyofUrist
3 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan
2 Sell original steam engine & crate of crystal weapons: Chiefwaffles
That is another one of the anti-magic bombs' benefits, Void
1.) They don't have to be an exact hit. If they land within proximity of magic, they should explode regardless!
2.) They're kind of like mines as well! Since we have some constant anti-magic fields thanks to the charms and since we know about them existing + their location and since the arrows will land near the enemy regardless, and because I don't think we have any kind of passive magical fields, we shouldn't have any notable issues with anti-magic bombs detonating on our own troops. They will detonate when any foolish Moskurgian tries to use magic nearby, though!
3.) Their explosive effects aren't extremely deadly anyways, so for us we'll just have the very rare injured squad and fire, but whenever the Moskurgians hit a dormant anti-magic bomb they'll probably be either retreating or fighting the guys that shot the anti-magic bomb arrow in the first place.
I see bright things in the future for anti-magic bombs
2 Sell Wand of Fireballs: Azzuro, 10ebbor10
1 Seize ship: Azzuro, 10ebbor10
2 Sell crate of crystal weapons: Roboson,
1 Sell steam engine: FallacyofUrist
3 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan
2 Sell original steam engine & crate of crystal weapons: Chiefwaffles
1 Do not deploy anti-magic arrows : 10ebbir10
Elite Anti-Wizard Guard: [4, 6, 4] The anti-wizard guard proves easy to mobilise and rather effective. Plenty of skilled carls and longbowmen have sworn to stand in as a dedicated guard against enemy wizards, and you are easily enough able to draft apprentices in to join the effort. In fact, the endeavour is so effective and attractive to Arstotzkan soldiers, many of whom have lost friends to magically enhanced Moskurger arrows or to al-Mutriqa and the Black Phantasms, that many volunteer with little to no recompense offered. These elite guard will serve as bodyguards for our thanes in battle, and should serve to counteract at least some of the wizards in battle at large; they will not leave their charges' sides to hunt wizards unless they threaten their thane, but they will certainly shoot targets of opportunity when they arise
3 Sell Wand of Fireballs: Azzuro , 10ebbir10, Andrea
1 Seize ship: Azzuro,
2 Sell crate of crystal weapons: Roboson, 10ebbor10
1 Sell steam engine: FallacyofUrist
3 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan
1 Sell original steam engine & crate of crystal weapons: Chiefwaffles
2 Do not deploy anti-magic arrows : 10ebbir10, Azzuro
1 Do use arrows : Chiefwaffles
And the Moskurgians won't run from a bomb that's an order of magnitude less scary than the fireballs we routinely throw in their face.The advantage here isn't that they're running from the bombs, but that they'll encounter ones that weren't initial hits while running, helping us in the retreat phase.
Oh, and for those of you who want to sell the steam engine, remember that the Moskurgians may hear about it, ruining the surpriseSee my many posts about the unlikely scenario where our steam engine gets leaked to Moskurg.
3 Sell Wand of Fireballs: Azzuro, 10ebbor10, AndreaRIP a decisive action for the trader.
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
1 Sell steam engine: FallacyofUrist
3 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan
2 Do not deploy anti-magic arrows : 10ebbor10, Azzuro
2 Deploy anti-magic arrows: Chiefwaffles, Andrea
Design: Steam Engine [2-2, 1-2+1, 6-2]
...
It first took a minor tweak of our existing Flame Wall spell to generate a more manageable sized flame. It still requires the attention of a mage to be maintained, but so long as they aren't distracted for more than a few seconds it wont go out.
Honestly, you just seem overly pessimistic about it and are looking for reasons to hate them.
The advantage here isn't that they're running from the bombs, but that they'll encounter ones that weren't initial hits while running, helping us in the retreat phase.
and minor lacerations for unarmored bystanders. Unfortunately, the relatively low stopping power of a crystal shard means they wont be able to penetrate shields and armor once the arrow head explodes
Also, if I recall correctly, our anti-magic fields aren't particularly huge. You're radically underestimating our anti-mage units: They're smart enough that they won't stand right next to apprentices while they cast spells
A minor problem we've noticed; the arrow head doesn't discern between friendly magic and enemy magic. The entire quiver will explode suddenly and violently in the presence of any magic, including our own. As a precaution, our Mage Hunters will be kept as far away from our magical forces as possible.
And now the actions. I retroactively added mine and Andrea's support for deploying, but even if it turns out to be a tie shouldn't deployment be the default action?
Weak spots exist. There's not a single Moskurg soldier without weak spots
It's only logical to assume they do because they work off the exact same principle of the anti-magic bombs and absorb magic. No magic = no anti-magic bombs exploding.
It's the fact that our magical forces aren't equipped with charms is the problem.
Design: Antimagic Bombs [6, 4, 5]
Though our earlier incidents with exploding anti-magic charms was done with diamonds, it doesn't take much to modify our new quartz charms to also explode. It's even easier to do, in fact, thanks to the lower quality of the material. Once we have the spellwork down it's a simple matter of enchanting quartz crystals cut into the shapes of arrowheads to fashion our first anti-magic arrow.
As an extra bonus, we've managed to specify the crystal to reach peak temperature before shattering violently; the shrapnel does most of the damage to soft, unarmored tissue, but the super-heated crystal shards can start fires if they land in dry grass or soft fabrics.
Hitting a mage with an arrow will likely result in death for the target and minor lacerations for unarmored bystanders. Unfortunately, the relatively low stopping power of a crystal shard means they wont be able to penetrate shields and armor once the arrow head explodes, but we've noted that if it explodes once shot into a wooden shield it will punch a small hole through it. Sustained fire against shielded enemy mages will slowly reduce their cover so long as they cast.
The arrow only results in major injuries/death if a mage is shot with it. As it happens, we're not shooting our own mages with anti-magic bombs. Our problem is the shielded mages. This arrow helps significantly towards countering it. That is the point of this arrow. Not the minor lacerations to bystanders.
Due to the complexity of crafting anti-magic charms and fashioning them into perfectly weighted arrows, they are Expensive and will be given exclusively to our Mage-Hunter squads.
A minor problem we've noticed; the arrow head doesn't discern between friendly magic and enemy magic. The entire quiver will explode suddenly and violently in the presence of any magic, including our own. As a precaution, our Mage Hunters will be kept as far away from our magical forces as possible. Expensive.
As long as our anti-mage units with the anti-magic bombs are kept away from magic-users, they'll be fine. Even if there are apprentices working with anti-mages, they don't all have to be together with the anti-magic bomb users and again, our anti-mage units aren't stupid. They know that anti-magic bomb + magic = bad. Even in the EXTREMELY UNLIKELY case of a quiver exploding, it shouldn't be lethal at all with full plate even with the full quiver.
Our soldiers are covered in plate mail. The bombs give minor lacerations to unarmored, and cancel magi
Hitting a mage with an arrow will likely result in death for the target
In the rare scenario of one of our mages walking over an undetonated anti-magic bomb while casting a spell, the mage may get superficial injuries
The entire quiver will explode suddenly and violently in the presence of any magic, including our own
The arrow only results in major injuries/death if a mage is shot with it. As it happens, we're not shooting our own mages with anti-magic bombs. Our problem is the shielded mages. This arrow helps significantly towards countering it. That is the point of this arrow. Not the minor lacerations to bystanders
s long as our anti-mage units with the anti-magic bombs are kept away from magic-users, they'll be fine
Even in the EXTREMELY UNLIKELY case of a quiver exploding, it shouldn't be lethal at all with full plate even with the full quiver.
Anti-Mages: Mage hunters equipped with longbows, anti-magic charms, and the best armor we can give them. Excel at sniping enemy mages.
3 Sell Wand of Fireballs: Azzuro, 10ebbor10, Andrea
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
1 Sell steam engine: FallacyofUrist
3 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan
2 Do not deploy anti-magic arrows : 10ebbor10, Azzuro
2 Deploy anti-magic arrows: Chiefwaffles, Andrea
1 Sell crate of crystal weapons and Wand of Fireballs: Andres
3 Sell Wand of Fireballs: Azzuro, 10ebbor10, Andrea
1 Seize ship: Azzuro
2 Sell crate of crystal weapons: Roboson, 10ebbor10
1 Sell steam engine: FallacyofUrist
3 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan
2 Do not deploy anti-magic arrows : 10ebbor10, Azzuro
2 Deploy anti-magic arrows: Chiefwaffles, Andrea
1 Sell crate of crystal weapons, original steam engine, and Wand of Fireballs: Andres
I am convinced.Quote3 Sell Wand of Fireballs: Azzuro, 10ebbor10, Andrea
1 Seize ship: Azzuro
1 Sell crate of crystal weapons: , 10ebbor10
1 Sell steam engine: FallacyofUrist
4 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan, roboson
2 Do not deploy anti-magic arrows : 10ebbor10, Azzuro
3 Deploy anti-magic arrows: Chiefwaffles, Andrea, roboson
1 Sell crate of crystal weapons, original steam engine, and Wand of Fireballs: Andres
Glory to Arstotzka.
Charms were explicitedly mentioned in the design. If they prevented explosions, they would have been used.
Antimagic bombs
An oversized arrowhead made of quartz, composed of many facets of miniaturised antimagic crystal. It contains a core of explosive antimagic charm with spines extending outwards to draw the initial magic to itself. These need to be stored with a proper antimagic charm as they will explode after relatively little contact with active magic. The effect is that should they strike a hard surface, they will tend to scatter antimagic facets around the area. Should they strike a soft surface, they will explode relatively soon due to contact with ambient magic and scatter antimagic facets around the area. This will consume the magic in a large(compared to the charm's coverage) area making conventional spellcraft impossible for a short time before the tiny crystals become overloaded and burst into flame, creating an incendiary hazard. forcing enemy wizards to relocate during a heated battle can only be of benefit.
The bombs themselves are a very simple act of putting an antimagic charm on an arrow. The actual magic development here, of course, is the magically-stimulated growth of quartz into specific forms. Many mathemagicians died(Well, missed sleep and were called nerds) to bring us these plans.
Design: Antimagic Bombs [6, 4, 5]Things not mentioned:
Though our earlier incidents with exploding anti-magic charms was done with diamonds, it doesn't take much to modify our new quartz charms to also explode. It's even easier to do, in fact, thanks to the lower quality of the material. Once we have the spellwork down it's a simple matter of enchanting quartz crystals cut into the shapes of arrowheads to fashion our first anti-magic arrow.
As an extra bonus, we've managed to specify the crystal to reach peak temperature before shattering violently; the shrapnel does most of the damage to soft, unarmored tissue, but the super-heated crystal shards can start fires if they land in dry grass or soft fabrics.
Hitting a mage with an arrow will likely result in death for the target and minor lacerations for unarmored bystanders. Unfortunately, the relatively low stopping power of a crystal shard means they wont be able to penetrate shields and armor once the arrow head explodes, but we've noted that if it explodes once shot into a wooden shield it will punch a small hole through it. Sustained fire against shielded enemy mages will slowly reduce their cover so long as they cast.
Due to the complexity of crafting anti-magic charms and fashioning them into perfectly weighted arrows, they are Expensive and will be given exclusively to our Mage-Hunter squads.
A minor problem we've noticed; the arrow head doesn't discern between friendly magic and enemy magic. The entire quiver will explode suddenly and violently in the presence of any magic, including our own. As a precaution, our Mage Hunters will be kept as far away from our magical forces as possible. Expensive.
3 Sell Wand of Fireballs: Azzuro, 10ebbor10, AndreaFine, I'll throw my hat in for seizing and selling stuff. Plunder to Arstozkings!
1 Seize ship: Azzuro, RAM
2 Sell crate of crystal weapons: 10ebbor10, RAM
1 Sell steam engine: FallacyofUrist
5 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan, roboson, RAM
2(-3=-1) Do not deploy anti-magic arrows : 10ebbor10, Azzuro
3(-2=1) Deploy anti-magic arrows: Chiefwaffles, Andrea,RAM
1 Sell crate of crystal weapons, original steam engine, and Wand of Fireballs: Andres
1 Use channelled fog where it is likely to be hit by antimagic. Inform us of the results. shamelssRAM
1 Use crystal weapons which are protected by antimagic: put some caltrops and an antimagic charm down someone's pants and put a crystal axe in one hand and a gem-powered crystal axe in the other then stick them in front of a firewall protecting our archers then wait for it to go poof and check what survived. shamelessRAM
1 Give antimagic charms to our elite anti-wizard guard or hunters or whatever they are now. Especially the ones who are carrying bombs. shamelessRAM
Don't worry too much about it, evictedSaint. It's traditional for players to get salty whenever a design is anything less than a working wanderwaffe. It's also traditional to get salty when a design is a working wanderwaffe, except the salt comes from the opposite team. For instance, when Moskurg got their magic recoilless rifle in Arms Race. :P
There is a lot of variation from the suggestion to the outcome. I am not really reading too much into anything that is not specifically mentioned. I assume that antimagic charms simply are not part of our hunters' current equipment so it wasn't factored in. We reposition the charms to our elitiest of the elite archers and rely upon them to keep the mind-0readers at bay.
3 Sell Wand of Fireballs: Azzuro, 10ebbor10, Andrea
1 Seize ship: RAM
2 Sell crate of crystal weapons: 10ebbor10, RAM
1 Sell steam engine: FallacyofUrist
5 Sell original steam engine: Chiefwaffles, stabbymcstabstab, Tyrant Leviathan, roboson, RAM
1(-3=-2) Do not deploy anti-magic arrows : 10ebbor10
4(-2=2) Deploy anti-magic arrows: Chiefwaffles, Andrea,RAM, Azzuro
1 Sell crate of crystal weapons, original steam engine, and Wand of Fireballs: Andres
1 Use channelled fog where it is likely to be hit by antimagic. Inform us of the results. shamelssRAM
1 Use crystal weapons which are protected by antimagic: put some caltrops and an antimagic charm down someone's pants and put a crystal axe in one hand and a gem-powered crystal axe in the other then stick them in front of a firewall protecting our archers then wait for it to go poof and check what survived. shamelessRAM
1 Give antimagic charms to our elite anti-wizard guard or hunters or whatever they are now. Especially the ones who are carrying bombs. shamelessRAM
Do anti-magic charms prevent arrow detonation
Do anti-magic charms prevent arrow detonationYou know what? No, they don't detonate in anti-magic fields. Just remember, you asked for this.
Any way theybe developed a seige engine from the looks of it, so we should probably do the same. Think about it we got very high pressure steam engines and a vast supply of metal and possible wood.
steam cannon inspired by the early accidents with steam engines, this cannon uses a boiler to build up great pressure, which is then released in a metal tube where it propels a projectile at great distance. The projectile can be a simple rock or metal balls or barrels filled with nails, pebbles and other small hard objects ( lets call this second shot 'canister'). It has wheels so that our sturdy horses can move them on the battlefield.
Why are boulders and rocks an hint of ballista? I don't remember them raining on us?
I can't write more proposals for now, but i would vote for a steam ship or a steam tank.
1 Obscuring Mists 10ebbor10
Why are boulders and rocks an hint of ballista? I don't remember them raining on us?If I remember right the Romans used stone balls loaded into ballista at sea where a long bolt would be less useful.
Timed Bomb Arrows
Using our knowledge of mathemagics and firery explosions, we design an explosive arrow that doesn't rely on the magic exposure trigger. In fact, it's not even effected by the presence of magic. Instead, they explode several seconds after hitting a target. This allows us to use the arrows against their regular forces in addition to their mages.
Timed Bomb Arrows
Using our knowledge of mathemagics and firery explosions, we design an explosive arrow that doesn't rely on the magic exposure trigger. In fact, it's not even effected by the presence of magic. Instead, they explode several seconds after hitting a target. This allows us to use the arrows against their regular forces in addition to their mages.
Why not just use fireballs instead, which :
A) Can be thrown into anti-magic fields
B) Can be thrown from further away
C) Are far more destructive
D) Don't have friendly fire
Variable Crystal Weapons: A more stable version of existing crystal designed to be harder to dispel once summoned and available in multiple formulas to adapt to changing circumstances. To start out a medium shield, the existing halberd and lances, arrows and a long anti cavalry spear.
The idea is to make a wide variety of hard to dispel crystal weapons then reform our tactics to counter their cavalry rushes.
The arrows are generated by magecraft. Those mages who generated them can be of far more use on the front than making arrows.
The arrows are generated by magecraft. Those mages who generated them can be of far more use on the front than making arrows.
The arrows are generated by magecraft. Those mages who generated them can be of far more use on the front than making arrows.
Wrong. We've always had mages making weapons out of combat. We spent many turns crafting crystal weapons between fights. This is the same thing, and won't cost us battlefield mages. If it did, we wouldn't have had mages last combat phase.
The arrows are generated by magecraft. Those mages who generated them can be of far more use on the front than making arrows.
Wrong. We've always had mages making weapons out of combat. We spent many turns crafting crystal weapons between fights. This is the same thing, and won't cost us battlefield mages. If it did, we wouldn't have had mages last combat phase.
Just because it doesn't cost us all our battlefield mages doesn't mean it won't use some of them.
Anyway, the timed bomb idea is stupid. I know the GM suggested it, but it's still stupid.
The bombs rely on the absorption of magic to power the weapon, without magic energy absorption, there can be no explosion.
Anyway, the timed bomb idea is stupid. I know the GM suggested it, but it's still stupid.
The bombs rely on the absorption of magic to power the weapon, without magic energy absorption, there can be no explosion.
Our current bombs do, but not the one's I proposed.
You know what? No, they don't detonate in anti-magic fields. Just remember, you asked for this.
Fireball arrows - Arrows that can be shot by normal archers which detonate in a fireball effect when they hit. Maybe use cheap gems to hold magic and our knowledge of the fireball spell to enchant the arrows.
It doesn't. If it reduced the number of mages we had on the battlefield, we would have been alerted to that and we definitely wouldn't have won in the jungle last turn if all our mages were sitting around fletching arrows while their comrades were being stabbed to death.Only Sith deal in absolutes
our arrows and newer fireballs hit with devastating effect
I thought our mists were totally useless so far?
I thought our mists were totally useless so far?
They had been made useless once by the winds, but that was solved with the anchored mist.
They haven't shown up since then, but I don't know why.
Obscuring Mists : A mist spell, more powerful and larger than any previous mists spells. It can cover an entire battlefield, and will prevent any attempt from enemies beyond to see or aim at those within, even by magical means.
My proposal is and remains the same.QuoteObscuring Mists : A mist spell, more powerful and larger than any previous mists spells. It can cover an entire battlefield, and will prevent any attempt from enemies beyond to see or aim at those within, even by magical means.
1) Can it be countered :
- Not by wind, because it's anchored;
- Not by anti-magic, because Moskurgian antimagic relies on their wand wearing wizards to get close. By the time they do, the mist has served it's purpose.
- Not by magic detection, because it's designed against it.
2) What will it accomplish :
- Negate Moskurgian ranged advantage
- Negate Moskurgian Sniping
- Negate Moskurgian formation tactics
A limited, viable design based on existing designs, that should force the battles into our favor.
If we could get mines or something like that, that would really help us hold the jungle and keep their horse archers at bay.
I'm not convinced it would protect us a whole lot, since they still have that lucky strike advantage (which is probably how they're hitting our commanders with horribly inaccurate long range siege weapons). It could help, but unless I missed something, our mist doesn't actually stop their magic.
Obscuring Mists : A mist spell, more powerful and larger than any previous mists spells. It can cover an entire battlefield, and will prevent any attempt from enemies beyond to see or aim at those within, even by magical means.
QuoteI'm not convinced it would protect us a whole lot, since they still have that lucky strike advantage (which is probably how they're hitting our commanders with horribly inaccurate long range siege weapons). It could help, but unless I missed something, our mist doesn't actually stop their magic.
The entire point is to actually design a new mist that actually counters their lucky strike.QuoteObscuring Mists : A mist spell, more powerful and larger than any previous mists spells. It can cover an entire battlefield, and will prevent any attempt from enemies beyond to see or aim at those within, even by magical means.
0 - (Anti-magic) "IFF System":
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
Hmmmm, but that's two very new things. It's much much larger and selectively immune to magic. It could probably be done with a design and a revision, but so could most endeavors we choose to follow.
So the solution could be further propagating anti-magic. If the enemy can't cast spells, they can't cast heir lucky strike thing then their ranged effectiveness is severely reduced.
Hence anti-magic bombs
1 Obscuring Mists 10ebbor10
1 - Steam Cannon: Stabby
1 - (Anti-magic) "IFF System": Stabby
1 - Obscuring Mists: 10ebbor10
1 - Steam Cannon: StabbyI assume "sell crystal weapons" is pretty much default unless someone explicitly votes against it so I didn't include it.
1 - (Anti-magic) "IFF System": Stabby
1 - Attunement Rods: Chiefwaffles
1 - Obscuring Mists: 10ebbor10
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
0 - Crystal Tower Shields;
0 - Obscuring Mists:
0 - Variable Crystal Weapons:
0 - Fireball arrows:
0 -Earth Elemental Control - Construction:
0 - Saboteurs
1 steam cannon: Stabby
1 Obscuring Mists: shameless10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
2 Attunement Rods: RAM Chiefwaffles
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
0 Plant-growth:
0 Permanent conjuration:
0 Pillar of unmagic:
1?Sell the Crystal Axes: shameless?
1 Use channelled fog: shamelessRAM
1 steam cannon: Stabby
1 Obscuring Mists: shameless10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
1 Plant-growth: Chiefwaffles
0 Permanent conjuration:
0 Pillar of unmagic:
1?Sell the Crystal Axes: shameless?
1 Use channelled fog: shamelessRAM
I'm sorry, did you just not read the combat report explicitly stating how effective they are?
What are these supposed hard counters anyways?
1 steam cannon: Stabby
1 Obscuring Mists: 10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabby
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
1 Plant-growth: Chiefwaffles
0 Permanent conjuration:
0 Pillar of unmagic:
Quote from: orders
1 Sell the Crystal Axes: 10ebbor10
1 Use channelled fog: RAM
@Ebbor you seem a bit salty this last turn... relax! things are not going so bad
Also ebbor, they have been proved to work. Please stop trying to find more "reasons" to hate anti-magic bombs just because they aren't 100% safe arrow-nukes.
@EvictedSaint: How effective is our channeled fog against their wind spell? Is it still getting blown away or are we capable of maintaining constant cover on our troops?
Design: Living Shields
There is no mistaking it. The fire wasps do not occur in nature and were made to our specifications, so they do not seem to have come from any extant population from beyond nature. The conjuration creates actual living beings, albeit temporary. They have instincts, purpose, and discretion. Let us focus upon this and amplify it to a very specific purpose, to persist! We have seen that the enemy spell nullifies the very concept of magic within its influence, so we give that concept the strength and tenacity to will itself into our mundane world regardless of what the weak-willed Keggers impose.
We mathemagically analyse the summon fire wasp spell to its component parts and rework their 'attack' aspect into a 'metaphysical persistence' aspect that allows them to directly counter attempts to dispel them at a fundamental level. We then take existing gem-crystal magic to provide this will with a reservoir of magic with which to defend itself.
We then use existing crystal-forging magic to imbue this effect into a crystal shield thick enough to resist their new hail of spears attack and light enough to be carried.
And then try to tag on a bit of magic-sense and will to "Proudly serve the Arstozkan homeland!" to have them compel their wielder to place them into the path of incoming threats, but this is low-priority.
Design: Codpiece-Rippers
The name is an unfortunate tale. It started with an unwillingness to use something obvious, loitered in tales of high piracy on the open seas, dove into bawdy romances, then took a turn for the offensively rebellious... The design, however, is for a larger longship. With two steam-plants and four oar-wheels(named paddle to some), it implements gemwork and systems from the forever frost tower to enhance the reliability and control of the spells but primarily implements a system of gears and belts to not only force the steam-power onto the mechanisms but also allow external power to be applied. Essentially, there are four rows of spokes which can be gripped and pulled in a motion similar to that of rowing to apply additional force to the oar-wheels. We no longer need to choose between steam and manpower, but can implement both! The key here is the complex gear systems that allow multiple input sources and alternate power->speed ratios. We also took the time to implement some obvious body-work, such as copper-cladding to increase hardness, a large ram with which to break any puny kegger vessels it strikes, and a forecastle to better besiege enemies. There are concerns about its ability to steer, but its insult-power is unmatched.
Design: Plant-growth
By magically imbuing them with vitality-infused magic we stimulate the sudden growth of flora. It can be used for impromptu fortifications, knotted and spiky footing, or even cause tree-branches and roots to burst into enemy formations with far more force(though perhaps greatly lacking in speed) than required to pierce a dozen armoured horses.
Design: Permanent conjuration
With our magic being unmade, we must do what has defeated us so often in the past, and make fully mundane that which we conjure from myth.
Design: Pillar of unmagic
By focusing all of our mathemagical and trigothaumical developments, along with our experience of the forever frost towers, we construct a great tower with an intricate core of quartz, with dimond studding on key locations allowing exposed magical pathways which permit fine control of the effect. This is, in essence, a giant antimagic charm, but capable of detailed attunement. It will, with careful handling and a large amount of time spent measuring its effects and trial-and-erroring precisely what is needed, be able to select a single spell and absorb all instances of it within a single theatre of battle.Quote from: designs1 steam cannon: Stabby
1 Obscuring Mists: shameless10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
2 Attunement Rods: RAM Chiefwaffles
0 Crystal Tower Shields:
0 Saboteurs :
1 Design: Living Shields: Tyrant
0 Design: Codpiece-Rippers:
0 Plant-growth:
0 Permanent conjuration:
0 Pillar of unmagic:Quote from: orders1?Sell the Crystal Axes: shameless?
1 Use channelled fog: shamelessRAM
Plant growth is a bigger issue.
If we don't fix it now they'll gain a huge advantage. The longer we wait the harder it'll be to fix. And investing into things such as spells to fix it still help us into other areas, like using a plant-growth spell for cover, disrupting the enemies, etc.
Honestly, at this point, steam cannons sound like a nice investment. Their wind can't block a cannon ball and it could help at sea. Has that already been discussed for this phase?
Plant growth is new research. Ideally, we want something that uses old research.Honestly, at this point, steam cannons sound like a nice investment. Their wind can't block a cannon ball and it could help at sea. Has that already been discussed for this phase?
Yup, in the beginning. My opinion is that we should not invest in experimental steam derived techniques when we can't even get ordinary ones to work.
1 steam cannon: Stabby
1 Obscuring Mists: shameless10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
2 Plant-growth: Chiefwaffles, Roboson
0 Permanent conjuration:
0 Pillar of unmagic:
1?Sell the Crystal Axes: shameless?
1 Use channelled fog: shamelessRAM
@Ram about the codpiece ripper, the main problem of our steam engine is us not knowing the right size for the turbine yet. Do you intend to fix that in the revision? I feel that it could be added to the design, if you simplify other stuff like the gearwork. For example, instead of using an oar motion, we can have wheels with handles. Or actual oars in other parts of the ship.I added a token comment about the turbines. Sorry that I didn't track the steam progress closely enough to know the details. But I feel that the transmission stuff is somewhat new and important and ought to be the focus. Steam really isn't my forte but I wanted a steamship recipe out there so I made one. Feel free to rip it off mercilessly to make your own if you like. I might make a snide comment about unoriginality but it would be meant jokingly!
We made living animals and mist. It's not a large set to go from there to plants.Mine is a new field. We have worked with living matter before, so hopefully that would help, but the point is to make vegetation thrive, rather than to plop up some trees when needed. It is a pretty huge field of possibilities if it works. Things like revised farming to increase troop numbers, rapid spread spells to encroach the jungle into the desert, animate trees to have the jungle get up and walk to Moskurg-Prime and sit outside their gates... Not to mention the sprout sprog spell to manufacture Arstozkans by the dozen from a common cabbage-patch... And the endless need to produce wooden equipment would be aided by such magic, both obviously in quality and perhaps in quantity if we can nurture some mythical tree varieties... Or just unite the whole jungle into a single Yggdrasil sapling and watch it bloom...
1 steam cannon: Stabby
1 Obscuring Mists: 10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabby
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
1 Plant-growth: Chiefwaffles
0 Permanent conjuration:
0 Pillar of unmagic:
Quote from: orders
1 Sell the Crystal Axes: 10ebbor10
3 Use channelled fog: RAM, Robison, Stabby
1 steam cannon: Stabby
1 Obscuring Mists: shameless10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
2 Plant-growth: Chiefwaffles, Roboson
0 Permanent conjuration:
0 Pillar of unmagic:
1 steam cannon: Stabby
1 Obscuring Mists: shameless10ebor10
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
2 Plant-growth: Chiefwaffles, Roboson
0 Permanent conjuration:
0 Pillar of unmagic:
1 Ballista: Andres
Design: Firecrystal Ballistae
Arstotzkan mages research a way to infuse conjured crystal with the same elemental fire used in our fireballs. The firecrystal is warm to the touch, and will explode in a fireball when dispelled or shattered on contact. It is used to craft the bolts for a newly designed ballista, capable of being ship-mounted and helping us win the seas with a range advantage.
1 steam cannon: Stabby
2 Obscuring Mists: shameless10ebor10, Azzuro
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
2 Plant-growth: Chiefwaffles, Roboson
0 Permanent conjuration:
0 Pillar of unmagic:
1 Ballista: Andres
Oh, and +1 to the two designs per person. As it stands we have way too many ideas and some of them seem to overlap quite a bit.
Oh, and does anyone else think their ballistae have lucky strike imbued into them somehow? Sniping all our mages and commanders would seem to indicate so. Although I can't figure out why they would taper off?Design flaw, they probably break down frequently, don't expect it to last.
1 steam cannon: Stabby
3 Obscuring Mists:10ebor10, Azzuro, voidlsayer
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
2 Plant-growth: Chiefwaffles, Roboson
0 Permanent conjuration:
0 Pillar of unmagic:
1 Ballista: Andres
1 steam cannon: Stabby
3 Obscuring Mists:10ebor10, Azzuro, voidlsayer
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
3 Plant-growth: Chiefwaffles, Roboson, Stabby
0 Permanent conjuration:
0 Pillar of unmagic:
1 Ballista: Andres
Whoops. I messed up and put Roboson and Stabby in the deploy order instead of plant growth. Roboson fixed it already but I'll move Stabby back to the right spot.Quote from: Seriously, this thing is too long1 steam cannon: Stabby
3 Obscuring Mists:10ebor10, Azzuro, voidlsayer
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
1 - (Anti-magic) "IFF System": Stabbyx2
0 - Anti-magic bomb lingering anti-magic fields:
0 - Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
4 Plant-growth: Chiefwaffles, Roboson, Stabby, tyrant
0 Permanent conjuration:
0 Pillar of unmagic:
1 Ballista: Andres
Considering my living shield vote does not count. Switched it. And screw ballista of our own. Cannons are the future. With time.]
Limit two designs per person.I'll second that all it does is cause discussion to get crowded and makes count votes a pain.
I don't think we should focus on keep the jungle, well a jungle. I think we should start working to counter their advantages in the plains and in doing so stop the deforestation of the jungle from being an issue. Also just to make things tidier.
0 steam cannon:
4 Obscuring Mists:10ebor10, Azzuro, voidlsayer, LightForger
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
0 (Anti-magic) "IFF System":
0 Anti-magic bomb lingering anti-magic fields:
0 Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
4 Plant-growth: Chiefwaffles, Roboson, Stabby, tyrant
0 Permanent conjuration:
0 Pillar of unmagic:
1 Ballista: Andres
I need a tie breaker, please.
0 steam cannon:
3 Obscuring Mists:10ebor10, Azzuro LightForger
0 Timed Bomb Arrows :
0 Variable Crystal Weapons :
0 Fireball arrows :
0 Earth Elemental Control :
0 (Anti-magic) "IFF System":
0 Anti-magic bomb lingering anti-magic fields:
0 Anti-magic mines:
1 Attunement Rods: RAM
0 Crystal Tower Shields:
0 Saboteurs :
0 Design: Living Shields:
0 Design: Codpiece-Rippers:
5 Plant-growth: Chiefwaffles, Roboson, Stabby, tyrant, voidslayer
0 Pillar of unmagic:
1 Ballista: Andres
I need a tie breaker, please.
Sure switch to plants whatever, lets make crystal bladed thorn bushes next wooo
1 - Revise Large-scale Plant Growth: Chiefwaffles
1 - Expense credit for Anti-magic bombs: Chiefwaffles
Expense credit: Anti-magic bombs - If we get more anti-magic bomb arrows (and are careful with their use, but that's a given; especially considered the lack of friendly fire last update) and spread them throughout our ranged forces, that will greatly increase our effectiveness against enemy mages. By a huge degree, probably.
It's generally infantry in the front, archers in the back, calvary on the flanks, and mages scattered throughout. Your Theatre Commander is competent enough not to put magic-sensitive bombs next to the mages and will reallocate his forces as tech develops.
2 - Revise Large-scale Plant Growth: Chiefwaffles, Roboson
2 - Expense credit for Anti-magic bombs: Chiefwaffles, Roboson
Do anti-magic charms prevent arrow detonation
You know what? No, they don't detonate in anti-magic fields. Just remember, you asked for this.
revisionTrees mean Favourable campsites, healthy jungle, and minor additional cover against sky-spears. Also it is one step closer to Yggdrasil and the end of the world as Midgard becomes but a footnote to a glorious root-system...
3 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
Credit
2 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles, Roboson
Orders
I really don't like that this happened.I feel that, but I always expected that to be the case. It is the logical outcome that something that absorbs magic won't work when magic is sucked out of the environment. I am a little dubious as to whether all anti-magic fields would be like this. Ours work by draining all the magic from an area, something that works more like a jamming field should still be throwing magic around and be just as vulnerable as any other magic. Something that forcefully nullifies magic would be tricky. It probably works by pushing magic into an area and then creating an effect that insists on magical absence(basically a form of wishing magic where the wish is for no magic), in which case they will still be hit with magic and have something to use as fuel, but maybe their magical nature gets cancelled. I somewhat dislike the antimagic transparency here because our antimagic creates a magical void, which really ought to be one of the most reliable and powerful antimagic effects, but is very difficult to project over a distance or aim at a target. The antimagic bombs are a good example of this, they are not beams, they are not invoked onto a target, they are not conjured in thin-air, they are just an ordinary sphere of magic vacuum that is thrown using very mundane means.. Their thing seems pretty easy to project over a distance and capable of spontaneously zapping a fireball spell in progress and seems to function just fine when wielded by their own mages. So I would like to think that it has some limitations in terms of raw power or metamagic foundations in terms of what trumps what when they meet. And it seems extremely odd to me that our own antimagic ignores our crystals weapons when they suck magic out of the environment, indicating that the crystals are, at least, impermeable to their own magic leaving them through raw suction, yet instantly vanish under enemy scrutiny, as though the underpinnings of their existence were exposed to all the world...
Revision: Refined steam engines.
Just refine everything. Get the turbines better fitted, get the transmission well-secured and reliable, perfect the fog-summoning technique to supply water(preferably with a more condensed fog spell but that isprobablytoo much to ask for...), clean up the boiler to manage the pressure and cleaning access better(although if it runs wholly on conjuration it shouldn't need much more than a small pressure whistle to tell people to reduce the fuelless flame or pure water...)... Just get the thing operating well with what we have so it is ready for a ship design on the morrow.
Revision: Summon water.
Concentrate the summoned fog into a water spell, to reduce logistics, control fires, make camps more self-reliant and bring water to the desert. And, umm, try to avoid it disappearing after someone has drunk it... Just, y'know, watch out for that, but it should still work fine for the steam engine...
Ooooh oooh!!! Idea! Sacrifices for permanent conjurings! We sacrifice something and the conjuration replaces it! Conjure permanent water by sacrificing sand! Permanent crystals by sacrificing metal! Permanent annoying biting stinging wasps by sacrificing unwanted Moskurger pests... It could be the final key to making our crystal stuff last forever. I would want this to be added as an addendum to the summon water revision, but it is a lot to ask from a revision as it sort of covers new ground. On the other hand, the effect is just to make the summoned fog spell permanent, arg, so many designs we need...QuoterevisionTrees mean Favourable campsites, healthy jungle, and minor additional cover against sky-spears. Also it is one step closer to Yggdrasil and the end of the world as Midgard becomes but a footnote to a glorious root-system...
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
Credit
2 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles, Roboson
Orders
I am fine with the expense credit there, but I just don't feel inspired by the thing.I really don't like that this happened.I feel that, but I always expected that to be the case. It is the logical outcome that something that absorbs magic won't work when magic is sucked out of the environment. I am a little dubious as to whether all anti-magic fields would be like this. Ours work by draining all the magic from an area, something that works more like a jamming field should still be throwing magic around and be just as vulnerable as any other magic. Something that forcefully nullifies magic would be tricky. It probably works by pushing magic into an area and then creating an effect that insists on magical absence(basically a form of wishing magic where the wish is for no magic), in which case they will still be hit with magic and have something to use as fuel, but maybe their magical nature gets cancelled. I somewhat dislike the antimagic transparency here because our antimagic creates a magical void, which really ought to be one of the most reliable and powerful antimagic effects, but is very difficult to project over a distance or aim at a target. The antimagic bombs are a good example of this, they are not beams, they are not invoked onto a target, they are not conjured in thin-air, they are just an ordinary sphere of magic vacuum that is thrown using very mundane means.. Their thing seems pretty easy to project over a distance and capable of spontaneously zapping a fireball spell in progress and seems to function just fine when wielded by their own mages. So I would like to think that it has some limitations in terms of raw power or metamagic foundations in terms of what trumps what when they meet. And it seems extremely odd to me that our own antimagic ignores our crystals weapons when they suck magic out of the environment, indicating that the crystals are, at least, impermeable to their own magic leaving them through raw suction, yet instantly vanish under enemy scrutiny, as though the underpinnings of their existence were exposed to all the world...
But still, I walways expected that an antimagic spell would turn them off. It still means shooting their own mages with antimagic, which presumably takes out the mage that is busy antimagicking and the mage that is being antimagicked, unless they can antimagic themselves while antimagicking themselves, which should be difficult because they are being antimagicked... And if they can antimagic themselves, they still aren't casting anything else unless they learn double-casting... !doublecasting!
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
2 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles, Roboson
1 - (10ebbor10) Expense credit on longboats : 10ebbor10
Orders
Had a thought. What if their antimagic works by convincing our mages they can't use magic? Like a mental block?That makes a lot of sense, right up until it makes the caltrops vanish. I am pretty sure that it is either wish-based magic-denial or teleportation-based magic void, or possibly a MASSIVE disruption that completely changes the laws of magic at the most fundamental level. The wizard we questioned said that it was like magic just didn't exist anymore(like a child flapping their arms trying to fly? except moreso because they didn't even feel wind under their arms?)... My best hope is the living magic approach, where the magic can will itself into being against a denial effect and manually hold onto its magic in a drain. But the crystals are already immune to our drain so why would theirs be different? Is it just stronger? When it doesn't even have a material focus?
Revision : Modify Anti-magic charms to protect against lucky strike and other long range magicIt is in the basic rules of the game. Territory doesn't exist, only armies.
...
When the enemy runs away, you go after things that they must defend. Go to their ports and burn them down, force them to engage in combat.
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
2 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles, Roboson
1 - (10ebbor10) Expense credit on longboats : 10ebbor10
1 - (RAM) Myark: RAM
Orders
Revision : Modify Anti-magic charms to protect against lucky strike and other long range magic
...
When the enemy runs away, you go after things that they must defend. Go to their ports and burn them down, force them to engage in combat.
It is in the basic rules of the game. Territory doesn't exist, only armies.
I dislike revisions and such that lack justification. It is ultimately up to the G.M., and my votes rarely count for much, so you are not losing much, but it is my understanding that the charms don't work that way, unless the aiming spell needs to sense our position somehow, but that ought to fail already... It basically just makes the other people luckier, and has no effect on us. Luck being a tangible element is pretty powerful when you think about it, but that does seem to be the only explanation. This is pretty bad when they are on another ship and our antimagic charms have a range of about a metre or so. Effectively the only way to extend them is to move them, which we are already doing with the bombs. We could try to extend the range of the bombs I suppose... It also points out a value for increasing the volume of antimagic bombs against mundane soldiers. They do seem to love their buff-spells over there so I might vote for the expense going to the bombs... Except I am too lazy to copy the tally...
I wasn't awake for most of the discussion, but did anyone bring up the fact that should we perform decently, we will fight on the desert next turn? A good ground combat design would have saved the jungle all the same.
As for navy: Yes they are beating us now. But we are focused on jungle. If we gain it for good, cheaper boats. Then we kick their asses at sea.
When it doesn't even have a material focus?
On the offensive they'll get close with their ivory staffs and prevent our mages from smiting attacking Moskurgs with fireba
It is in the basic rules of the game. Territory doesn't exist, only armies
I dislike revisions and such that lack justification
We could try to extend the range of the bombs I suppose... It also points out a value for increasing the volume of antimagic bombs against mundane soldiers. They do seem to love their buff-spells over there so I might vote for the expense going to the bombs... Except I am too lazy to copy the tally
I wasn't awake for most of the discussion, but did anyone bring up the fact that should we perform decently, we will fight on the desert next turn? A good ground combat design would have saved the jungle all the same.
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : 10ebbor10, Roboson
1 - (RAM) Myark: RAM
Anti-magic bombs would be the way to win in the Jungle, and would significantly help us in any land scenario.No, they're not.
I say once we secure the jungle, we should then focus on the sea with regular designs and revisions. Anti-magic bombs could even help us there, since they do have wizards on their boats, their wizards do use magic, our anti-magic bombs explode with magic, and cause fires.
Anti-magic bombs would be the way to win in the Jungle, and would significantly help us in any land scenario.
I say once we secure the jungle, we should then focus on the sea with regular designs and revisions. Anti-magic bombs could even help us there, since they do have wizards on their boats, their wizards do use magic, our anti-magic bombs explode with magic, and cause fires.
Cheaper anti-magic bombs help us in land and at sea. Cheaper longboats just help us at sea.
Also, RAM: What's the expense credit on Myark supposed to mean?
Yeah, but if we start using them on the general population, then they could recover some and easily reverse engineer them
QuoteYeah, but if we start using them on the general population, then they could recover some and easily reverse engineer them
Reverse engineering is not a thing in this game.
No worry about that.
Also, RAM: What's the expense credit on Myark supposed to mean?I do not know. But it makes Myark more common, right? Maybe control a tower and shoot fireballs from it? Maybe he splits into two like a bacteria? Perhaps he gets those mountain magic cards he always wanted and the extra morale helps him fight... I started with the idea of more apprentices, then decided that just wasn't meta enough...
All (antimagic bombs) do is inconvenience the enemy mages. It does nothing else. It's useless against normal infantry, against cavalry, and against their siege weaponry.They can counteract the aim bonus, presumably at greater than shortbow range. They probably counter the heroism wand, not that they are using it much. There may be some other buff spells that we don't know about. Bringing in more of them gives them numbers enough to allow us to block magic not just at the source, but also at the target...
If the enemy uses their wind spell, they're useless. If they improve their anti-magic, they're useless. If they get more shields, they're useless (if we don't know behind which shield the mage us hiding, we can't shoot it).They are effective against wind, wind deflects, bombs affect an area. It helps, but is no immunity. The antimagic would need to be permanent around their mages, which would render them useless, unless they were immune to their own antimagic AND could do something else while fielding enough to protect themselves. They can't cast at us without showing themselves, either they give up on antimagic, which means our fireballs are free to see how tough those shields really are(helpful hint: the wizard is behind the shield that cancels out the fireballs and is doing nothing other than that, there were common archers behind the shield-shaped craters in the ground) and can't use anything directed at our forces, or the front-lines for that matter.
The enemy is attacking us from beyond our longbow range. Our anti-magic bombs can never reach them. We will not gain any benefit from themat sea.True enough, but we can disrupt counter-offensives with them as the enemy won't do much if they forgo everything except their boulders.
Extra ships could outflank them and cut them of, forcing them into fireball range.Agreed! But they are not exactly designed for agile flanking manoeuvres. I don't doubt that it would, indeed, help, but it doesn't seem that it would be vital in the immediate term nor best capitalising on the longship's strength.
At the start of the game, it is assumed that you can put out one wizard (probably an apprentice) per five squads, so spells will take effect accordingly.And it's a safe assumption that they'll have mages next to their ranged units in order to enchant the arrows or whatever it is they do, helping us greatly.
but they are still at least two turns from making a push and if we really strangle the jungle this turn then we can focus on the sea next.
We lose a few ships before Moskurg retreats, but it's not quite enough to force us to give up a section of coastline. Another year like this and we'll be forced to give up ground.
They can counteract the aim bonus, presumably at greater than shortbow range
They probably counter the heroism wand, not that they are using it much
One reason I am avoiding longboats like the plague, is that we will hopefully be building a steamship next turn, so the longboats are about to be redundant
True enough, but we can disrupt counter-offensives with them as the enemy won't do much if they forgo everything except their boulders
Agreed! But they are not exactly designed for agile flanking manoeuvres. I don't doubt that it would, indeed, help, but it doesn't seem that it would be vital in the immediate term nor best capitalising on the longship's strength.
will still work just as well as regular arrows against mundane enemy forces
ow would losing the western sea cause us to also lose our advantage in the jungle in the same thread
And if people are set on using our expense credit to simply make longboats cheaper, I would like to point out that that's at most a stop-gap measure. At most. Cheaper longboats would help but it doesn't fix the core problem that we're just out-ranged.
Ebbor. Stop making things up.
The design and combat reports both suggest anti-magic bombs are as effective as regular arrows.
Not in a revision.
We still don't know how their anti-magic stuff works, right? Because as far as I know, our anti-magic just "absorbs" magic, and since that's the same thing our anti-magic bombs use, so it makes since our charms stop our bombs. But I would assume their anti-magic fields are still based on magic. Evicted was somewhat vague when he said they didn't work with anti-magic, and I didn't see anything noting interactions between the bombs and their anti-magic in last combat report, so I guess we don't know?
Again, I'd like to emphasize that managing forces equipped with cheap anti-magic bombs is explicitly not a problem.
Their mages can't even cast to try and stop us as our Anti-Mage snipers are continuing to use their explosive arrows. They blast small holes in Moskurg barricades, and their mages are forced to stop casting and hunker down lest their cover be blown to shreds.
We still don't know how their anti-magic stuff works, right? Because as far as I know, our anti-magic just "absorbs" magic, and since that's the same thing our anti-magic bombs use, so it makes since our charms stop our bombs. But I would assume their anti-magic fields are still based on magic. Evicted was somewhat vague when he said they didn't work with anti-magic, and I didn't see anything noting interactions between the bombs and their anti-magic in last combat report, so I guess we don't know?
I'm near 100% certain that Moskurgian anti-magic deactivates bombs. The GM wouldn't have been so menacing about it if it didn't.
We still don't know how their anti-magic stuff works, right? Because as far as I know, our anti-magic just "absorbs" magic, and since that's the same thing our anti-magic bombs use, so it makes since our charms stop our bombs. But I would assume their anti-magic fields are still based on magic. Evicted was somewhat vague when he said they didn't work with anti-magic, and I didn't see anything noting interactions between the bombs and their anti-magic in last combat report, so I guess we don't know?
I'm near 100% certain that Moskurgian anti-magic deactivates bombs. The GM wouldn't have been so menacing about it if it didn't.
Great evidence there.QuoteAgain, I'd like to emphasize that managing forces equipped with cheap anti-magic bombs is explicitly not a problem.
It's nice if a design doesn't explicitedly sabotage ourselves, but it also has to be
Has to be what? It doesn't hurt us to use it.
Let's look at the events thst happenned.QuoteTheir mages can't even cast to try and stop us as our Anti-Mage snipers are continuing to use their explosive arrows. They blast small holes in Moskurg barricades, and their mages are forced to stop casting and hunker down lest their cover be blown to shreds.
The arrows fully supress the enemy mages. What do you think more arrows is going to accomplish?
Oh, sorry. I didn't realize our single anti-mage unit was killing every mage. I should had realized all those spells they had were actually just complete coincidence. There's no way that the report was only talking about certain portion of their mages I mean, I'm sorry. I forgot that our tiny anti-mage unit rapid fires arrows at every single mage on the battlefield. Everyone knows every single event documented in the report is actually what happened 100% of the time, after all.
ChiefWaffles, 10ebbor10
This is getting out of hand. Continue via pm's if you'd like, but unless you're strictly discussing what to do this design phase I want you to stop bickering. It's not constructive and I'm tired of seeing it.
Huh?Quotebut they are still at least two turns from making a push and if we really strangle the jungle this turn then we can focus on the sea next.
Capture is imminent.
Arstotzka gains the jungle. If they hold it next year, they may exploit it for resources.I think that, with Allmytreacle out, they will probably not retake ground in the Jungle, even though that catapult will stop breaking down this turn. So if the sea is about to fall then sure, I will put it into longboats, or wizards of some denomination... because losing the sea would legitimately be bad. But last I paid attention it was basically stalled at half-all and since then it was all a vague "we can't catch them, but they aren't doing much" standoff.
...
Neither side makes coastal gains in the Western Sea.
...
Western Jungle: 4/4 Arstotzka, 0/4 Moskurg
...
Western Sea: Disputed
the recurve bow, a shortbow that fires with the strength of a longbow, though not quite as much range. More importantly, its shorter profile means that it can be wielded effectively on horsebackI believe that the recurve bow has shorter range. Though I would certainly believe that the bombs re not as good as normal arrows, they don't seem blatantly incompetent though, so they should still be at least competitive.
I accidentally ninja edited you there, Ebbor. Not going to bother reading your post, but just letting you know.
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : 10ebbor10, Roboson
1 - (RAM) Myark: RAM
Being snide is not going to help, and it's exactly that behaviour that prevented a decent debate last time.
Let's go by the facts.QuoteGreat evidence there.
There are 4 good reasons to assume it does :
1) Occam's razor m
2) Precautionary principle
3) Menacing GM.
Your argument relies on hope that Moskurgian antimagic is both different and can not be easily revised, based on no evidence at all.
My argument is based on the fact that we have different anti-magic techniques and the only logical way for anti-magic bombs to not detonate is that the magic was "absorbed" in the same way as our charms. It's simple.
Caution suggests we don't make that assumption.QuoteHas to be what? It doesn't hurt us to use it.
Manipulating quotes to cut out words is dishonest.
And it does hurt us. It costs us a credit that we can use better.
I accidentally cut that out. But it's not like I cut out a critical point. I'll address it now. Cheap long boats have a small chance of letting us keep the sea disputed for one more phase when we don't need to.QuoteOh, sorry. I didn't realize our single anti-mage unit was killing every mage. I should had realized all those spells they had were actually just complete coincidence. There's no way that the report was only talking about certai portion of the mission. I mean, I'm sorry. I forgot that our tiny anti-mage unit rapid fires arrows at every single mage on the battlefield
Yes, it refers to the part of the mission where our archers are actually in range of the enemy mages.
At any other point, anti-magic arrows are useless.
You mean when our single anti-mage unit was in range of some of their mages. Look at the quote I included that you cut out. "Manipulating quotes to cut out words is dishonest." Mages are spread out. It's not like our anti-mage unit went into combat with their mage unit. That's not how battles work.QuoteThe melees have likewise increased in lethality. Before the combat even begins a two meter long spear falls out of the sky, impaling one of our commanders through his breastplate. As our men scramble for cover more fall from above, hitting with the same uncanny accuracy of Moskurg archers. We lose a significant number of mages and commanders before the battle even begins, but after a while the spears taper off and stop all together.
Beyond arrow range, enemy mages cast freely.QuoteAt medium range, however, the battle turns in our favor. Moskurg arrows are still utterly useless against Arstotzkan plate and gambeson, but our arrows and newer fireballs hit with devestating effect. It's as if every one of our mages was equipped with our original fireball spell, and each blast wipes out squads at a time. We have fewer mages here due to the earlier sniping, but they're still working to devestating effect. Their mages can't even cast to try and stop us as our Anti-Mage snipers are continuing to use their explosive arrows. They blast small holes in Moskurg barricades, and their mages are forced to stop casting and hunker down lest their cover be blown to shreds.
Mages disabled.
This suggests clearly arrows are used to saturation.
He points out that if the antimagic bomb arrows were cheaper, our entire archer force could use them. Also, why do they need to require magic to activate? Why not give them a timer instead?
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : 10ebbor10, Roboson
1 - (RAM) Myark: RAM
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
1 - (RAM)Refined Steam Engines: Andrea
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : 10ebbor10, Roboson, Andrea
1 - (RAM) Myark: RAM
1 - (Andrea) Save for next turn ship: Andrea
Since this conceivably happened regardless, I'll go ahead and say you interviewed them.It does look very much like our own effect. The magic is just gone. But they are shooting it at a distance. There are no reports of the magic coming back either, as one would expect if it were a sudden magical compression that took it all and crunched it into an inaccessible lump. We convert the magic into sound, but they just "poof" it away.
- The crystal weapons vanished into aether, the way they normally would without proper magely maintainance.
- The wizards described attempting to cast magic in range of their ivory staffs as a similar feeling to when a child jumps up and down, hoping to fly. It just doesn't happen, no matter how badly they want it to.
revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
1 - (RAM)Refined Steam Engines: Andrea
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : 10ebbor10, Roboson, Andrea
0 - (RAM) Myark:
2 - (Andrea) Save for next turn ship: Andrea, RAM
SO, I think we need to use our expense there, or save it for next turn to use on the new ships we design
e. But they are shooting it at a distance
Revision
4 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant
1 - (RAM)Refined Steam Engines: Andrea
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms 10ebbor10
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : Roboson, Andrea
0 - (RAM) Myark:
3 - (Andrea) Save for next turn ship: Andrea, RAM, 10ebbor10
On the offensive they'll get close with their ivory staffs and prevent our mages from smiting attacking Moskurgs with fireballs. A single Moskurg mage can stop several mages from casting at once, preventing us from wiping the floor with their troops.
the lead rider holding aloft an ivory staff that snuffs out magic all around it.
The mages wielding staffs do their best to get in range of our wizards, and when they do our mages see fireballs fizzle out on their fingertips.It could be a radius around the staff, but it would have to be quite the huge radius to have their rather obvious ivory-staff wielding wizards charge into the fray. I mean, it could be, what, 12 metres they could get to before they die? I am picking the value at random but I cannot imagine our mages being that close to the front line if they can help it. Our mages are not primed for melee combat as far as I am aware. A 12 metre radius is huge, massively huge. It is a sustained effect that acts upon all magical potential in the area... I mean, sure, it could be a sphere, but... yikes... Or is it not sustained, and it just pops and then vanishes? It still seems unlikely that it is using the same principal as ours given that the crystals respond differently, but I suppose it could just be a matter of magnitude...
Revision
5 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant, Azzuro
1 - (RAM)Refined Steam Engines: Andrea
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms 10ebbor10
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : Roboson, Andrea
0 - (RAM) Myark:
4 - (Andrea) Save for next turn ship: Andrea, RAM, 10ebbor10, Azzuro
Revision
5 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant, Azzuro, Stabby
1 - (RAM)Refined Steam Engines: Andrea
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms 10ebbor10
Credit
1 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : Roboson, Andrea
0 - (RAM) Myark:
4 - (Andrea) Save for next turn ship: Andrea, RAM, 10ebbor10, Azzuro, Stabby
It's an issue if we want to use them against normal soldiers.Ebbor they are not a weapon for use againist regular soldiers. they are desgin to kill and stop MAGES who can wipe out entire Squads by themselves. If anything them not exploding in Anti-magic fields is a good thing since then their mages can't cast spells anyway and the bombs will still go off after the anti-magic field is lifted causing their mages to hide again.
Revision
5 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM, Tyrant, Azzuro, Stabby
1 - (RAM)Refined Steam Engines: Andrea
0 - (RAM)Summon water:
1 -(10ebbor10) Anti Lucky strike charms 10ebbor10
Credit
0 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : Roboson, Andrea
0 - (RAM) Myark:
5 - (Andrea) Save for next turn ship: Andrea, RAM, 10ebbor10, Azzuro, Stabby, Chiefwaffles
Ebbor they are not a weapon for use againist regular soldiers. they are desgin to kill and stop MAGES who can wipe out entire Squads by themselves.
Orders
1 - (Chiefwaffles) Combat Engineers: Chiefwaffles
1 - (Azzuro) Don't deploy dogwood wands: Azzuro
Revision: Large Scale Plant Growth [4]
Some adjustments to the dogwood wand allow us to now affect patches of land rather than specific plants. Oddly enough, the diameter of the patch is almost directly related to the casters height. Casting takes about a minute and the plants grow to adulthood in about a day. Plants are still limited to "low-level" plants like grasses, flowers, and weeds, but through some effort we also manage to make some thin, curly vines sprout. Because there needs to be an existing plant for the mages to cast on, we took the liberty of equiping these plant mages (referred to as "Dogwood Mages" by our men) with satchels containing a small supply of basic seeds they can sprinkle on the ground and cast upon. Cheap.
Orders
1 - (Chiefwaffles) Combat Engineers: Chiefwaffles
1 - (Azzuro) Don't deploy dogwood wands: Azzuro
1 - (Andrea) Test dogwood wands from trees or other elevated places
Order: Create a unit comprised of tall but mostly inexperienced mages equipped with wands of plant growth and light escorts to change the formation and layout of battlefields during the night and between engagements. Call the unit "Combat Engineers". Actual combat should generally be avoided though. There should be numerous units to take avdvantage of the cheapness of wands.
Revise: Large-scale Plant Growth - The Wand of Plant Growth/whatever its name is can be used to create thick foliage and trees (appropriate of a jungle). In addition to keeping the jungle alive and well, this can be used to block enemies, create cover, shield ourselves from view, and more.
Revision: Large Scale Plant Growth [4]
Some adjustments to the dogwood wand allow us to now affect patches of land rather than specific plants. Oddly enough, the diameter of the patch is almost directly related to the casters height. Casting takes about a minute and the plants grow to adulthood in about a day. Plants are still limited to "low-level" plants like grasses, flowers, and weeds, but through some effort we also manage to make some thin, curly vines sprout. Because there needs to be an existing plant for the mages to cast on, we took the liberty of equiping these plant mages (referred to as "Dogwood Mages" by our men) with satchels containing a small supply of basic seeds they can sprinkle on the ground and cast upon. Cheap.
Waitwaitwaitwait, hold on a second. We were revising it to grow bigger things, not affect different areas.
We get a 4 and all it does is grow grass and thin vines? I must have misread he revision report because I thought it was more then that.
Evicted: Is this intentional, or did you misread he request, or did o mess up the request? ( pretty sure I didn't. )
We have some experience bringing life into the world - primarily through wasps, but it's experience nonetheless. As it turns out, making things grow is pretty dang easy compared to spewing blood-thirsty wasps out of your fingertips.
The spell is cast through a wand of fresh-cut dogwood, still green and sticky with sap. It requires rather precise cutting, engraving, and enchantment before it can be used, but dogwood trees are common and a mage could produce a wand a day, given the time and motivation. The downside is that the wands only last a couple days before they dry out and stop working, but that's not a big issue due to the relative ease of production.
The effect is currently constrained to what our mathemagicians refer to as "low-level" plants - grasses, weeds, wildflowers, plants of that nature. Each plant must be enchanted one at a time, with each enchantment taking a couple minutes to perform, but once enchanted the plant can grow from a sproutling to full adulthood over the course of single day. Aside from the eventual combat applications, our researchers are excited as to how this spell can be used in civilian life. Poor harvests may one day be a thing of the past, and we will never want for wood to keep our homes warm at night. Imagine growing tropical fruits in the dry, cold tundra of our homelands. Oranges and pears for breakfast and dinner every day, rose gardens lining every road in Arstotzka, full granaries of wheat and corn every autumn - our King seems particularly pleased with the direction of our research. It still needs a bit of work, but our current progress is very promising.
Orders
-1 - Civil service (Robson) - +Robson, -Ebbor, -Andrea
Credit
0 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats : Roboson, Andrea
0 - (RAM) Myark:
5 - (Andrea) Save for next turn ship: Andrea, RAM, 10ebbor10, Azzuro, Stabby, Chiefwaffles
Remember people, orders are not free.
Orders roll at a disadvantage, and if they fail they will actively harm our war effort. Do we want to run the risk of disrupting our harvests/ magic units for just a few tiny bits of extra food?
That does seem to be the case.QuoteCredit
0 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles
2 - (10ebbor10) Expense credit on longboats :, Andrea
0 - (RAM) Myark:
6 - (Andrea) Save for next turn ship: Andrea, RAM, 10ebbor10, Azzuro, Stabby, Chiefwaffles, Roboson
This was the latest post.
Being able to change the battlefield to our advantage would be a nice thing to have and worth the risk, even with the current state of the dogwood wand.
Yeah. I'm not going to push for the combat engineers thing particularly If it doesn't go through then I'll just bring them up later as a design or revision at some point when plant growth is more effective.
Not that I think it's a bad idea now. I still support it and think others should. Being able to change the battlefield to our advantage would be a nice thing to have and worth the risk, even with the current state of the dogwood wand.
I'm assuming the default use for the dogwood wand is widespread deployment, use for general regrette of the forest and use as limited cover/hiding.
It was my understanding that it would mostly be used before fighting began to strengthen our positions. As we hold the entire jungle now, we only have to hold our positions, not try to advance. So we can line the area with briers and dense undergrowth during the year so that when the time for fighting arrives, we've already sculpted the battlefield to our advantage.
It's my understanding that the battles are an abstraction.
We don't literally fight just 1 battle per year. There's no down time or preparation time.
awww, no love for steam cannons?
Think just fire ball would be better. Less advanced, more to point.
Order:Operation Mountain Fortress
Our forces in the mountain begin planting forests at the approaches from Moskurg, especially in mountain passes and open fields. And seriously try to have someone competent at logistics running the show. We can just cut our way through again if we block the wrong corridor, but it is still a hassle...
the only part of the steam engine we need for the cannon is the boiler, which is already working perfectly.
Wel, I wonder then.
Evicted: Mind telling us how "new" steam-based cannons would be?
Designs
1 - (Chiefwaffles) Hybrid Fireball Cannon: Chiefwaffles
we should ask the GM if the fireball is actually explosive or if it is just a ball of hot gas that spreads on impact or something.
Tower of Fog the tower of dog based off our both our tower of frost and fog spells to create a thick fog enchanted in a way so that our troops can sense each other and the enemy.
What's a report? And how do you read?Tower of Fog the tower of dog based off our both our tower of frost and fog spells to create a thick fog enchanted in a way so that our troops can sense each other and the enemy.
Out of curiosity, do you guys even read the Theatre Commander reports?
..What? We have one design submitted right now and it's a cannon. We don't need to worry about what to revise at the moment because we don't know how the cannon is going to turn out. Hopefully it gets all 6s and is amazing and we can use the revision for something else, and maybe not.
(pls vote for Hybrid Fireball Cannon)
Designs
3 - (Chiefwaffles) Hybrid Fireball Cannon: Chiefwaffles, Roboson, Stabby
Designs[/quote]
4/b] - (Chiefwaffles) Hybrid Fireball Cannon: Chiefwaffles, Roboson, Stabby, Tyrant
Also the bonus revision smells like a trap as we need people. If honestly needed our guys in the mountains could use a work out.I agree with that at most we should send a Meager size force with a decent size amount of Crystal weapons since and Few mages. If we're lucky the Moskurgs will send a meduim to largish force and we can use that to take back ground.
5 - (Chiefwaffles) Hybrid Fireball Cannon: Chiefwaffles, Roboson, Stabby, Tyrant, Azzuro
0 - (Light forger) Crystal Greatbows
0 - (Azzuro) Fog-O-War
5 - (Chiefwaffles) Hybrid Fireball Cannon: Chiefwaffles, Roboson, Stabby, Tyrant, Azzuro
0 - (Light forger) Crystal Greatbows
1 - (Azzuro) Fog-O-War: RAM
6 - (Chiefwaffles) Hybrid Fireball Cannon: Chiefwaffles, Roboson, Stabby, Tyrant, Azzuro, void slayer
0 - (Light forger) Crystal Greatbows
1 - (Azzuro) Fog-O-War: RAM
Okay, the only conceivable way that they can project a wave of glow into our antimagic zone
My feeling is that if we try that, the Moskurguans push for the frost tower, destroy it and will then wipe out or forces.QuoteOkay, the only conceivable way that they can project a wave of glow into our antimagic zone
When, exactly, have they done that?
Did the glowy fields intrude into area protected by our antimagic charms?
-Yes
Also, the GM has said that plant magic won't save the Jungle. So congrats, we just wasted a whole turn on something that won't even help us in the theatre with the most plants. The only option is to stop using the Tower of Frost, but that's equally bad.
It will not at this level, but a single revision should change that. Just endensen the existing jungles. I really can't see the jungle still being in danger and it will continue to fortify us against their night raids.
It will not at this level, but a single revision should change that. Just endensen the existing jungles. I really can't see the jungle still being in danger and it will continue to fortify us against their night raids.
Can we at least confirm that the jungle is safe now?
-If you mean from vanishing, then no. Plant magic is decent at fixing small portions, but unless it stops snowing in the tropical jungle the ecosystem will continue to fade.
we could .. turn the tower of frost up to the microwave setting(it IS adjustable, and no word on the limits of that...)
-It goes from normal temperature to two levels below normal temperature.
I see the Cannon working. We need it. Just going to have to aim it as good as they aimmtheir gun (not happening with a spell.) or we hit them in a high spray shower of heated Death ( a revision) so no need to aim. ( unless we can shrapnel shell as soon we get hybrid Cannon. Which is unlikely.)
If anything we might spend a turn create a variety of ammunition types and cheapening and perfecting them. Like Anti-magic shells, airburst shells, shells filled with the fire-venom form the wasps, grapeshot, etc.I see the Cannon working. We need it. Just going to have to aim it as good as they aimmtheir gun (not happening with a spell.) or we hit them in a high spray shower of heated Death ( a revision) so no need to aim. ( unless we can shrapnel shell as soon we get hybrid Cannon. Which is unlikely.)
I doubt we'd have to spend a turn designing grapeshot.
I see the Cannon working. We need it. Just going to have to aim it as good as they aimmtheir gun (not happening with a spell.) or we hit them in a high spray shower of heated Death ( a revision) so no need to aim. ( unless we can shrapnel shell as soon we get hybrid Cannon. Which is unlikely.)
I doubt we'd have to spend a turn designing grapeshot.
Our people do not even have freakken shovels. Just saying.
Our people do not even have freakken shovels. Just saying.
...what?
Yeah, your brand-new relatively cheap artillery piece isn't the best thing in the world after being designed in a single turn.
Revisions
1 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles
1 - (Tyrant) Cannon Specialized Shells: Tyrant
1 - (Andrea) Crystal Cannon Ammnition: Andrea
Expense Credit
1 - (Tyrant) Hybrid Cannon: Tyrant
Whether you must design new artillery or upgrade an existing spell, we need something to match the Moskurgs in range. .
Its maximum range is about the same as that of our longbowmen; mid-range.
Crystal ball ammo for sniping ballista can easily be in purview boon of multiple/speciality ammo. Glad in same page. And what about idea on spending expense credit in these cannons? With right shot and numbers. Could carpet bomb those guys Russian style.
And for the expense credit: I'm still not sure. I'm not strictly against using it this phase, but I think we should use it on the cannons if we increase their range enough.
1 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles
1 - (Tyrant) Cannon Specialized Shells: Tyrant
1 - (Andrea) Crystal Cannon Ammnition: Andrea
1 - (10ebbor10) Long Range Fireballs : 10ebbor10
Expense Credit
1 - (Tyrant) Hybrid Cannon: Tyrant
1 - (10ebbor10) Save until after revision phase : 10ebbor10
Revisions
2 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea
1 - (Tyrant) Cannon Specialized Shells: Tyrant
1 - (Andrea) Crystal Cannon Ammnition: Andrea
Expense Credit
1 - (Tyrant) Hybrid Cannon: Tyrant
Quote1 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles
1 - (Andrea) Crystal Cannon Ammnition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
1 - (10ebbor10) Save until after revision phase : 10ebbor10
Evicted: Can we fit our ships with the hybrid cannon?You can, although seawater would be used in place of fresh water. This will cause problems with salt build up, but unless you guys state otherwise your ships will be outfitted with these Hybrid Cannons.
What would happen if we use our Expense credit on this.
2 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea
1 - (Andrea) Crystal Cannon Ammnition: Andrea
2- (10ebbor10) Long Range Fireballs: Tyrant, 10ebbor10
Expense Credit
2 - (10ebbor10) Save until after revision phase : 10ebbor10, Chiefwaffles
I don't know; pitch what you're hoping to accomplish by reducing the expense and I'll see how feasible it is.
Inexpensive equipment could be given to every soldier, if you want. Cantrips can be cast by every wizard. Expensive equipment can be given to officers, or one per squad (5-10 soldiers). Very Expensive equipment can be used by special squads only, about 1 in 100 soldiers
At the start of the game, it is assumed that you can put out one wizard (probably an apprentice) per five squads, so spells will take effect accordingly.
However, to your list you should add horses. We did this in the past, we can do it again
2 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, AndreaStabby
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
2 - (10ebbor10) Save until after revision phase : 10ebbor10, Stabby, Chiefwaffles
since when did we get at maximum horse cheapness? when we tried to invade the desert we used an expense credit on them, so they weren't cheap. And I don't remember anything happening since them that could have made our horses cheaper?
So, it would increase the prevalence of apprentices in our army from 1 per 50/ 1 per 25 to 1 in 10. With appropriate effects on Spells and the like.
3 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
2 - (10ebbor10) Save until after revision phase: 10ebbor10, Stabby
1 - (10ebbor10) Arzotskan Academy: Chiefwaffles
If a piece of equipment is difficult to produce (or a spell is difficult or costly to cast), it has expense levels: 1 is Expensive, 2 is Very Expensive, and 3 is A National Effort
I also thought it went cheap>normal>expensive>very expensive>national effort.
That didn't seem to be the case when I was looking through the combat engine though, so I just rolled with it.
3 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
1 - (10ebbor10) Save until after revision phase: 10ebbor10,
2 - (10ebbor10) Arzotskan Academy: Chiefwaffles, Stabby
3 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
3 - (10ebbor10) Arzotskan Academy: Chiefwaffles, Stabby, 10ebbor10
3 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
1 - (10ebbor10) Save until after revision phase: 10ebbor10,
3 - (10ebbor10) Arzotskan Academy: Chiefwaffles, Stabby, Andrea, 10ebbor10
3 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby, voidslayer
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
1? 2? - (10ebbor10) Save until after revision phase: 10ebbor10, voidslayer
3 - (10ebbor10) Arzotskan Academy: Chiefwaffles, Stabby, Andrea, 10ebbor10
4 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby, voidslayer
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
1 - (10ebbor10) Save until after revision phase: voidslayer
4 - (10ebbor10) Arzotskan Academy: Chiefwaffles, Stabby, Andrea, 10ebbor10
The cannon ball could be replaced with a super dense metal coconut grown from a hybrid plant while the barrel could be a summoned crystal that can be re summoned when it gets cracked.
5 - (Chiefwaffles) Extreme-range Cannons: Chiefwaffles, Andrea, Stabby, voidslayer. Roboson
1 - (Andrea) Crystal Cannon Ammunition: Andrea
2- (10ebbor10) Long Range Fireballs :tyrant, 10ebbor10
Expense Credit
1 - (10ebbor10) Save until after revision phase: voidslayer
5 - (10ebbor10) Arzotskan Academy: Chiefwaffles, Stabby, Andrea, 10ebbor10, Roboson
The cannon ball could be replaced with a super dense metal coconut grown from a hybrid plant while the barrel could be a summoned crystal that can be re summoned when it gets cracked.
Would we have to take a turn to design iron cannonballs?
Please reach an agreement on what troops you will offer to send, if any.
Remember: if you win, the troops you send will be absent this turn.
Send crystal axe and crystal lance equipped heavily armored cavalry along with the new cannon.
We can revise the cannon next turn, I think an explosive shot that contains a self activating fireball would be neat or just cheaper. For this turn lets try and grab that extra revision credit so we can super revise something.
Revision Credit!!! Foreigners land on our shores. They are dark skinned and clad in simple garments of rough cotton and furs, and their accent is thick and difficult to understand. They approach our king and beg for assistance. It seems they are from across the ocean from a small country in a hot desert land and their home is under attack by invaders. They are a poor people, and in their desperate search for mercenaries to help them hold their land they come to Forenia. They cannot afford to pay for mercenary services, but if we help them them offer the wisdom of their mystic, an old man by the name of Barbushe. Because Moskurg and Arstotzka are unwilling to cooperate, they will go with whichever nation can offer more troops, weapons, and other equipment to help them beat back the invaders.
The only catch is that the individual must agree to serve two years in the Arstotzkan Military after their three-month education, but afterwards they're free to return to their villages and use their magic to improve the quality of life for their friends, neighbors, and family
Is this fluff, or can we count on bonusses if we manage to keep the Moskurgians from murdering our mages for two years?
Remember that we're getting our forces back. They're only going to be absent for this phase.
Roboson, worst case scenario if we send our cavalry is that they attack and gain one section of the Tundra.
If that happens, we can easily push them out the next phase with the cavalry back in our hands and the homefield advantage. And they are incredibly unlikely going to be suddenly attacking the Tundra for no apparent reason to them this combat phase.
Remember that we're getting our forces back. They're only going to be absent for this phase.
Roboson, worst case scenario if we send our cavalry is that they attack and gain one section of the Tundra.
If that happens, we can easily push them out the next phase with the cavalry back in our hands and the homefield advantage. And they are incredibly unlikely going to be suddenly attacking the Tundra for no apparent reason to them this combat phase.
Remember that we're getting our forces back. They're only going to be absent for this phase.
We use our calvary in the jungle, to my knowledge, its not just sitting in the tundra. If we have calvary sitting in the tundra (which we shouldn't because that would be a waste), then we can send them. But I don't want to take calvary away from the front line.
50% of our current cavalry
And to Roboson: Counter counter off:
25% of new apprentices (I assume we were already referring to apprentices)
40% of tundra guard
40% Jungle Cavalry
50% all non-jungle cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas.
Order: Jungle conservation.+1 for turning off the tower of frost (maybe send it somewhere else for a bit). Not for lowering our fire use, that can't be helped.
Alright, I raised tundra garrison to 55% and lowered jungle cavalry to 25%. I would have preferred higher amounts of cavalry, but I suppose this works.I'll second that list.
Final Proposal?
25% of new apprentices (I assume we were already referring to apprentices)
55% of tundra garrison (including cavalry)
25% Jungle Cavalry
50% all non-jungle cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas.
I assume that we have forces in the mountains, otherwise they could move in just by turning up. Just saying.
Cultural victory.
Am I the only person who thinks that combining our fireball and summon fog spell into a summon steam spell would save us a lot of work?
If we were Moskurg we could just add rifling...
I honestly don't think that we need accuracy. We have volume of fire and can increase it. Getting a water spell would increase rate-of-fire and antimagic bombs are already cluster ammunition...
that's fixable, and honestly there is nothing preventing us from developing a spell to increase our accuracy.I honestly don't think that we need accuracy. We have volume of fire and can increase it. Getting a water spell would increase rate-of-fire and antimagic bombs are already cluster ammunition...
It would be nice if our cannons could be used to take out their ballistas. Or their mages. Or their commanders. Right now it sounds like we can aim them, but like all smoothbore weapons, they don't fly straight.
that's fixable, and honestly there is nothing preventing us from developing a spell to increase our accuracy.I honestly don't think that we need accuracy. We have volume of fire and can increase it. Getting a water spell would increase rate-of-fire and antimagic bombs are already cluster ammunition...
It would be nice if our cannons could be used to take out their ballistas. Or their mages. Or their commanders. Right now it sounds like we can aim them, but like all smoothbore weapons, they don't fly straight.
Just couple ideas:Danger sense is new tech, but they have it so maybe we can get a cheapening from observing. I prefer living magic, we can make crystal shields that observe and defend autonomously. Their antimagic is getting more range, but it is still very short ranged, and we should be able to make a magic syphon that acts as a barrier against it, and it would stop prediction also.
Danger Sense: Counter lucky shot by predicting the shot, thus dodging.
Ship Repair: Advantfe of Dog Wand. As our ship hulls are wood and can summon wood. We can fix our battered ships at sea. Just accelerate/induce haul growth to repair.
Land Ship: My take on steam engine water wagon. Has four huge wheels with blades. Armor. Steam engine with exhaust jet for blasting, mobile hybrid Cannon and sluts for bows/fire balls. Could double as troop transport or invest in a Sister unit as a ancient apc (hey it exists. Trojan horse. Just combat efficient.)
sluts for bows/fire ballsWould be crippling effective against Moskurg, but we don't want to go there...
It would be nice if our cannons could be used to take out their ballistas. Or their mages. Or their commanders. Right now it sounds like we can aim them, but like all smoothbore weapons, they don't fly straight.Is mundane accuracy going to help with that? We can't even see them until we are inside of their preferred range. I figure that we are aiming at locations rather than materiel...
Just couple ideas:Danger sense is new tech, but they have it so maybe we can get a cheapening from observing. I prefer living magic, we can make crystal shields that observe and defend autonomously. Their antimagic is getting more range, but it is still very short ranged, and we should be able to make a magic syphon that acts as a barrier against it, and it would stop prediction also.
Danger Sense: Counter lucky shot by predicting the shot, thus dodging.
Ship Repair: Advantfe of Dog Wand. As our ship hulls are wood and can summon wood. We can fix our battered ships at sea. Just accelerate/induce haul growth to repair.
Land Ship: My take on steam engine water wagon. Has four huge wheels with blades. Armor. Steam engine with exhaust jet for blasting, mobile hybrid Cannon and sluts for bows/fire balls. Could double as troop transport or invest in a Sister unit as a ancient apc (hey it exists. Trojan horse. Just combat efficient.)
I like transforming still-living trees(Something coastal for salt-resistance) into ship hulls, for the same effect, but more awesome...sluts for bows/fire ballsWould be crippling effective against Moskurg, but we don't want to go there...It would be nice if our cannons could be used to take out their ballistas. Or their mages. Or their commanders. Right now it sounds like we can aim them, but like all smoothbore weapons, they don't fly straight.Is mundane accuracy going to help with that? We can't even see them until we are inside of their preferred range. I figure that we are aiming at locations rather than materiel...
That being said, if you continue down this line you will eventually out-pace Moskurg due to using a design five centuries ahead of the times (which I am kindly allowing)
Alright, I raised tundra garrison to 55% and lowered jungle cavalry to 25%. I would have preferred higher amounts of cavalry, but I suppose this works.
Final Proposal?
25% of new apprentices (I assume we were already referring to apprentices)
55% of tundra garrison (including cavalry)
25% Jungle Cavalry
50% all non-jungle cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas.
Alright, I raised tundra garrison to 55% and lowered jungle cavalry to 25%. I would have preferred higher amounts of cavalry, but I suppose this works.I'll second that list.
Final Proposal?
25% of new apprentices (I assume we were already referring to apprentices)
55% of tundra garrison (including cavalry)
25% Jungle Cavalry
50% all non-jungle cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas.
I'm pretty sure losing a single piece in the mountains would lose the metal bonus. But it's definitely possible that it doesn't. After all, we get the bonus for completely securing the mountains.
And -1 to any proposal involving sending all of the new apprentices. I'm nearly certain that combat experience is not modeled in the combat, and their new anti-magic doesn't make our apprentices useless. Just because it has mid-range doesn't mean it envelops all of mid-range all the time.
That being said, if you continue down this line you will eventually out-pace Moskurg due to using a design five centuries ahead of the times (which I am kindly allowing)And this time it actually is magic that's responsible!
Final Proposal?
50% of new apprentices (I assume we were already referring to apprentices)
55% of tundra garrison (including cavalry)
25% Jungle Cavalry
50% all non-jungle cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas.
In contrast, early cannons were only ever intended as anti-fortification weapons, and had the accuracy thereof, being used only in siege warfare to plink away at enemy walls outside the range of archers. Our hybrid cannon, being steam-powered can't be easily compared to gunpowder cannons. However, it seems to have a far shorter range and higher accuracy than normal cannons
Final Proposal V.2 - Supporters (2): Azzuro, Chiefwaffles
30% of new apprentices (I assume we were already referring to apprentices)
55% of tundra garrison (including cavalry)
25% Jungle Cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas
And I'm also fine with stripping the Mountain garrison, given that it's supremely unlikely that they're going to attack there when they could push their gains in the Jungle. Barring ATHATH 'accidentally' stumbling into this thread, anyway.This is irony, right?
Designs
1 - Disrupting Mist: Chiefwaffles
Revision Credit: Arstotzka has offered a more attractive mercenary force and won the revision credit. Their troops are gone for the time being, and should the battle go well overseas they will return next year.\
Design: Disrupting Mist (This is a design because the goal is to make it more resistant to wind and to counter lucky strike)
Disrupting mist is an iteration of obscuring mist. It has two advantages: One is that the mist is magically "anchored" to its intended location, whether that location is mobile or not. This prevents wind and similar effects from merely blowing the mist away and rendering it less useful. It also means that as those summoning the mist don't have to constantly summon it to account for the mist being blown away and as such the mages casting Disrupting Mist have a bit more free time on their hands than those casting the previous version.
Secondly and more importantly, the mist works almost as a magical "jamming field" via the wonders of Mathematics. It doesn't disrupt magic performed within, but continuous effects will have greatly reduced effectiveness if not just fizzling outright and attempting to channel magic into something inside the fog from outside is impossibly difficult.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
Query, did our forestry efforts in the mountain do anything?
Designs
2 - Disrupting Mist: Chiefwaffles, Azzuro
0 - Rifled Barrels:
Design: Rifled Barrels
By further elongating the length of the barrel and inscribing matching 'spirals' on the inside and the rock shell, our mathemagicians have promised improvements in both the accuracy of the shots fired and the range. If necessary, they will sacrifice the horse-drawn mobility of the weapon, although an essential requirement that it be mountable on ships remains.
Designs
2 - Disrupting Mist: Chiefwaffles, Azzuro
1 - Crystal Canopy: VoidSlayer
0 - Rifled Barrels:
Our men are still torn to shreds as they charge through the jungle, and the progress is made slow by the thick mud generated by the non-stop rain and lack of vegetation, but by the time they reach Moskurg lines the battle goes in our favor.
Also Ebbor, what am I assuming about anti-magic? I'm not saying "use anti-magic" but rather "try to create this effect" which is basically the entire point of making new spells in the game.
Evicted: If I were to write something along the lines of "Counter lucky strike" in the description for Disrupted mist instead of the anti-magic stuff, would that get a penalty on its rolls?
What about a chaotic winds spell. Presumably our own magic is more powerful close to us, if there was a field of hot and cold air creating crazy winds it could knock the arrows and bolts around a little to knock them off course.
What about a chaotic winds spell. Presumably our own magic is more powerful close to us, if there was a field of hot and cold air creating crazy winds it could knock the arrows and bolts around a little to knock them off course.
NO NEW MAGIC
We do not know Wind magic. That's Moskurg.
Designs
2 - Disrupting Mist: Chiefwaffles, Azzuro
1 - Crystal Canopy: VoidSlayer
0 - Rifled Barrels:
1 - Tuneable Antimagic Charm : 10ebbor10
0 - Mk2 Steam cannon
2 - Disrupting Mist: Chiefwaffles, Azzuro
1 - Crystal Canopy: VoidSlayer
0 - Rifled Barrels:
1 - Tuneable Antimagic Charm : 10ebbor10
0 - Mk2 Steam cannon
1 - Lucky Charms: Andres
1 - Disrupting Mist: Azzuro
1 - Crystal Canopy: VoidSlayer
0 - Rifled Barrels:
1 - Tuneable Antimagic Charm : 10ebbor10
0 - Mk2 Steam cannon
1 - Lucky Charms: Andres
We have no luck related magic. Trying to do this is, is :A : Yes, this is an issue, but this is worth is. Certainly more worth it than that worthless plant magic or developing crystal magic that makes our mineral advantage pointless. It can be used for many different things by many different people, buffing everything we do at relatively low risk of failure.
A : Opening a new field of magic
B : Trying to beat, in this new field of magic, an enemy Spell
C : Trying, in this new field of magic, to also replicate the effect of that enemy spell.
It's too ambitious.
I would like to reiterate how worthless the plant design was and that it was a complete waste of a design phase. I have no idea what possessed those who voted for it to design it, even going against the desires of our commanders yet again.
Glory to Arstotzka.
, and the progress is made slow by the thick mud generated by the non-stop rain and lack of vegetation,
Ebbor:
So the Tuneable Antimagic Charm is basically a huge anti-magic charm with a large radius that cancels out one spell
Shouldn't the anti-magic effect it creates dispel the summoned crystal? I also think it should either be extreme theatre-wide range with national effort or mid-range with expensive.
Though I'm worried that it introduces too many vital things at once. While I'm positive we won't get penalties for it being too new, in order for it to work the Tuneable Charm has to have a large radius and the ability to selectively cancel out spells (and a good expense level). If it doesn't have any of these things, it won't work. Small radius, we have the "guided missile with tracking cut out 1 second from impact" problem. No selective cancelling, then it makes the things it's supposed to protect useless. If it has too high of an expense level (Reminder that our cannons are just Expensive) then it can't be deployed to protect enough things. Unless it gets a good enough range.
If it works, though, it'd be great.
We have no luck related magic. Trying to do this is, is :A : Yes, this is an issue, but this is worth is. Certainly more worth it than that worthless plant magic or developing crystal magic that makes our mineral advantage pointless. It can be used for many different things by many different people, buffing everything we do at relatively low risk of failure.
A : Opening a new field of magic
B : Trying to beat, in this new field of magic, an enemy Spell
C : Trying, in this new field of magic, to also replicate the effect of that enemy spell.
It's too ambitious.
B : The enemy spell has no competition. It has no way to defend against a spell trying to defeat it. Furthermore, it has a lot more applications than merely beating an enemy spell.
C : It is not the same spell. It's less powerful but it has much broader application. The low power is all that's needed to defeat the enemy spell. Nudging a projectile only a little bit to the side is a lot easier to do than ensuring a projectile hits with full accuracy with so many variables involved. Their spell probably only compensates for mundane challenges, not magical ones.
I would like to reiterate how worthless the plant design was and that it was a complete waste of a design phase. I have no idea what possessed those who voted for it to design it, even going against the desires of our commanders yet again.
Glory to Arstotzka.
Our anti magic charms have never dissipated crystals.Ah, I assumed wrongly then. Still, what happens if enemy anti-magic gets within range? Then it's made useless. Again, this isn't some critical issue, but it's something to consider.
"Lack of vegetation" does not imply that suddenly the jungle is gone, and it does not mean that we're fighting at an extreme disadvantage. We're fighting at a minor disadvantage, but I'm saying it's minor because the worst was prevented by the plant growth spell. But we may as well just get the factual answer.
Evicted, did the Plant Growth spell end up giving us any noticeable benefits in terms of preventing Moskurgian advantages from lack of Jungle terrain?
Can we at least confirm that the jungle is safe now?
-If you mean from vanishing, then no. Plant magic is decent at fixing small portions, but unless it stops snowing in the tropical jungle the ecosystem will continue to fade.
That's the point about the complexity. Even if it's as simple as it can be, that may not be enough.
Ah, I assumed wrongly then. Still, what happens if enemy anti-magic gets within range? Then it's made useless. Again, this isn't some critical issue, but it's something to consider.
And what's your opinion on making it an addition to the frost tower to possibly make the range part easier to do?
...Why are you arguing this?QuoteThat's the point about the complexity. Even if it's as simple as it can be, that may not be enough.What must be done must be done.
Quote...Why are you arguing this?QuoteThat's the point about the complexity. Even if it's as simple as it can be, that may not be enough.What must be done must be done.
To the jungle stuff: My exact point still remains. Seriously. Read it again and pretend I posted that again.
And about the crystal: That seems a lot like a national effort. Which means we couldn't deploy it with the frost tower. How could something that globally cancels out a spell across the entire battlefield even be Very Expensive?
To the jungle stuff: My exact point still remains. Seriously. Read it again and pretend I posted that again.
Design: Disrupting Mist (This is a design because the goal is to make it more resistant to wind and to counter lucky strike)
Disrupting mist is an iteration of obscuring mist. It has two advantages: One is that the mist is magically "anchored" to its intended location, whether that location is mobile or not. This prevents wind and similar effects from merely blowing the mist away and rendering it less useful. It also means that as those summoning the mist don't have to constantly summon it to account for the mist being blown away and as such the mages casting Disrupting Mist have a bit more free time on their hands than those casting the previous version.
Secondly and more importantly, the mist works almost as a magical "jamming field" via the wonders of Mathematics. It doesn't disrupt magic performed within, but continuous effects will have greatly reduced effectiveness if not just fizzling outright and attempting to channel magic into something inside the fog from outside is impossibly difficult.
a spell that is supposed to be cheap, supposed to block multiple spells as well as provide magical cover. All that over the entire battlefield.
Disrupting mist is an iteration of obscuring mist.
It doesn't disrupt magic performed within
but continuous effects will have greatly reduced effectiveness if not just fizzling outright and attempting to channel magic into something inside the fog from outside is impossibly difficu
One is that the mist is magically "anchored" to its intended location, whether that location is mobile or not. This prevents wind and similar effects from merely blowing the mist away and rendering it less useful
The thing about the proposed counters is that they do nothing more than counter the spell. It doesn't give us any kind of advantage to use against our enemies, it just negates an advantage they have.
Glory to Arstotzka.
And @Ebbor: You go have fun arguing. I'm done with you twisting my words.
I still don't think Disrupting Mist is what we should design. It simply might not do anything regarding the missiles and I've explained why. Crystal Canopy similarly isn't that great for our infantry. It's only good for our artillery. Lucky Charms helps with both. If there's some way we can use magic we already have to deal with both, then I'm willing to consider it.
At arrow range, aren't they useless due to the range of their anti-magic?
These big, crystal plates are simple to summon and can be created in large amounts. Special notches in the side can be used to click multiple plates together, allowing for the creation of larger objects out of multiple smaller plates. In the field, leather gambesons can be placed over the holes to prevent lucky strike arrows from going through the seems. Mass production allows the plates to be deployed in every situation. Rapid assembly of shelter, extra armor for fortified positions, defending boats against ballistae.In addition to the description of regular crystal plates, the crystal is "anchored" using techniques vaguely similar to a reverse application of anti-magic charm, except in a much more diluted form than the charms for cheaper production. The consequence of this is that the plates aren't susceptible to being dispelled by current enemy anti-magic, and ideally last longer.
Similar to crystal canopy, but useable for infantry and naval as well.
DesignsThe above quote assumes Roboson and Light Forger are voting for their own proposed designs.
1 - Disrupting Mist: Azzuro
1 - Crystal Canopy: VoidSlayer
1 - Tuneable Antimagic Charm : 10ebbor10
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
0 - Rifled Barrels:
0 - Mk2 Steam cannon:
0 - Crystal Plates
Barring that, any of the discussed ideas could also work except for the Tuneable Anti-magic charm for obvious reasons.
The reasons I already stated before in the thread. Hence them being obvious.
Design: Steam Engine [2-2, 1-2+1, 6-2]
Forever Frost: [5-1, 2-2, 4-2]
4 - Lucky Charms: Andres : New field of Magic
3 - Disrupting Mist: Complex changes with new tech and multiple functions
2.5 - Anchored Crystal Plates: Simple New design + new tech
2 - Mk2 Steam cannon: Complex changes to single design but with exsiting tech
2 - Anchored Crystal Weapons: Moderate changes to multiple designs with new tech
2 - Tuneable Antimagic Charm Multiple changes based on existing tech
2 - Crystal Canopy: New design with newish tech
1.5 - Crystal Plates : Simple New Design
1 - Rifled Barrels: Revision like changes
1 - Anti-antimagic Arrow: Revision like changes
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
1 - Tuneable Antimagic Charm : 10ebbor10
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
2 - Anchored Crystal Weapons: Light Forger, Azzuro
0 - Rifled Barrels:
0 - Mk2 Steam cannon:
0 - Crystal Plates
Hear me out. The main criticism that both of you have against it is that it's too simple, better done in the revision phase. So what? We'll get +1s to doing it in the design phase then, bettering the result. And if you go back and reread the turn, both sides are actually evenly matched in terms of range, just that Moskurg accuracy is making the difference by allowing them to snipe. If we improve both our accuracy and range, we essentially render Moskurg ballistae obsolete, by sniping them at longer ranges than they're able to return fire. Lucky Strike is also bypassed (at least in the ballistae application) because it doesn't confer a range advantage. And we will have the range advantage if we pursue research in that area, as steam pressure>torsion springs!
I like your Mk2 Steam Cannon design for creativity, ebbor, but reliability isn't as great an issue as getting sniped is and fire-rate is not an issue at all, and the design seems to address only those.
Oh, and for a revision we should look into firing cannons downward, to drive them out of the mountains and regain the bonus to make Fog-O-War ships.
I want to switch my vote to my own design of Rifled Barrels, but in the interest of preventing another zero-consensus situation, I'm switching my vote to Anchored Crystal Weapons. Permanent (aka fully mundane) Conjuration has been something we've been working towards since the very start of the game, so if we can't decide what to do may as well continue on it.
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
2 - Anchored Crystal Plates: Chiefwaffles, 10ebbor10
1 - Anti-antimagic Arrow: Roboson
2 - Anchored Crystal Weapons: Light Forger, Azzuro
0 - Rifled Barrels:
0 - Mk2 Steam cannon:
0 - Crystal Plates
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
2 - Anchored Crystal Plates: Chiefwaffles, 10ebbor10
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
1 - Rifled Barrels: Azzuro
0 - Mk2 Steam cannon:
0 - Crystal Plates
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
2 - Rifled Barrels: Azzuro, 10ebbor10
0 - Mk2 Steam cannon:
0 - Crystal Plates
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
3 - Rifled Barrels: Azzuro, 10ebbor10, Stabby
0 - Mk2 Steam cannon:
0 - Crystal Plates
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
3 - Rifled Barrels: Azzuro, 10ebbor10, Stabby
1 - Mk2 Steam cannon: Andrea
0 - Crystal Plates
Thoughts on the Anchored Crystal Plates, Void?
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
2 - Rifled Barrels: 10ebbor10, Stabby
2 - Mk2 Steam cannon: Andrea, Azzuro
0 - Crystal Plates
this turn the cannon becomes very expensive due to not having the mountains. We need it at its peak.
0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
3 - Rifled Barrels: 10ebbor10, Stabby, Roboson
2 - Mk2 Steam cannon: Andrea, Azzuro
0 - Crystal Plates
Crystal Canopy - A large, immobile shield of crystal that can cover a group of mages and those operating the cannons. It blocks only from above with a slanted design. A portion of it is summoned separately to allow a "firing port" which can be dismissed and re-summoned quickly to allow the cannon to fire out.
It is designed to be actively maintained by a squad of mages who will be under it.
Anti-anti-magic is something we should be doing soon anyways, ebbor, since right now our fireballs are useless because of it.
Crystal Canopy - A large, immobile shield of crystal that can cover a group of mages and those operating the cannons. It blocks only from above with a slanted design. A portion of it is summoned separately to allow a "firing port" which can be dismissed and re-summoned quickly to allow the cannon to fire out.
It is designed to be actively maintained by a squad of mages who will be under it.
If you want infantry too, that's Anchored Crystal Plates: Chiefwaffles
Quote0 - Disrupting Mist:
1 - Crystal Canopy: VoidSlayer
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
4 - Rifled Barrels: 10ebbor10, Stabby, Roboson, Tyrant
2 - Mk2 Steam cannon: Andrea, Azzuro
0 - Crystal Plates
Designs
0 - Disrupting Mist:
3 - Crystal Canopy: VoidSlayer, Chiefwaffles, Stabby
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
3 - Rifled Barrels: 10ebbor10, Roboson, Tyrant
2 - Mk2 Steam cannon: Andrea, Azzuro
0 - Crystal Plates
In fairness, Roboson did vote for Rifled Barrels ~2 pages ago. I forgot to count him there when I added my vote for Crystal Canopy.
Also Roboson: My problem with the magic disruption arrow is that it's anti-anti-magic in the wrong place. We want to keep ourselves free from their anti-magic, and it seems a bit convoluted if we were to shoot/place the arrows near ourselves. I think that an anti-antimagic charm next design phase or some other time soon could work, then we could extend to other things if desired.
Clearly we must find a way to utilize our natural ability to create ties on the battlefield.
Would someone kindly repost the design proposal? I can't seem to find it.
Mk 2 Magic Cannon
This magic cannon has seen a few very interesting upgrades. Firstly, the barrel has been inscribed with a cold spell taken from our frost tower. This means that it never heats up, but always maintain it's cool. This improves both firerate and reliability The second improvement is the steam recycler. This small spell is triggered by the projectile passing through the muzzle. It puts the muzzle cold spell into overdrive, instantly flashing the steam back to water. This sucks the steam back into the cannon, ensuring no new water needs to be added.
Quick men. Create a 3 way tie.
Designs
0 - Disrupting Mist:
3 - Crystal Canopy: VoidSlayer, Chiefwaffles, Stabby
0 - Tuneable Antimagic Charm
1 - Lucky Charms: Andres
1 - Anchored Crystal Plates: Chiefwaffles
1 - Anti-antimagic Arrow: Roboson
1 - Anchored Crystal Weapons: Light Forger
2 - Rifled Barrels: Roboson, Tyrant
3 - Mk2 Steam cannon: Andrea, Azzuro, 10ebbor10,
0 - Crystal Plates
Mk 2 Magic Cannon
This magic cannon has seen a few very interesting upgrades. Firstly, the barrel has been inscribed with a cold spell taken from our frost tower. This means that it never heats up, but always maintain it's cool. This improves both firerate and reliability The second improvement is the steam recycler. This small spell is triggered by the projectile passing through the muzzle. It puts the muzzle cold spell into overdrive, instantly flashing the steam back to water. This sucks the steam back into the cannon, ensuring no new water needs to be added.
question: the new cannon is bad, but can we at least still use the new carriage and iron ammo?
Designs
1 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
1 - MK1 Hybrid Cannon Increased Accuracy: Chiefwaffles
Anyways, Mk2 is a complete loss and a waste of a design, like ebbor said. It's not worth it to spend revisions making it useable when we can just use the MK1 instead. And next combat phase we will still be annihilated by Lucky Strike. So...
Designs
2 - Chain Artillery: Chiefwaffles, Ebbor
1 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
1 - Long-range Fireballs: Ebbor
1 - Rifled Barrels: Andrea
0 - MK1 Hybrid Cannon Increased Accuracy:
Designs
2 - Chain Artillery: Chiefwaffles, Ebbor
1 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
1 - Long-range Fireballs: Ebbor
2 - Rifled Barrels: Andrea, Light Forger
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
Designs
2 - Chain Artillery: Chiefwaffles, Ebbor
2 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
1 - Long-range Fireballs: Ebbor, Andrea
2 - Rifled Barrels: Andrea, Light Forger
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
the antifreeze is tempting I must admit...but for my second vote I will get fireballs I think.QuoteDesigns
2 - Chain Artillery: Chiefwaffles, Ebbor
2 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
3- Long-range Fireballs: Ebbor, Andrea, tyrant
2- Rifled Barrels: Andrea, Light Forger
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
Designs
2 - Chain Artillery: Chiefwaffles, Ebbor
2 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
3 - Long-range Fireballs: Ebbor, Andrea, tyrant
2 - Rifled Barrels: Andrea, Light Forger
0 - MK1 Hybrid Cannon Increased Accuracy:
1 - Crystal Plates(Lightforger): Light Forger
0 - MK2.1 Antifreeze:
Designs
2 - Chain Artillery: Chiefwaffles, Ebbor
2 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
4- Long-range Fireballs: Ebbor, Andrea, tyrant,
3- Rifled Barrels: Andrea, Light Forger, Roboson
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
1- MK2.1- Antifreeze, Roboson
you messed up somewhere. You added a vote to fireballs, but put your name next to antifreeze, replicing light forger.
keep in mind you can vote for 2, since we have 2 revisions.
you messed up somewhere. You added a vote to fireballs, but put your name next to antifreeze, replicing light forger.
You said we vote for two.keep in mind you can vote for 2, since we have 2 revisions.
Designs
3 - Chain Artillery: Chiefwaffles, Ebbor, Stabby
2 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
3- Long-range Fireballs: Ebbor, Andrea, tyrant,
4- Rifled Barrels: Andrea, Light Forger, Roboson, stabby
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
1- MK2.1- Antifreeze, Roboson
2 - Chain Artillery: Ebbor, Stabby
1 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
3- Long-range Fireballs: Ebbor, Andrea, tyrant,
5 - Rifled Barrels: Andrea, Light Forger, Roboson, stabby, Chiefwaffles
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
1- MK2.1- Antifreeze, Roboson
What has happened is that the Jungle cover was never an apocalyptic -this will loose us the terrain- problem. It was a minor problem that was overstated, and failing to adress that has shown that it was just that, a minor problem.I am not so much concerned with losing the jungle as a region, but rather losing it as a resource.
2 - Chain Artillery: Ebbor, Stabby
1 - MK1 Hybrid Cannon Increased Range: Chiefwaffles
3- Long-range Fireballs: Ebbor, Andrea, tyrant,
4 - Rifled Barrels: Andrea, Light Forger, stabby, Chiefwaffles
0 - MK1 Hybrid Cannon Increased Accuracy
1 - Crystal Plates Lught Forger
1- MK2.1- Antifreeze, Roboson
Designs
1 - Cheaper Cannons: Chiefwaffles
Evicted: Does this affect both the MK1 and MK2, or does it only affect one of them?
Cooling Steam Recycler (CSR), aka Caesar.
Upon looking at at the design for the MK2, our engineers realized how silly the design was. It employed a freezing spell directly on the cannon barrel and implements a mundane steam recycler. This was entirely backwards. The CSR system solves the temperature issue altogether by moving a weaker version of the freezing spell to the condenser (and not on the barrel) and then having the return pipe coil around the cannon barrel. The temperature difference of the steam condenser allows it to collect much more steam and makes it quite cold, but not quite freezing. The coiled return pipe wrapped around the hottest parts of the barrel cools the cannon after each firing as very cold condensed water is captured by the condenser and returned to the reservoir.
Assuming this revision applies to both versions...
Revision: Cheaper Cannons
Make both versions of the hybrid cannons cheaper to use by designing a standardized manufacturing process for the cannons.
Designs
1 - HC1/2-A (Longer-range cannons): Chiefwaffles
1 - CSR (Cooling Steam Recycler): Roboson
We don't need more reliable cannons.
Combat for 928
It doesn't help that our cannons explode with alarming frequency. Even when they don't, a misfire will result in the cannon jamming and being essentially useless for the battle.
DesignsI'll admit the CSR sounds cool but it simply has to many ways to go wrong right compared to a increase in fire rate. While outranging them has much more use and would allow us to start to take back the seas keep our mages out of the line of fire.
2 - HC1/2-A (Longer-range cannons): Chiefwaffles, Stabby
1 - CSR (Cooling Steam Recycler): Roboson
Designs
3 - HC1/2-A (Longer-range cannons): Chiefwaffles, Stabby, Lightforger
1 - CSR (Cooling Steam Recycler): Roboson
Designs
4 - HC1/2-A (Longer-range cannons): Chiefwaffles, Stabby, Lightforger, Roboson
0 - CSR (Cooling Steam Recycler):
My vote.QuoteDesigns
4- HC1/2-A (Longer-range cannons): Chiefwaffles, Stabby, Lightforger
1 - CSR (Cooling Steam Recycler): Roboson
Designs
5 - HC1/2-A (Longer-range cannons): Chiefwaffles, Stabby, Lightforger, Tyrant, Roboson.
1 - Chain Artillery: VoidSlayer
0 - CSR (Cooling Steam Recycler):
Crystal Canopy - A large, immobile shield of crystal that can cover a group of mages and a small surrounding area. It blocks only from above with a slanted design. A portion of it is summoned separately to allow a "firing port" which can be dismissed and re-summoned quickly to allow the cannon to fire out.In addition to the specifications outlined in the original Crystal Canopy design, the Anchored Crystal Canopy is formed in a way vaguely similar to a cheaper version of our anti-magic charms. The crystal acts like a "reversed" anti-magic charm in which it amplifies the "ambient magic" used to maintain the crystal. While the effect is much more mild than that of an anti-magic charm and its area of effect is limited to strictly the crystal itself, it does allow for the crystal to remain stable even in enemy anti-magic fields. And contrary to the "Anchored" in the name, it can be used on boats.
It is designed to be actively maintained by a squad of mages who will be under it.
Designs
1 - Anchored Crystal Canopy
A portion of it is summoned separately to allow a "firing port" which can be dismissed and re-summoned quickly to allow the cannon to fire out.It will only be open for very short periods of time right as the cannon fires. And I doubt even Lucky Strike can exploit that.
It will only be open for very short periods of time right as the cannon fires. And I doubt even Lucky Strike can exploit that.
GM : Did the Moskurgian flames work in vicinity of our anti-magic charms?
Designs
1 - Anchored Crystal Canopy: Chiefwaffles
1 - Fog-O-War: Azzuro
Also possible naming scheme:And it should probably explicitly include artillery shore support in its design. It's not really anything that needs to be added the extreme-range of HCx-E's should allow the boats to serve support roles on land, and already they're fitted on some boats.
SPB1-A "Fog-O-War"
Steam-Powered Boat - Artillery "Fog-O-War"
Designs
2 - Ray of Frost: 10ebbor10, Chiefwaffles
1 - Fog-O-War: Azzuro
0 - Anchored Crystal Canopy: Chiefwaffles
Design: Fog-O-War
Using the freezing spell-powered steam condenser from the HC2, the steam produced is not vented but is reused, thus helping to solve the problem of the drive belt slipping due to wetness.
We don't have this. The freezing spell is on the barrel of the cannon not the condenser and is too powerful so it freezes the cannon. Its why we don't use the MK2.
2. Keep in mind that I am not a historian, so there will sometimes be mistakes and inaccuracies. Even in the best of circumstances, minor inconsistencies are a common occurrence. If some piece of equipment is imbalanced/unrealistic, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency with my own game, I do not like to go back and change things. Sometimes it is more important to simply keep the game running smoothly than other concerns
Designs
2 - Ray of Frost: 10ebbor10, Chiefwaffles
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
0 - Anchored Crystal Canopy: Chiefwaffles
Expense Credit: We spy a familiar sight this year; T’ung-K’ao sails once more into our harbors. Our thanes go down to greet him at the docks; once his ship is moored and he is disembarked he flings a handful of cheap gemstones in our faces. He's picked up a bit of Arstotzkan since he last visited, and through broken tongue he explains his seething anger. He returned all the way to his homeland by the time he checked the crate, only instead of finding his razor-sharp magical crystal axes he instead finds a nearly-empty box and cheap gems rolling around inside. He makes quite a scene, screaming at our men in broken Arstotzkan. He demands that we repay him. Either we give him an actual magical item to make up for the one we sold him two years ago, or simply return the money he spent (which would mean no revision this year). Our nobles aren't particularly thrilled about either idea; one points out that his ship is sitting low in the water. If we seize his ship, we may find enough treasure aboard to afford an Expense Credit. What do we do?
2 - Ray of Frost: 10ebbor10, Chiefwaffles
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
0 - Anchored Crystal Canopy:
0 - Frost Pulsar:
0 - Linked Gems:
0 - HC1-E Mobile:
1 - Give him Dogwood Wands+Tree: Azzuro
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
1 - Give him Dogwood Wands+Tree: AzzuroI added the relevant text to the merchant actions quote so evicted won't have to look for it himself and potentially make a mistake.
0 - Give him more Crystal Weapons+Apprentice:
1 - Give him Everything: Chiefwaffles
"Offer the Trader:
- An education in the AAAA, if he has even the slightest bit of magical talent
- A Dogwood wand and tree
- An Artotzkan apprentince/diplomatic delegation
- Crystal weapons created on demand
- A magical icecube creator, akso known as the barrel of a Mk2
- A magucal Sauna, also known as tge boiler of a Mark 2
- An Anti-magic charm, to protect him from evil magic
All that for the expense credit in his holds."
2 - Ray of Frost: 10ebbor10, Chiefwaffles
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
0 - Anchored Crystal Canopy:
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
1 - Give him Dogwood Wands+Tree: Azzuro
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
1- Send Everything including Roboson
2 - Ray of Frost: 10ebbor10, Chiefwaffles
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Ragnarok(RAM)
1 - Give him Dogwood Wands+Tree: Azzuro
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
1- Send Everything including Roboson
1- The viking way: RAM
Trader ActionsLink included as a less clunky way of making it easy for Evicted to find the actual proposal. I didn't hide the link so it's easier to copy+paste.
1 - Give him Dogwood Wands+Tree: Azzuro
0 - Give him more Crystal Weapons+Apprentice:
1 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939))
1 - Send Everything including Roboson
1 - The viking way: RAM
I'd happily support it.Frostball:
Designs
2 - Frostball: RAM, Chiefwaffles
1 - Ray of Frost: 10ebbor10
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Ragnarok(RAM)
Trader Actions
1 - Give him Dogwood Wands+Tree: Azzuro
0 - Give him more Crystal Weapons+Apprentice:
1 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939))
1 - Send Everything including Roboson
1 - The viking way: RAM
Designs
2 - Frostball: RAM, Chiefwaffles
1 - Ray of Frost: 10ebbor10
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Anti-Projectile Ammunition
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
1 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 )
2 - Send Everything including Roboson: Roboson, Azzuro
1 - The viking way: RAM
They now hold the majority of the coast, and will control it entirely if they gain another section.
Our new Theatre Commander is a seasoned veteran. Their fire is a problem - since Arstotzka has experience with fire, could you perhaps develop a spell to put it out? Faster ships would let us determine the range of combat, making better use of our limited HC1-E's. Oh, and he also requests more of them, too.
Oh, and he also requests more of them, too.I don't think the Fog-O-War would be a bad choice, but I would like to emphasize this quote also given by the Theatre Commander. This revision cycle we should be reducing the expense of HC1-E's, and that'll significantly help us at sea. Also, both the Frostball and Ray of Frost designs solve the fire issue mentioned by the Commander, which I believe is the #1 reason we lost at sea.
Designs
2 - Frostball: RAM, Chiefwaffles
1 - Ray of Frost: 10ebbor10
1 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Anti-Projectile Ammunition
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 )
3 - Send Everything including Roboson: Roboson, Azzuro
1 - The viking way: RAM
I'd happily support it.Frostball:
We inverted a fireball and dragged it our to boring lengths. Instead of creating a cluster of energy the shoots to a target and then loses containment and spills everywhere, it creates a energy concentrator that constantly absorbs everything in its radius as it travels, until it expires, into, surprisingly enough, a fireball. Okay, so the name isn't perfect but it really is the opposite of a fireball, please believe us, the mathemagician that named it is super-pedantic and it will drive me insane otherwise...
Basically a moving implosion that pulls heat and matter towards itself, knocking projectiles off-course and chilling them. Also pulling soldiers towards itself and chilling them. Less range than a fireball, alas, due to the constant effect, but can royally murder a formation's line if it passes through them knocking them all together and leaving them with a nervous chill(a chill that makes them nervous, rather than a chill derived from nervousness, which would be the normal usage of the phrase...) and then exploding in the squad behind them...
It is basically combination frost-tower + fireball, with a support from our knowledge of sucking that we got from antimagic charms.
QuoteOh, and he also requests more of them, too.I don't think the Fog-O-War would be a bad choice, but I would like to emphasize this quote also given by the Theatre Commander. This revision cycle we should be reducing the expense of HC1-E's, and that'll significantly help us at sea. Also, both the Frostball and Ray of Frost designs solve the fire issue mentioned by the Commander, which I believe is the #1 reason we lost at sea.
Designs
2 - Frostball: RAM, Chiefwaffles
1 - Ray of Frost: 10ebbor10
2 - Fog-O-War: Azzuro
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Anti-Projectile Ammunition
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 )
3 - Send Everything including Roboson: Roboson, Azzuro
1 - The viking way: RAM
Frostball seems like something that would fail spectacularly because of overcomplexity, and more importantly, it does not address any of our issues.
Unlike Moskurgians, we do not have the accuracy to snipe incoming rounds out of the air. So, that won't work.
In addition, a fire extinguisher that ends with an explosion, is a very shitty fire extinguisher
Third, because it is based on fireballs, it does not have the range to hit the enemy, hence it too will be useless in that regard.
So, you made something that is thrice useless.
I just want to counter Lucky Strike.Just gonna leave that here. This is still my number one want, above the fire issue. The fire bomb issue is amplified by Lucky Strike. So Countering Lucky Strike is in my eyes more important than countering the fire bombs, though countering both at once would be preferable.
Designs
1 - Frostball: RAM
1 - Ray of Frost: 10ebbor10
3 - Fog-O-War: Azzuro, Andrea, Chiefwaffles
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Anti-Projectile Ammunition
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 )
3 - Send Everything including Roboson: Roboson, Azzuro
1 - The viking way: RAM
Frostball seems like something that would fail spectacularly because of overcomplexity, and more importantly, it does not address any of our issues.
Unlike Moskurgians, we do not have the accuracy to snipe incoming rounds out of the air. So, that won't work.
In addition, a fire extinguisher that ends with an explosion, is a very shitty fire extinguisher
Third, because it is based on fireballs, it does not have the range to hit the enemy, hence it too will be useless in that regard.
So, you made something that is thrice useless.
Not even a little bit constructive. Not cool 10ebbor10, not cool. This is a safe place to pitch ideas. There is no need to be so harsh towards teammembers, especially as often as you are.
1. Don't be salty! If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.
Design: Fog-O-WarOR: The SPB1-A "Fog-O-War".
The final refinement of our prototype steam-powered ship is to supply the water intake via a Channelled Fog spell, thus eliminating the problem of salt building up in the pipes and increasing the efficiency as pure water boils at a lower temperature than seawater. Using the freezing spell-powered steam condenser from the HC2, the steam produced is not vented but is reused, thus helping to solve the problem of the drive belt slipping due to wetness. HC1-E steam hybrid cannons provide its firepower, allowing it to shell land and sea targets alike from extreme range. The new ship is thus named the Arstotzkan Fog-O-War, and with its speed and range advantage both, will help us rule the waves in the Western Sea.
Quote1. Don't be salty! If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.
I have been repeatedly called names, insulted, and other things just because I did not want to agree with the majority opinion, even though in several cases my opinion has later been shown valid. You're more polite about it, but it's getting old, so stop it.
Try to argue about the design, not the man. That is what that rule entails.
Design: Antimagic Bombs [6, 4, 5]
Though our earlier incidents with exploding anti-magic charms was done with diamonds, it doesn't take much to modify our new quartz charms to also explode. It's even easier to do, in fact, thanks to the lower quality of the material. Once we have the spellwork down it's a simple matter of enchanting quartz crystals cut into the shapes of arrowheads to fashion our first anti-magic arrow.
As an extra bonus, we've managed to specify the crystal to reach peak temperature before shattering violently; the shrapnel does most of the damage to soft, unarmored tissue, but the super-heated crystal shards can start fires if they land in dry grass or soft fabrics.
Hitting a mage with an arrow will likely result in death for the target and minor lacerations for unarmored bystanders. Unfortunately, the relatively low stopping power of a crystal shard means they wont be able to penetrate shields and armor once the arrow head explodes, but we've noted that if it explodes once shot into a wooden shield it will punch a small hole through it. Sustained fire against shielded enemy mages will slowly reduce their cover so long as they cast.
Due to the complexity of crafting anti-magic charms and fashioning them into perfectly weighted arrows, they are Expensive and will be given exclusively to our Mage-Hunter squads.
A minor problem we've noticed; the arrow head doesn't discern between friendly magic and enemy magic. The entire quiver will explode suddenly and violently in the presence of any magic, including our own. As a precaution, our Mage Hunters will be kept as far away from our magical forces as possible. Expensive.
you mean, to make it explode in the air and cause flaming shrapnel? I suppose a continuous low powdered spell could act as a fuse.
I still don't understand why the arrows didn't have much effect. Even if Moskurg cast their antimagic to prevent the arrows from exploding, their own antimagic should hinder casting of other spells, forcing their mages to shift position.
Did they use other magic from within it?
-You did not see any.
Designs
1 - Frostball: RAM
0 - Ray of Frost:
4 - Fog-O-War: Azzuro, Andrea, Chiefwaffles, 10ebbor10
1 - Flameblast Gems: Lightforger
1 - Anchored Crystal Canopy: RAM
1 - Frost Pulsar: Roboson
0 - Linked Gems:
0 - HC1-E Mobile:
0 - antiluck charm(RAM)
0 - Anti-Projectile Ammunition
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything: Chiefwaffles (Link to full proposal: http://www.bay12forums.com/smf/index.php?topic=163277.msg7439939#msg7439939 )
3 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10
1 - The viking way: RAM
We actually have nothing that's worth selling to a person without magical ability. The wands of fireball and dogwood are out, as they require magic. The crystal axes and lances aren't really permanent. He's already passed over the steam engine. And there's the cannon, but they're not exactly magical where he comes from.
GM : What happennedto the Army we send out. Shoukdn't they be back by now?
Uh.
Evicted, can we do what Roboson's proposing? Please?
HC1-E Mobile
-snip-
So...
They managed to make a fireweapon that is longer ranged than our fireballs, magic proof, apperently cheaper, seemingly deadlier, stays in place, and all that.
Well, I'll scrap the range, that comes from their ballistae.
I'm going to call upon Rule 2.Quote2. Keep in mind that I am not a historian, so there will sometimes be mistakes and inaccuracies. Even in the best of circumstances, minor inconsistencies are a common occurrence. If some piece of equipment is imbalanced/unrealistic, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency with my own game, I do not like to go back and change things. Sometimes it is more important to simply keep the game running smoothly than other concerns
My argument here is simple.
It is inconsistent for a single design roll to be vastly more powerfull than several design rolls made over a long period of time.
To start: By virtue of being magical, magical fire must be better than normal fire. If it isn't (ie, mundane fireweapons are easier to develop than fireballs), then we got heavily disadvantaged when choosing our starting wand. I assume Iituem did not intend that, so to be consistent magical fire must be better than normal fire.
After all, I would not expect a simple designed peptalk to defeat Moskurg's wand of heroism.
Now, the modifiers we got for our fireball wand were significant. We got -1 for Firewand reverse engineering, and -1 for making it stick for an hour. I emphatize that was with a design bonus.
Secondly, the design is ahistorical. The molotov cocktail was invented in the second world war. That is several centuries further away than our steam engine. Sure, alternative fire things existed in history, but those all relied on rare resources Moskurg should not posses.
Third, it's not consistent with our own rolls. When we designed the Design: Antimagic Bombs [6, 4, 5], which were even based on existing tech, we had serious limitations in range, applicability and damage. It was an explosive arrow that needed repeated fire to pierce shields. It started fires, but only very tiny ones. It had shrapnel, but stopped by armor. Our enemy does not share any of those disadvantages for their fire-stuff. In fact, their fire-stuff is completely immune to means of stopping fire.
Therefore, I do not think the design is consistent with either historical interpretations nor game mechanics as applied before now.
I'm so sorry, I forgot to write it up in the last battle report. They have returned, having successfully repelled the invaders from the foreigners homelands. You sustained negligable casualties due to having more highly trained and better equipped troops.
HC1-E Mobile
-snip-
Your HC1-E's currently retreat at the same pace Moskurgs front line advances. If they develop faster troops or equipment, this design would be beneficial. At the moment I cannot see any application for this carriage beyond eventually making a tank.
HC1-E Mobile
-snip-
Your HC1-E's currently retreat at the same pace Moskurgs front line advances. If they develop faster troops or equipment, this design would be beneficial. At the moment I cannot see any application for this carriage beyond eventually making a tank.
You do not see the advantage of retreating faster then them with the ability to almost instantly fire from the new position when we have superior range, so that we can always be hitting them but they can never hit us?
HC1-E Mobile
-snip-
Your HC1-E's currently retreat at the same pace Moskurgs front line advances. If they develop faster troops or equipment, this design would be beneficial. At the moment I cannot see any application for this carriage beyond eventually making a tank.
You do not see the advantage of retreating faster then them with the ability to almost instantly fire from the new position when we have superior range, so that we can always be hitting them but they can never hit us?
The problem is, they always hit us. It doesn't matter if we're moving or if we're just sitting there or if we're invisible or even if we're almost invincible, they still hit us. They can hit a fly at 800 meters with a ballista because of that starting spell.
Also we do not know about the bolded part yet, we haven't tried an armored approach. Our personal armor defeats most arrows even with their spell. We also have never hidden our people.
Because, at this point in time, our cannons are already being limited by the amount of mages. Ideally we'd reduce that.
Inexpensive equipment could be given to every soldier, if you want. Cantrips can be cast by every wizard. Expensive equipment can be given to officers, or one per squad (5-10 soldiers). Very Expensive equipment can be used by special squads only, about 1 in 100 soldiers.
Northern Taiga: 4/4 Arstotzka
Central Mountains: 3/4 Arstotzka, 1/4 Moskurg
Western Jungle: 2/4 Arstotzka, 2/4 Moskurg
Eastern Plains: 4/4 Moskurg
Southern Desert: 4/4 Moskurg
Western Jungle: 1/4 Arstotzka, 3/4 Moskurg
Western Sea: Disputed
Eastern Sea: Moskurger
Southern Sea: Moskurger
Perhaps we should make our Tower of Frost more potent? Right now, Moskurg is getting debuffed because of it, which is fine, but insufficient. We should make our Tower of Frost generate such cold that they would be unable to survive without superior Arstotzkan heat retention techniques. This would counter all their ground efforts as they wouldn't even be able to survive the environment they're trying to fight in. It's also a pre-existing technology and an ultimately simple modification.
Glory to Arstotzka.
Well, it's not just making it cheaper, it's making it so we don't need Myark for it. That said, I think it's a great idea and doable.
That's weird. Moskurg has 3/4, Arstotzka 1/4. I just messed up the copy/paste
1 Simplified frost tower 10ebbor10
0 (RAM)Civil mages:
0 (RAM)Persistent Flames
1-Simplified frost tower 10ebbor10
1-Statamagically Argumented Cannon Production: Lightforger
0-Civil mages:
0-Persistent Flames:
Quote1-Simplified frost tower 10ebbor10
2-Statamagically Argumented Cannon Production: Lightforger, Andrea
0-Civil mages:
0-Persistent Flames:
1 - Assembly Line Cannons (cheaper HCx-E's): ChiefwafflesActual argument coming later today when I have time.
1 - Statemagically Argumented Cannon Production: Light forger, Andrea
1 - Simplified frost tower: 10ebbor10
edit: also, Taricus seems really smug about more dead arstotzkans, in sensei's arms race discord. next turn may be bloody.
1 - Assembly Line Cannons (cheaper HCx-E's): Chiefwaffles
1 - Statemagically Argumented Cannon Production: Light forger, Andrea
1 - Simplified frost tower: 10ebbor10
1 - Amplified Frost Tower: Andres
Our elite cannons outrange them by a fair bit. You can't use lucky strike if your projectiles outright can't hit the target due to range. Also it's what our mountain commander wanted and I want to get the mountains fully back in our hands as soon as possible so we can have cheaper steam ships.
More powerfull Frost tower is a bad idea as long as it's nat effort. We want recapture the mountains, hence more, not better towers are needed.Yeah, I suppose the mountains are cold enough that even our current frost tower will kill them.
1 - Assembly Line Cannons (cheaper HCx-E's): Chiefwaffles
1 - Statemagically Argumented Cannon Production: Light forger, Andrea
2 - Simplified frost tower: 10ebbor10, Andres
1 - Assembly Line Cannons (cheaper HCx-E's): Chiefwaffles
1 - Statemagically Argumented Cannon Production: Light forger
3 - Simplified frost tower: 10ebbor10, Andres, Andrea
Orders
1 - Attack plains w/ primarily cavalry
Revisions
1 - Assembly Line Cannons (cheaper HCx-E's): Chiefwaffles
1 - Statemagically Argumented Cannon Production: Light forger
3 - Simplified frost tower: 10ebbor10, Andres, Andrea
Orders
1 - Attack plains w/ primarily cavalry: Chiefwaffles
Revisions
2 - Antimagic Wasps: Roboson, Chiefwaffles
1 - Statemagically Argumented Cannon Production: Light forger
3 - Simplified frost tower: 10ebbor10, Andres, Andrea
Won't the anti-magic wasps be blown away by the wind Moskurg summons?That too. Though the wasps might absorb the wind magic.
Revisions
2 - Antimagic Wasps: Roboson, Chiefwaffles
1 - Statemagically Argumented Cannon Production: Light forger
4 - Simplified frost tower: 10ebbor10, Andres, Andrea, RAM
0-Civil mages:
0-Persistent Flames:
In order to reduce complexity and figure out what just this next revision will be, why doesn't everyone propose just one thing and vote once?~~~
If the jungle is dead(We did lower the frost-tower's power, but I guess the artillery made up the difference...) then it should be colder. Jungles are warm at least in part because of there being a jungle. I wouldn't have a clue as to the specifics, but I wouldn't be surprised at a 10 degree drop and would believe a 20 degree(celcius) drop if it happened...How would a jungle make things hotter? I'm not seeing it. It's more the climate of the area...
I do not think that an assembly line would work. We do not have the equipment to have low-skilled operators. Steam could do it but that would be very technical. We could do an assembly line with skilled labour, but that would reduce their morale. There is only so long that you can spend adding the same bend to an endless series of pipes and stay sane... Also, there may be issues with material transference between operators.Agreed. Now, a magical assembly line... as in, an automated one... hm. Automation. Can we do that? Create magical factories?
I kind of thought that our frost tower was already below national effort...Sadly, we can't use more than one of it(plus we need Myark to operate it), so it's a national effort. On the plus side, dropping the cost of it will free up Myark to fight on the front lines(or the back lines), which is good.
I actually really like the standardised construction proposal, but I think that we could do the same thing with summoned crystals, assuming that the magic works consistently each time it should produce very similar results, along with faster production due to the easier production and removal of moulds...A magical factory thing, like a conveyor belt that applies a certain construction spell whenever something passes over it... hm.
Evicted, can the SBP1-A's provide artillery support on the shore? Is it default or do we need to explicitly order them to? Also, if we lower the HC1-E's expense, can we fit >1 on them on Fog-O-Wars (and older boats) and/or will that allow us to field more SBP1-A's this upcoming combat phase?
Automation.Automagicion.
Won't the anti-magic wasps be blown away by the wind Moskurg summons?
Orders
1 - Attack plains w/ primarily cavalry: Chiefwaffles
Revisions
2 - Antimagic Wasps: Roboson, Chiefwaffles
2 - Statemagically Argumented Cannon Production: Light forger, Azzuro
4 - Simplified frost tower: 10ebbor10, Andres, Andrea, RAM
0-Civil mages:
0-Persistent Flames:
Am I misunderstanding something, because I interpret that statement as applying to just the previous revision, and not this one. It also has problems if people vote for their own proposals, which I would explain but then I would need to bring out examples and iterations and all sorts of stuff to basically explain that voting for your own proposals usually makes your vote not matter. it is fine for a one-off where things are getting messy, but long term there are much better ways.In order to reduce complexity and figure out what just this next revision will be, why doesn't everyone propose just one thing and vote once?~~~
It is a thing. Trees can trap heat, they can also store heat, and most importantly, they provide a biological hosting and have their own metabolic processes that all produce heat. It is a big deal. Or, in brief, for the same reason that a jumper makes you warm even though it doesn't produce heat.If the jungle is dead(We did lower the frost-tower's power, but I guess the artillery made up the difference...) then it should be colder. Jungles are warm at least in part because of there being a jungle. I wouldn't have a clue as to the specifics, but I wouldn't be surprised at a 10 degree drop and would believe a 20 degree(celcius) drop if it happened...How would a jungle make things hotter? I'm not seeing it. It's more the climate of the area...
I don't think that we have a basis in telekinesis but, ehh, I suppose we could conjure a custom animal? We already made fictional wasps with fire poison, so I guess a fictional conveyor-sloth, punch-crab, and anvidillo could happen...I do not think that an assembly line would work. We do not have the equipment to have low-skilled operators. Steam could do it but that would be very technical. We could do an assembly line with skilled labour, but that would reduce their morale. There is only so long that you can spend adding the same bend to an endless series of pipes and stay sane... Also, there may be issues with material transference between operators.Agreed. Now, a magical assembly line... as in, an automated one... hm. Automation. Can we do that? Create magical factories?
Verily, I just thought that our previous revision to it dropped it to a pretty low standard and could probably put it in all fields, guess I was wrong, ugh, I should just look it up...I kind of thought that our frost tower was already below national effort...Sadly, we can't use more than one of it(plus we need Myark to operate it), so it's a national effort. On the plus side, dropping the cost of it will free up Myark to fight on the front lines(or the back lines), which is good.
National Effort.Yep, my bad, it sounded easier but I skimmed too much. We need to get a tower on our flagship so this'll be good...
I, umm, how would we even know about uranium? But I see no pressing reason that conjuring a critical mass of enriched-uranium would not be possible, although whether anyone would live to pass on the knowledge of how to do so...I actually really like the standardised construction proposal, but I think that we could do the same thing with summoned crystals, assuming that the magic works consistently each time it should produce very similar results, along with faster production due to the easier production and removal of moulds...A magical factory thing, like a conveyor belt that applies a certain construction spell whenever something passes over it... hm.
~~~
This may be a stupid idea, but can we learn how to conjure uranium?
Orders
1 - Attack plains w/ primarily cavalry: Chiefwaffles
Revisions
1 - CO1-AM "Equalizer": Chiefwaffles
1 - Antimagic Wasps: Roboson
2 - Statemagically Argumented Cannon Production: Light forger, Azzuro
4 - Simplified frost tower: 10ebbor10, Andres, Andrea, RAM
0-Civil mages:
0-Persistent Flames:
OrdersAre we allowed to vote for our own proposals?
1 - Attack plains w/ primarily cavalry: Chiefwaffles
Revisions
1? - CO1-AM "Equalizer": Chiefwaffles, FallacyofUrist
1 - Antimagic Wasps: Roboson
2 - Statemagically Argumented Cannon Production: Light forger, Azzuro
4 - Simplified frost tower: 10ebbor10, Andres, Andrea, RAM
0-Civil mages:
0-Persistent Flames:
Orders
1 - Attack plains w/ primarily cavalry: Chiefwaffles
1 - Attack Eastern Sea: RAM
Revisions
3 - CO1-AM "Equalizer": Chiefwaffles, FallacyofUrist, RAM
1 - Antimagic Wasps: Roboson
2 - Statemagically Argumented Cannon Production: Light forger, Azzuro
3 - Simplified frost tower: 10ebbor10, Andres, Andrea
0-Civil mages:
0-Persistent Flames:
Orders
1 - Attack plains w/ primarily cavalry: Chiefwaffles
1 - Attack Eastern Sea: RAM
Revisions
3 - CO1-AM "Equalizer": Chiefwaffles, FallacyofUrist, RAM
1 - Antimagic Wasps: Roboson
2 - Statemagically Argumented Cannon Production: Light forger, Azzuro
4 - Simplified frost tower: 10ebbor10, Andres, Andrea, voidslayer
0-Civil mages:
0-Persistent Flames:
Revision: CO1-AM "Equalizer"
Simply put, the CO1-AM is more so of a revision of both the anti-magic bomb and the standard HCx shell. It can be used with any current cannon, from the HC1 to the HC2-E (if someone feels like losing that day). Mathemagicians have reviewed the poorly thought-out plans for the archaic anti-magic bomb; a fossil of a more primitive non-cannon way of fighting.
However, before the paperwork was to be burned as is standard for mediocre designs, the lead Mathemagician in the room came up with an idea: To adapt the anti-magic bomb to standard shell regulations and make it useful. The mathemagicians got to work!
After a few days, a preliminary design was laid out:
The center of the shell is hollowed out and filled with a crystal very similar to the anti-magic bomb. However, this crystal is intentionally made more stable and somewhere between a cross between the already-known anti-magic charm and the anti-magic bomb. Upon absorbing a large amount of magical energy once entering the vicinity of a filthy Moskurgian mage, the crystal and the shell will explode, raining crystal shrapnel across the area and hopefully causing some amount of damage. But the damage isn't the point here. The crystal, while unstable enough to explode in its "complete" form, separates into uncountable more stable shards. These shards will disrupt and absorb magic in the vicinity. Individually, one shard isn't going to do much and expires after some period of time unlike the anti-magic charm, but the combined shards coming from the explosion of a shell will carpet an area and make it unusable for those smelly Moskurgians to use Lucky Strike or other cowardly spells.
Cannon Ordinance - Anti-Magic "Equalizer"
There. A working anti-magic bomb that utilizes the extreme-range and accuracy of our cannons and counters any enemy spell in the affected areas, including lucky strike.
"How is it a revision?", you may ask. The answer is simple: Ultimately, this is a revision of the shell and the anti-magic bomb. It's just making anti-magic bombs into shell form from arrow form and having them leave still-active anti-magic shards.
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
Revisions
1 - Frost Shot: Roboson
3 - CO1-AM "Equalizer": Chiefwaffles, RallacyofUrist, RAM,
0 - Antimagic Wasps: (*sigh*)
2 - Statemagically Argumented Cannon Production: Light forger, Azzuro
4 - Simplified frost tower: 10ebbor10, Andres, Andrea, Voidslayer
0-Civil mages:
0-Persistent Flames:
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
Trader
1 - Give him more axes, but teach him how to maintain them. FallacyofUrist
I'd like to personally offer to lead a diplomatic mission to the trader's nation. I, Roboson the R&D wizard along with a few apprentices, will go to his land to show his people the ways of our magic. I do so to apologize for that bit of Arstozkan humor (foreigners just don't get our jokes), to start a sister mage academy this far away land, and to set up a trade agreement with his nation. This of course will be highly lucrative for him as he'd be the main recipient of the profits from selling magical devices and whatever else we trade to him.
Of course that means I'd have to sit out on the game for a bit, but I'm fine with that. A sidequest sounds quite interesting if its allowed.
If we're showering the Trader with gifts, I think we should go the entire way.
Offer the Trader:
- An education in the AAAA, if he has even the slightest bit of magical talent
- A Dogwood wand and tree
- An Artotzkan apprentince/diplomatic delegation
- Crystal weapons created on demand
- A magical icecube creator, akso known as the barrel of a Mk2
- A magucal Sauna, also known as tge boiler of a Mark 2
- An Anti-magic charm, to protect him from evil magic
All that for the expense credit in his holds.
Trader Actions@Roboson: Yeah, it's frustrating getting everyone to agree on one thing. I'm still extraordinarily confused why we did simple frost towers instead of cheaper cannons or the anti-magic shot which could have seriously helped.
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
4 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles
1 - The viking way: RAM
I'll just further reinforce that vote, also the issue i've seen is everyone whats to create WunderWaffen like steamships 1000 years ahead of schedule instead of simple things like crystal canopies or cheaper artillery.QuoteTrader Actions@Roboson: Yeah, it's frustrating getting everyone to agree on one thing. I'm still extraordinarily confused why we did simple frost towers instead of cheaper cannons or the anti-magic shot which could have seriously helped.
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
EDOT: So unless anyone is spontaneously changing their vote, then we already have a consensus.
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
1 - Deploy frost towers at sea: Chiefwaffles
Would deploying them along the coastline be rolled at a disadvantage? I know it won't be as useful as deploying at sea (which is definitely quite a difficult task now that I think of it), but ideally they'd provide some benefit without rolling at a disadvantage.
Trader Actions[/quote]
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
1 - Deploy frost towers at sea: Chiefwaffles
1- Deploy Forever Frost along coast AND at sea: Roboson
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
0 - Deploy frost towers at sea:
1- Deploy Forever Frost along coast AND at sea: Roboson
Primarily because rolling a 1 on orders actively hurts us
EDIT: Forgot to withdraw my vote for sea deployment:QuoteTrader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
0 - Deploy frost towers at sea:
1- Deploy Forever Frost along coastAND at seaif no penalty: Roboson
Trader ActionsIf we're going to have bad relations with him anyway, might as well get an Expense Credit out of it instead of having to pay a Revision phase.
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
0 - Deploy frost towers at sea:
1- Deploy Forever Frost along coast AND at sea if no penalty: Roboson
Spoiler: diatribe on voting practices (click to show/hide)
With just that little change we suddenly have a situation in which the votes of suggesters become relevant to the outcome! It is a better system, although is usually only relevant with smalle numbers of voters.
Simplified Frost Tower: We've simplified the Tower of Forever Frost while still keeping its potency and scale. Now we don't need Myark to operate it. However, it's still likely very expensive(not that that matters, we only need one per theatre).
Revision: Minor Towers of Frost [4]
Rather than have one big tower that requires constant maintainance by our Grand Master Wizard and can only be deployed in one theatre at a time, we've instead divided up the spell complexity between several smaller towers. These smaller towers individually handle a portion of the temperature control, and each one can lower the temperature in an area by a few degrees. The towers are not quite as tall, but by dividing them up we can scatter them across our front lines to act as bastions of defense. If one tower falls then the spell is only weakened, not broken. Each spell requires the constant attention from several trained wizards, but they do not need Grand Master status to control the magic within the spell circles. Very Expensive.
Please compile your decision for the trader for this year.
we can scatter them across our front lines to act as bastions of defense.
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
1 (-1=0) - Send Everything including Roboson and contingency: Andres, -Roboson
Orders
2 (-1= 1 ) - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson, -Azzuro
2 (-1= 1 )- Attack Eastern Sea: RAM, Roboson, - Azzuro
0 - Deploy frost towers at sea:
2 - Deploy Forever Frost along coast AND at sea if no penalty: Roboson, Azzuro
Oh guys. I come back from work and we've made more crappy frost towers that are easier for the enemy to knock downThat wasn't what we voted to get, though.
Trader ActionsWhoever first started doing negative votes is an ass for doing so. Negative votes are worthless and contribute nothing but increased annoyance.
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
0 - Deploy frost towers at sea:
2 - Deploy Forever Frost along coast AND at sea if no penalty: Roboson, Azzuro
1 - Deploy Forever Frost in Jungle and Minor Frost selectively in Mountains and Jungle: Andres
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
Orders
2 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson
2 - Attack Eastern Sea: RAM, Roboson
0 - Deploy frost towers at sea:
1 - Deploy Forever Frost along coast AND at sea if no penalty: Roboson
1 - Deploy Forever Frost in Jungle and Minor Frost selectively in Mountains and Jungle: Andres
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
Orders
3 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson, Stabby
2 - Attack Eastern Sea: RAM, Roboson
0 - Deploy frost towers at sea:
1 - Deploy Forever Frost along coast AND at sea if no penalty: Roboson
1 - Deploy Forever Frost in Jungle and Minor Frost selectively in Mountains and Jungle: Andres
This also happened the first time we tried getting cheap fireballs. When we voted to do a design for cheaper Fireballs, we instead got Streamlined Fireballs, which were cheaper Minor Fireballs, not cheaper Fireballs.
Glory to Arstotzka.
evictedSaint, did the Moskurgs capture any of our cannons yet, or did they have the chance to observe it operating at close range?
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
5 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
3 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson, Stabby
2 - Attack Eastern Sea: RAM, Roboson
1 - Send Myark to the Mountains: Azzuro
Orders
0 - Deploy frost towers at sea:
1 - Deploy Forever Frost along coast AND at sea if no penalty: Roboson
Guys, why ever did you vote for the frost tower revision? We didn't need it, and now the only other National Effort is the OBSOLETE Wand of Fireballs. Ugh.
Minor Fireballs were Expensive iirc and the goal was to get Cheap Fireballs your apprentices could cast. The other type of Fireball was Very Expensive and had moral penalties. That's why you made Minor Fireballs in the first place.The goal was to get cheaper Fireballs. That is, turning the Very Expensive Fireballs into Expensive Fireballs, or perhaps even cheap Fireballs due to it being a full Design rather than a mere Revision. Would've been better to make the Minor Fireballs more powerful in hindsight, but that's what we voted for at the time.
I had assumed that not having a single "shell this one spot here" tower would be beneficial and requiring the enemy to take all the towers to remove the cold penalty would be a good thing and took the liberty of doing so, especially since the tower of frost was built as close to the front lines as possible anyways. If that's an issue then the towers can all be built together in one spot and form a single tower again.Wait...please don't tell me you're saying we can't have the Tower of Forever Frost and the Minor Towers at the same time. The entire point of the Revision was so that we can have the full effect of the Tower of Forever Frost in multiple regions. It's pointless to have them in multiple regions if doing so splits their power.
Pretty sure the GM means we can have multiple mini-towers equal to 1 maxi-tower in each province.
Just that we can't stack the coolness of the mini-tower with the maxi-tower, which would probably be fairly OP.
Ok, this is a big relief. Thanks.Pretty sure the GM means we can have multiple mini-towers equal to 1 maxi-tower in each province.
Just that we can't stack the coolness of the mini-tower with the maxi-tower, which would probably be fairly OP.
This, thank you
Guys, why ever did you vote for the frost tower revision?Pay some attention when we're explaining this stuff. This is the third time I'm saying this so pay attention this time. If we could get multiple frost towers, we can continue getting the strong buff in the Jungle from our current tower AND kill every single Moskurg in the mountains by making it too cold for them to live. Better artillery or whatever would've given us an advantage, but it wouldn't have eliminated the entire Moskurg military presence in a region quarter. A sufficient amount of frost towers WILL, especially in the Mountains where it is already naturally cold.
Maybe a better revision would be a tower of Clear Skies - using our knowledge of the mystical 'condensation' to preemptively clear the skies of clouds, as the snow and rain seem to be falling exclusively on our forces, while Moskurg is only affected by solely the cold and not the dampness ruining their equipment, so a historical comparison isn't that accurate.Their lightning is diminished because snow clouds - caused by the Tower of Forever Frost - fraks that up. Clear Skies would remove their lightning, but it would also diminish our frost effects. Better for us to design something that is a detriment purely to the enemy.
EDIT: Andres, I get it, no need to be snippy.It was the third time I had to explain it, and I believe you already asked before. You can understand why I was a bit snippy.
I for one am pretty happy with our new towers of frost. Now we should be able to actually hit them with our icy weather instead of just a creeping cold.Yep, we're all pretty happy with the new towers now that everything's been clarified. We can apply Forever Frost levels of cold to all three provinces, we can do so without Myark, and it's harder for Moskurg to destroy the enchantment.
Edit: I mean now Myark has nothing to do, the enemy is likely to destroy the towers immediately with their Greek fire homing missiles, we can't use half our spells, and our men are sniped by magical means before even seeing battle. But the towers are cool I guess. Wow I just bummed myself out hardcore.Myark has hordes of Moskurgs for him to roast to death with fireballs and stuff and the enemy almost certainly does not have artillery with a range of 80.5 km, so they won't be blowing them up immediately any time soon. We have the Mountains on lock because of the new towers and Myark may be enough to hold the Moskurg tide in the Jungle.
we've seen in these last few turns, a lot of designs have been proposed and we've had some ties, some vast majorities, and some designs that only get one vote. Typically the vote of the proposer. To prevent someone for voting for the idea they think is most appropriate stifles the process (a process which is not broken and doesn't need fixing by the way).I really fail to see your reasoning here. As far as I can tell, if it only got a vote from its proposer, then it was either a bad idea for the time, impractical, misunderstood genius, or a victim of politics. No matter how you look at it, they almost certainly could have spent their vote better, and were probably dulled by much the same phenomena that renders proof-reading more effective if you give it some time to become less familiar. Ties, on the other hand, are more likely with fewer voters, which is precisely why we would benefit from reducing the single-votes for a personal project. Instead of five different proposals with one vote each, you will tend to get one with three and one with two and everything else with nothing because when you take away the appeal of it being your own product, and the magic of it being exactly what you thought of to deal with things, there isn't enough left for anyone else to think it is the best proposal.
Voting against attacking the eastern theatres. They have a combat bonus there due to controlling the Eastern Sea, so we'll be throwing away our men for nothing. Unless taking them by surprise counts for a lot.I think that we should hit the sea to stop them from pushing into our own sea and cutting off our sea bonus on the tundra... Breaking their horsies would be fun if we can do it quickly, so I am on the fence about the plains.
Trader Actions
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
6 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby, Lightforger
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
4 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson, Stabby, Lightforger
2 - Attack Eastern Sea: RAM, Roboson
1 - Send Myark to the Mountains: Azzuro
Orders
0 - Deploy frost towers at sea:
1 - Deploy Forever Frost along coast AND at sea if no penalty: Roboson
Trader Actions
6 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby, Lightforger
4 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson, Stabby, Lightforger
It doesn't matter if you think they are wasting their vote. It's their vote, not yours. if they want to change it, they can always do so. You don't have a right to dictacte the way other people vote.What are you talking about?
I second the seconding method.
It doesn't matter if you think they are wasting their vote. It's their vote, not yours. if they want to change it, they can always do so. You don't have a right to dictacte the way other people vote.What are you talking about?
I second the seconding method.
Glory to Arstotzka.
-snip- No matter how you look at it, they almost certainly could have spent their vote better -snip-
Basically, every time that a proposal gets only the vote of its proposer, I feel that we see a vote that might have been spent to get a result that they wanted instead of buoying something that is not going to happen. They would, themselves, benefit, if everyone does it. And every tie that could be broken by all the proposers taking away their self-vote and putting it in as a best-of-the-rest vote is an example of freeing up votes that are spread out in order to focus them down to the consensually-agreed "pretty good" proposals. If you still get a tie after all the votes are directed to just a couple of ideas, then you have a tie because those ideas are really close in preference, and there really isn't much that can be done about that without restricting people's ability to express themselves...
Trader Actions[/quote]
0 - Give him Dogwood Wands+Tree:
0 - Give him more Crystal Weapons+Apprentice:
0 - Give him Everything:
6 - Send Everything including Roboson: Roboson, Azzuro, 10ebbor10, Chiefwaffles, Stabby, Lightforger
1 - The viking way: RAM
1 - Send Everything including Roboson and contingency: Andres
4 - Attack plains w/ primarily cavalry: Chiefwaffles, Roboson, Stabby, Lightforger
2 - Attack Eastern Sea: RAM, Roboson
2 - Send Myark to the Mountains: Azzuro, Roboson
Orders
0 - Deploy frost towers at sea:
0 - Deploy Forever Frost along coast AND at sea if no penalty:
Consider this: rather than proposing two things and immediately adding them to the list of votes, you can propose two things and for either of them to be added to the list you need two people to "second" each one..
It doesn't matter if you think they are wasting their vote. It's their vote, not yours. if they want to change it, they can always do so. You don't have a right to dictacte the way other people vote.Of course I don't have that right, which is why I am pointing out the benefits so that the majority can form an angry mob which, while not actually possessing superior rights(actually, the concept of rights is pretty much completely fictional to begin with) has a whole "might makes right" thing going for it...
I second the seconding method.
prevents the list from inflating with zero and one vote itemsI do not understand the problem with zero-vote items, as they do not influence the outcome. Is the screen-space they consume an issue?
He's talking about Ram's insistence that everyone should not vote for their own thing.
On that matter, I am in full agreement with Roboson.Consider this: rather than proposing two things and immediately adding them to the list of votes, you can propose two things and for either of them to be added to the list you need two people to "second" each one..
Would create significant issues, as well as serious overhead.
Any discussion, no matter how mild, would drown out any new proposal. Also, who's going to keep track of endorsements and add them to the list?
I worry that it is too much of a hassle for everyone to adopt, it means doing more than just copying the whole thing and changing a number... Also I feel that it'll focus people's attention to the top couple of items, so that new suggestion down the bottom will tend to get overlooked and people won't be as likely to change from the front0runners, but it will probably also reduce ties for much the same reasons...
So. What do you guys think of learning how to perform lobotomies so we can turn captured enemies into drooling idiots and then release them to our foes to demoralize them?My feelings tend mostly towards a sense of redundancy towards the first part and futility towards the latter...
Well, I despise google docs with the fury of a thousand burning Arstozkan children denied their chance at Valhalla, but maybe other people like that garbage?Valhalla? Don't you dare assimilate the magicless Norse's beliefs not with the name of culture into our own! [/glory_to_Arstotzka]
Well, I despise google docs with the fury of a thousand burning Arstozkan children denied their chance at Valhalla, but maybe other people like that garbage?
This would, of course, mean picking a fight with their gods directly. I am okay with that!
shame on you, shame.
but it happens to all of us. To me, at any rate.
any ETA?
Yeah. This is all just possibilities to go with next design phase. Mostly it's just that I like typing out the designs.
EDIT: And I wouldn't be surprised if they don't actually necessarily have gods and still use a religious power. That's a thing in fantasy, no? It could be a belief in gods that grants magic, not the gods themselves.
Maybe. This is just a guess on a guess
For a next design, I'm thinking perhaps we should move into the next generation of cannon.We have gems that can be a sort of symbiosis of some sort with crystal axes that allow the axe to be permanent so long as a wizard stops by and renews the spell. I exect that we could do the same thing with a firewall, although it is permanent temperature magic instead of permanent conjuration magic. And there is the further problem that the fireball that launches it is not permanent, it is activated. Having the apprentice only need to fire the cannon might allow them to operate several while the crew reloads them, but it would not negate the problem. If we could extend the gem-fed magic technology into a wand-like contraption and have a mundane activation, or perhaps a miniscule-magic activation combined with a revision to the academy to teach our apprentices to teach our troops in order to give them "You can't magic on your own, but this is how to use trace-magic to activate a pre-charged magic device" abilities then a system derived from a wand might be able to relegate our apprentices to a role akin to
The next design is ultimately not a major one. It is two fixes and only one true advancement. The first fix is making the cannon Expensive instead of Very Expensive. The second fix is sanding away the reliability issues. The advancement is to remove the need for apprentices.
There are two ways I can see the advancement going. The first way is some kind of rune that passively draws in magical energy from the air to charge a PSF. The operator of the cannon then merely has to activate the rune - possibly by touch - and the cannon will fire. This will presumably have a lower rate of fire than apprentice cannons.
The second way is to contain the PSF spell in a crystal, which upon destruction releases the spell. This will either keep or exceed our current rate of fire, but will have an increased Ore cost.
Glory to Arstotzka.
For what it's worth, I actually think how we were described as doing it this round seems like a good route to try. Blanket the battlefield with fog, rely on outside spotters to call back targets. We could venture into scrying spells to extend this further (yes I know it's a new field of magic). Can't hit targets when you don't even know if they're there or not, after all.
waste a design giving a middle finger to their cultureI hear the words but I just can't parse the concept of wastage in this context. Are you concerned that it may not be the firmest, longest, broadest, most erect and thrusting middle-finger that they have ever encountered? I am confident that our mathemagicians will put all of their efforts into perfecting this design!
In short: A consolidation of the HC1-E, HC1, and HC2, with increased range and damage, and an Expensive target. "But Chiefwaffles," some may say, "that sure sounds complicated!"
But does it?
The HC2's design elements were incorporated into the fairly-successful SPB1-A. The HC1-E is perfectly functional, and so is HC1. We have a very sound advantage in the basic consolidating of improvements. Then increased range and damage are all simple things and given our experience with this stuff and the idea of "learning through failures" like the two revisions in a row rolling 1 make those trivial things. The most questionable part is the expense, but with all the other things locked down, expense shouldn't be that big of a deal. (The factory thing is just fluff - there's no automation.) The revision can be used making the CO1-AM I posted a few pages ago to somewhat effectively counter Lucky Strike and other spells.
Designs
1 - HA1: Chiefwaffles
Revision: SO1-AM "Equalizer"
Simply put, the SO1-AM is more so of a revision of both the anti-magic bomb and the standard HCx shell. It can be used with any current cannon, from the HC1 to the HC2-E (if someone feels like losing that day). Mathemagicians have reviewed the poorly thought-out plans for the archaic anti-magic bomb; a fossil of a more primitive non-cannon way of fighting.
However, before the paperwork was to be burned as is standard for mediocre designs, the lead Mathemagician in the room came up with an idea: To adapt the anti-magic bomb to standard shell regulations and make it useful. The mathemagicians got to work!
After a few days, a preliminary design was laid out:
The center of the shell is hollowed out and filled with a crystal very similar to the anti-magic bomb. However, this crystal is intentionally made more stable and somewhere between a cross between the already-known anti-magic charm and the anti-magic bomb. Upon absorbing a large amount of magical energy once entering the vicinity of a filthy Moskurgian mage, the crystal and the shell will explode, raining crystal shrapnel across the area and hopefully causing some amount of damage. But the damage isn't the point here. The crystal, while unstable enough to explode in its "complete" form, separates into uncountable more stable shards. These shards will disrupt and absorb magic in the vicinity. Individually, one shard isn't going to do much and expires after some period of time unlike the anti-magic charm, but the combined shards coming from the explosion of a shell will carpet an area and make it unusable for those smelly Moskurgians to use Lucky Strike or other cowardly spells.
Special Ordinance - Anti-Magic "Equalizer"
There. A working anti-magic bomb that utilizes the extreme-range and accuracy of our cannons and counters any enemy spell in the affected areas, including lucky strike.
"How is it a revision?", you may ask. The answer is simple: Ultimately, this is a revision of the shell and the anti-magic bomb. It's just making anti-magic bombs into shell form from arrow form and having them leave still-active anti-magic shards.
Consider this: rather than proposing two things and immediately adding them to the list of votes, you can propose two things and for either of them to be added to the list you need two people to "second" each one.As per the above,
This prevents the list from inflating with zero and one vote items because you need at least two other people to go "this is a good idea". They don't have to vote for it, they just need to agree that it is a relevant and practical idea.
Design: HA1 "Onslaught"I second the "Onslaught".
Hybrid Artillery 1 "Onslaught"
Development of the HCx series recently grinded to a halt. With every single new idea and concept being implemented leading to failure and requests for the budget to improve things such as expense denied, the lead Mathemagician of the Hybrid Cannon project decided to turn to a new direction. He'd re-invent the Hybrid Cannon. The HC2 was an unfortunate failure, and salvaging it is frankly useless. The HC1 is reliable, but simply won't fare as the battlefield changes. The HC1-E variant has gone as far as it can. Revisions don't last forever, and sometimes you just need to consolidate your improvements into one design and include some breakthroughs.
The HA1 uses the lessons learned from the SBP1-A in fixing the problems inherent to the HC2, along with the advantages of the HCx-E variants. This is all very simple stuff and normally could be left to a revision, but that's not all.
"Cannons" are the way of the past. Using a name the lead Mathemagician heard being discussed nonchalantly in the hallway - "artillery", he has came up with a new series name - the HA. Hbrid Artillery. "Extreme range" was a name given to the capabilities of the HC1-E by awe-struck field commanders, but it doesn't give you a true insight into the capabilities of the HC1-E. Really, the project lead explained, it's best described still as "long range". But this - this new technology - will finally be deserving of the "extreme" label thrown around so carelessly in the past.
The HA1 utilizes the longest barrel we've crafted. Using simple gears, the barrel can be easily rotated like the stubby HC1-E. A larger and improved pressurization compartment combined with the aforementioned longer barrel increases the range of the projectile to true extreme ranges far beyond that of the HCx-E variants. The rate of fire and reliability improvements from the HC2 are also implemented in the design along with the lessons of the SPB1-A (and to a lesser degree, the frost towers) to actually get these improvements to reliably function. The new barrel can even field larger shells that should be able to reliably do more damage to the filthy Moskurgians!
The HA1 utilizes advanced manufacturing techniques to be able to be produced at a rate rivalling the HC1. Standardized equipment used for measures and things such as casting and pouring given to workers significantly reduce the amount of time to craft individual parts. Hiring many laborers and teaching them how to only work at one part of a time then having them work together in a line of assembly greatly reduces cost and the need for individual trained craftsmen. The Project Lead has taken to calling the places where the manufacturing would occur "factories".
Flash Cast Crystals - This spell summons a small shield of crystal instantly in the air far from the mage. It is made to intercept the enemy bolts before they hit the ground, wasting the shot.As well as this.
This spell should be fast to cast accurate and far ranged but can be weak and short lived. It only needs to impact the bolts then be disrupted.
Designs@Void: In case you didn't notice yourself, that suggests we can try the AM shells as a revision, but it's a risky shot. I don't think it's completely out of the question as revising the AM shells into existence but the risks should definitely be considered.
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
1 - SO1-AM "Equalizer": Chiefwaffles
0 - Freeze Wands:
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
Oh yeah, and Evicted, if we improve our steam engines they'll automatically be fitted onto the Fog-O-Wars? Or is the engine too integrated to do that?
Okay, questions?
How can the Moskurgians hold the Northern Sea, seeing as we cut them of in both the West and the Eastern Sea. They can not supply their ships.
Oh, and given that they need to use mages for every shot now, their amount of fire did decrease considerably, right?
The fact that our mages are almost uniformly restricted to this one use is also frustrating, even though they wouldn't do very much otherwise due to Moskurg Anti-Magic
Expense Credit: After some debate (and a careful analysis about the benefits of just seizing his ship) we decide to make amends with T’ung-K’ao. After all, we did endanger his livelihood when we sold him a crate of disappearing axes. To make things up to him we offer a more thorough instruction in the arts of magic. This includes a brief stay at the Academy for some formal magical instruction. We teach him the secrets of Dogwood wands, and his seething fury gives way to childlike wonder as he grows plants with little more than a carved twig. We give him enough dogwood seeds so that he may start his own orchard when he goes back to his homeland, and we train him in how to summon and maintain crystal weaponry. He struggles with this as his magical prowess isn't as potent as one of our full-time wizards, but he can manage a few odd shapes here and there. By the time he and his men are ready to leave we also send along Roboson, our best and brightest designer. We tell him that the Mathemagicians will suffer without his keen knowledge and insight, but that we understand he must go to maintain relations. We reluctantly decline his offer to stay and gently push him on the boat and tell him to write us a postcard. We also send along another crate of crystal axes, only this time we also send along an apprentice to help maintain them. By the time T’ung-K’ao sails out of our harbor he's smiling once more, our earlier scandal seemingly forgotten. Our relationship with the trader has been repaired
1.) Design: HA1. This is the best option for both sea + land; we need an advantage over their new long-ranged (HOW) ballistae. Best outcome here is being able to fit HA1's on all our ships.
esign: HA1 "Onslaught"
Hybrid Artillery 1 "Onslaught"
Development of the HCx series recently grinded to a halt. With every single new idea and concept being implemented leading to failure and requests for the budget to improve things such as expense denied, the lead Mathemagician of the Hybrid Cannon project decided to turn to a new direction. He'd re-invent the Hybrid Cannon. The HC2 was an unfortunate failure, and salvaging it is frankly useless. The HC1 is reliable, but simply won't fare as the battlefield changes. The HC1-E variant has gone as far as it can. Revisions don't last forever, and sometimes you just need to consolidate your improvements into one design and include some breakthroughs.
The HA1 uses the lessons learned from the SBP1-A in fixing the problems inherent to the HC2, along with the advantages of the HCx-E variants. This is all very simple stuff and normally could be left to a revision, but that's not all.
"Cannons" are the way of the past. Using a name the lead Mathemagician heard being discussed nonchalantly in the hallway - "artillery", he has came up with a new series name - the HA. Hbrid Artillery. "Extreme range" was a name given to the capabilities of the HC1-E by awe-struck field commanders, but it doesn't give you a true insight into the capabilities of the HC1-E. Really, the project lead explained, it's best described still as "long range". But this - this new technology - will finally be deserving of the "extreme" label thrown around so carelessly in the past.
The HA1 utilizes the longest barrel we've crafted. Using simple gears, the barrel can be easily rotated like the stubby HC1-E. A larger and improved pressurization compartment combined with the aforementioned longer barrel increases the range of the projectile to true extreme ranges far beyond that of the HCx-E variants. The rate of fire and reliability improvements from the HC2 are also implemented in the design along with the lessons of the SPB1-A (and to a lesser degree, the frost towers) to actually get these improvements to reliably function. The new barrel can even field larger shells that should be able to reliably do more damage to the filthy Moskurgians!
The HA1 utilizes advanced manufacturing techniques to be able to be produced at a rate rivalling the HC1. Standardized equipment used for measures and things such as casting and pouring given to workers significantly reduce the amount of time to craft individual parts. Hiring many laborers and teaching them how to only work at one part of a time then having them work together in a line of assembly greatly reduces cost and the need for individual trained craftsmen. The Project Lead has taken to calling the places where the manufacturing would occur "factories".
Wizards: The game assumes that your nation can field a large number of apprentices, a handful of skilled wizards (the survivors) and a select few masters. An apprentice can fire off several normal spells and maybe one expensive spell in a fight, skilled wizards might pull off a single very expensive spell and only a master could hope to reliably pull off a National Effort. At the start of the game, it is assumed that you can put out one wizard (probably an apprentice) per five squads, so spells will take effect accordingly. Depending on wizard training, that amount could increase or decrease.
Please forgive me, I'm just going off of the game mechanics I was given. From what I can tell, Apprentices can only use Cheap spells, and Wizards use Expensive and Very Expensive. Furthermore, they were only being used in skirmishes - I thought giving them Expensive spells after a month or two in the academy might be too powerful, so I allowed them to be used in melee's as well
And just to be clear, the only different between Metal Storm and Onslaught is that Onslaught has a planned longer range, right?
Living Crystal Charms
While referred to, and appearing as, charms, this is not actually derived from antimagic charms.
By imbuing the "spark of life" found in our conjured fire-wasps instead into a crystal we have granted the crystal the ability to react to stimuli.
By combining it with a gem(A ruby, ideally, over the heart, though other red gems also work if you don't mind a risk of cracking under stress.), mages are able to recharge it, and imbue it with reserve energy.
By imbuing it with a variant of channelled fog, it can continuously resummon an extremely fine, effectively invisible, cloud of minute crystal particles. These particles only last a moment before fading and being resummoned, as any more would have an immense magic cost, but it can transmit its "will" through this cloud and sense any movement or magic within the cloud.
Being crystalline in nature, the charm's "life" is only partially physical, as it lacks the moving parts required for conventional life, it needed to be a living entity that exists partially as a "pure" expression of magic. This grants it some measure of magical awareness that can be matched only by the most sophisticated of our gem arrays back at the lab, and can thus react to them much faster than anything we could hope to match using current techniques.
Finally, the crystal charm effectively exists in two forms. The first form, is an unassuming necklace with a crystal growth around a red gem. The second form is that of a crystal shell, of a thinckness that defaults to five centimetres, that completely coats the wearer while perfectly contouring to their body, actually suspending their clothing and equipment within its structure to completely encase the subject. We had some, unfortunate incidents... with the prototype, but have included strict protocols to prevent it lasting more than 20 seconds in this latter form.
The basic functionality is to encase the wearer in a nearly invulnerable shell of crystal as soon as imminent injury to the wearer is detected. We have done what we could to keep our first experience in living crystals from being too eagre or shy in this duty, but... well, we are hopeful that it will properly defend against anything lethal or crippling and disable itself promptly to conserve power when the threat has passed.
The advanced functionality is to have the charm respond dynamically to threats. A single centimetre of crystal shell is far more than enough to deflect any arrow, but we worry that the enemy could expand their project and something even greater than the absurd five-centimetres projected for the production model would stop, and we have not tested it against a point-blank fireball or cannon round... So we hope that it will use its "mind" to determine what is required and protect accordingly, but should stick to the default if it doesn't know.
The metamagic effect is that it is a wilful being with a significant awareness of magic and a reserve of magical power, it can "fight" magical attacks to its own being, and in doing so, defeat the enemy effects to disable its magic. We have tried training them against antimagic charms, which obviously do not dispel the crystal construct but have been noted to often "blind" them and inhibit their transition into a shell. We don't know how similar this is to enemy antimagic, but we hop to question some of these magical beings after they have had first-hand experience of the enemy's effect, assuming that they survive or can be regenerated from the original gem after being dissipated... This is all conjecture, but the "living spell" project has shown great promise as a theory of countering the enemy antispellcraft.
The projected performance is to persist 20 seconds of shell form or two hours in charm form. Or 10 seconds in shell form AND 1 hour in charm form. Or some other combination following that ratio. On a wizard the power can be restored with focus and will, allowing it to remain indefinitely so long as the wizard takes regular breaks from their other duties...
And thus we have something that will make our wizards extremely uncomfortable in order to make them continue living. It isn't anchored though, and crystals are light, so it is less likely to break than a steel fortress of the same thickness, but a particularly forceful blow could injure or kill them by accelerating them quickly... Also, lightning is fast, so it may not stop lightning until it learns what the buildup of charge means, so people should be encouraged to loot these from the dead, as they can learn andthe same thing ought not to work"lightning doesn't strike twice"...
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
1 - SO1-AM "Equalizer": Chiefwaffles
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
Design: Wooden planks.
We use the wondrous technology 'slab of wood'(tm) to spate our cannons and towers and provide cover for their attendants and may even have some spares to fortify our more important encampments... Wizards should not be required to expose themselves at all, as they are basically causing the things to operate, rather than aiming them... Oh, but, bother oh bother, wood burns, doesn't it?
...
Hrmmm, what to do, what to do... If only we had some sort of wood, that didn't burn... Well, crystals don't burn, and we can mess around with trees a bit, and we know all about crystals so... Let's try to build a tree with wood that is like our crystals!
Time passes...
Oh, wonderful, you made trees that EXPLODE!!! So they take more energy to grow and when fire hits them there is an explosion, that is just wonderful...
Huh, you know, this explosion is pretty small, it is not like the whole thing explodes, just the bit that would be burned... It actually pushes the fire away... I think this might actually work!
The new Crystalwood tree contains complex cell-walls that are formed partially from crystals. This makes them a little more brittle, considerably harder, and also turns them into reactive armour due to the higher energy-density of crystalline forms.Living Crystal Charms
While referred to, and appearing as, charms, this is not actually derived from antimagic charms.
By imbuing the "spark of life" found in our conjured fire-wasps instead into a crystal we have granted the crystal the ability to react to stimuli.
By combining it with a gem(A ruby, ideally, over the heart, though other red gems also work if you don't mind a risk of cracking under stress.), mages are able to recharge it, and imbue it with reserve energy.
By imbuing it with a variant of channelled fog, it can continuously resummon an extremely fine, effectively invisible, cloud of minute crystal particles. These particles only last a moment before fading and being resummoned, as any more would have an immense magic cost, but it can transmit its "will" through this cloud and sense any movement or magic within the cloud.
Being crystalline in nature, the charm's "life" is only partially physical, as it lacks the moving parts required for conventional life, it needed to be a living entity that exists partially as a "pure" expression of magic. This grants it some measure of magical awareness that can be matched only by the most sophisticated of our gem arrays back at the lab, and can thus react to them much faster than anything we could hope to match using current techniques.
Finally, the crystal charm effectively exists in two forms. The first form, is an unassuming necklace with a crystal growth around a red gem. The second form is that of a crystal shell, of a thinckness that defaults to five centimetres, that completely coats the wearer while perfectly contouring to their body, actually suspending their clothing and equipment within its structure to completely encase the subject. We had some, unfortunate incidents... with the prototype, but have included strict protocols to prevent it lasting more than 20 seconds in this latter form.
The basic functionality is to encase the wearer in a nearly invulnerable shell of crystal as soon as imminent injury to the wearer is detected. We have done what we could to keep our first experience in living crystals from being too eagre or shy in this duty, but... well, we are hopeful that it will properly defend against anything lethal or crippling and disable itself promptly to conserve power when the threat has passed.
The advanced functionality is to have the charm respond dynamically to threats. A single centimetre of crystal shell is far more than enough to deflect any arrow, but we worry that the enemy could expand their project and something even greater than the absurd five-centimetres projected for the production model would stop, and we have not tested it against a point-blank fireball or cannon round... So we hope that it will use its "mind" to determine what is required and protect accordingly, but should stick to the default if it doesn't know.
The metamagic effect is that it is a wilful being with a significant awareness of magic and a reserve of magical power, it can "fight" magical attacks to its own being, and in doing so, defeat the enemy effects to disable its magic. We have tried training them against antimagic charms, which obviously do not dispel the crystal construct but have been noted to often "blind" them and inhibit their transition into a shell. We don't know how similar this is to enemy antimagic, but we hop to question some of these magical beings after they have had first-hand experience of the enemy's effect, assuming that they survive or can be regenerated from the original gem after being dissipated... This is all conjecture, but the "living spell" project has shown great promise as a theory of countering the enemy antispellcraft.
The projected performance is to persist 20 seconds of shell form or two hours in charm form. Or 10 seconds in shell form AND 1 hour in charm form. Or some other combination following that ratio. On a wizard the power can be restored with focus and will, allowing it to remain indefinitely so long as the wizard takes regular breaks from their other duties...
And thus we have something that will make our wizards extremely uncomfortable in order to make them continue living. It isn't anchored though, and crystals are light, so it is less likely to break than a steel fortress of the same thickness, but a particularly forceful blow could injure or kill them by accelerating them quickly... Also, lightning is fast, so it may not stop lightning until it learns what the buildup of charge means, so people should be encouraged to loot these from the dead, as they can learn andthe same thing ought not to work"lightning doesn't strike twice"...QuoteDesigns
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
1 - SO1-AM "Equalizer": Chiefwaffles
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
1 - SO1-AM "Equalizer": Chiefwaffles
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
I think lucky strike is a bigger problem than fire. It's why they're so accurate with the fire shots and everything else. Anti-magic shells could significantly help counter it.
you missed my divination jammer proposal. it was serious.
I might vote for the antimagic shell, although still unsure. Do we have any information if they can now cast within their own antimagic field? if we force them to up their antimagic everywhere, we might negate their magic entirely.
you missed my divination jammer proposal. it was serious.Argh, So sorry, I hate it when my designs are omitted!
If you look closely, this is reactive armour. The wood does not burn, it explodes. It explodes, but only the parts which would be contact-burned anyway, and they repel further burning. Some things are basically impossible to burn, this would be one of them, it is just impossible to get a self-sustaining combustion reaction going in it. Fire beats anything if you have enough of it, but I would like some revenge for their electricity beating our faraday cages, and using wood to defeat their fire seems like just the ticket. And it is advancing our plant-magic while drawing on our crystal experience. It'd give us something to plant in orchards at the home-front and better trees to grow around our long-term camps. But being high0energy I imagine they require more energy to grow than conventional trees...Design: Wooden planks.
The have fire.
Fire beats Wood.
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
1 - SO1-AM "Equalizer": Chiefwaffles
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
0 - divination jammer:
0 - Heretic Shells:
DesignsAlso we should still include "SO1-AD" as a prefix to the Heretic shell's main name.
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: VoidSlayer, Chiefwaffles
1 - SO1-AM "Equalizer": Chiefwaffles
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
0 - Divination Jammer:
Gonna +1 Heretic shells. Though Void, mind including the delivery method of the shells in the design? I'm assuming they're using using the same method of the SO1-AD variant - hitting the ground and remaining intact, causing it to be (half-)buried while doing its job.
I think the HA1 Onslaught (or Metal Storm) is the second-best choice. If we don't do it this phase we should do it next. ALSO, I think capturing the seas is a huge priority.
I'll post my thoughts regarding revisions when the time comes. Essentially, while it'd be nice, I think we shouldn't necessarily reduce the expense of the HC1-E's as that's covered by my and Ebbor's artillery designs. It could help since it'd make the expense portion of the designs easier, but ehh. Meanwhile, were close to bday losing at sea so we should focus there in revisions.
And yes, I haven't removed my HA1 vote. If it's a tie between the HA1 and Heretic shell, remove my vote for the HA1.
I'm also assuming Void's voting for Heretic shells.QuoteDesignsAlso we should still include "SO1-AD" as a prefix to the Heretic shell's main name.
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: VoidSlayer, Chiefwaffles
1 - SO1-AM "Equalizer": Chiefwaffles
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
0 - Divination Jammer:
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
WHat is the point of a shell which disrupt only casting of divination? we have crystals which stop ALL castings.
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
1 - AS-HC2-E: Andres
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
1 - AS-HC2-E. Andres, 10ebbor10
The cost issue seems to be with complex manufacturing, not the need for wizards, and we have no shortage of apprentices, except for the fact that they die from moskurg bolts.The fix which I made sure to include in the design solves the complex manufacturing. The reports did seem to imply that the drain on apprentices was being felt, even though it wasn't too bad.
It's not that much simpler. Stored magic is not thst simple, after all.We have a bonus to doing crystal research and it's PSF. PSF is our cheapest spell, it is the spell whose tech tree we have studied the most, and it's a spell we understand inside and out. The stored spell is also the only advancement we'd be making.
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
2 - AS-HC2-E: Andres, 10ebbor10
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
3 - AS-HC2-E: Andres, 10ebbor10, Stabby
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
3 - AS-HC2-E: Andres, 10ebbor10, Stabby
1 - Nature's Eye: Azzuro
-How did the Moskurgs shoot down all our Minor Towers? So revising it did nothing to help? It was specifically stated in the revision that they act as bastions of defence.-They shot them down by advancing until they reached them. Revising them made it take longer than it would have and allowed us to always have the frost effects in play as we just kept building them (further and further back in our lines) as they destroyed them.
-Although I will concede that Operation Let It Go did win us back the mountains completely, but we were winning there as of the previous turn anyway.
also countering Lucky Strike because they can't see us if we're using sniper-spotter tactics
Solitude class BattleshipCrystal plating, as the theatre commander suggested, is probably a better idea. Provides more protection and is physically feasible. Crystalclads are the future.
Quotealso countering Lucky Strike because they can't see us if we're using sniper-spotter tactics
Lucky Strike does not require vision to work, it happily cut even through magical fog.
Solitude class BattleshipCrystal plating, as the theatre commander suggested, is probably a better idea. Provides more protection and is physically feasible. Crystalclads are the future.
Glory to Arstotzka.
Quotealso countering Lucky Strike because they can't see us if we're using sniper-spotter tactics
Lucky Strike does not require vision to work, it happily cut even through magical fog.
Is this stated anywhere? I can't find it.
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
4 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10, Roboson
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
3 - AS-HC2-E: Andres, 10ebbor10, Stabby
1 - Nature's Eye: Azzuro
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
4 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10, Roboson
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
3 - AS-HC2-E: Andres, 10ebbor10, Stabby
1 - Nature's Eye: Azzuro
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
EDIT: The AS-HC2-E also works as an alternative to the suggested artillery designs so far. Though I gotta ask what the AS stands for-- Oh. It's Arstotzka, isn't it?((Yep. It's also what all of our designs in the original Arms Race began with.))
Just fixing some errors that worked their way into the voting chart...QuoteDesigns
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
3 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10,
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
2 - Divination Jammer: Andrea, Roboson
3 - AS-HC2-E: Andres, 10ebbor10, Stabby
1 - Nature's Eye: Azzuro
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
3 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10,
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
2 - Divination Jammer: Andrea, Roboson
4 - AS-HC2-E: Andres, 10ebbor10, Stabby, Lightforger
1 - Nature's Eye: Azzuro
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
In the western seas we are met with a source of frustration. Our new Fog-O-War, initially designed to match Moskurg speed and out-range their artillery, now simply matches them in both areas. Our heavier ship construction means we can survive more mundane hits, be it rock or javelin, but their fire is nearly impossible to put out. Our men have resorted to hacking off parts of the ship that catch on fire and dumping them overboard, even if it results in a leak. It's the better alternative than burning up. Our cannons are equally effective; the small, dense, shaped cannon shot punches holes through the light, delicate Moskurg ships. Every hit results in a sunk ship, but that's only coming from our limited steam ships. They carry their weight, bringing down many with them, but once they're gone Moskurg has the advantage. It doesn't help that nearly any damage to the steamship inevitably results in it sinking; it sits so low in the water that once it starts to flood it's nearly impossible to stop. Still, they prove their worth today and manage to keep Moskurg from gaining ground, even with their new extreme-range ballistas mounted on every ship. It was an expensive stalemate and we will likely lose ground unless something changes next year.
Our Theatre Commander understands the use of the Fog-O-War. Arstotzkan ships are sturdy by design, and the fact that we can tank hits when they can't is a big boon to our side. If we had an entire fleet of them, the battle would have been over just as quickly as it started. He points out that the Fog-O-War is sturdier, but the fact that they tend to eventually sink after a single hit is a big issue. A ship designed entirely around the steam engine would be far more efficient, and would let us field more cannons aboard her decks too. Their fire is still an issue; perhaps crystal armor could help keep the wood and tar beneath from burning up...?
Neither side gains ground in the Western Sea.
Despite all these flaws, it can - barely - match pace with a Moskurg ship once at full steam. It's not as manueverable, but it does currently out-range everything Moskurg has deployed. Due to the very expensive nature of the steam engines, cannons, and ships, the Fog-O-War is a Very Expensive as well, especially without the mines in the mountains to suppliment the high metal cost. We will be able to deploy three in each sea theatre, although decreasing the cost of its components will allow us to outfit more of our fleet with these upgrades. Very [Very] Expensive.
It's "technically" just Very Expensive.
It's... not an antimagic bomb?
It's based on the antimagic but the goal is to cancel out enemy magic near where it hits. When we have existing technology that does this.
It's the same thing as loading an anti-magic charm into a shell but with a better range, it's not a singular point of failure (think of it like this: 100x1 = 100.)
I'd like to point out that we've delayed a counter to lucky strike what, 3 turns in a row?
Lucky strike is the reason for the success of their ballistae.
It's why their fire bombs are so effective.
It's why we're losing at land and sea.
We need to counter it. We've delayed it too many times and delaying it again isn't going to work.
It's a weapon you'd have less of than your regular ships that's not quite a national effort. There wasn't an expense level to describe that so I made up one - lowering expense would push it down to the same expense as the rest of your ships, but at the moment you have more than a national effort would suggest.
I'm...honestly getting pretty tired of this game.
I'm not significantly opposed to a new artillery design but a revision that works at sea is very important. I'll be fine if we get better artillery this design phase.We can revise our current ship to be cheaper. Our commander said it wouldn't even be a contest if we just had enough ships.
Also, shouldn't the AS-HC2-E actually be named the AS-HC3?
"AIDs shell" nice. Literally sending our enemies AIDs.
Also an interesting idea which I really like but it also seems really risky. Any idea for stepstone techs to work on in the meantime?
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUristAlso Roboson you should totally vote for the SO1-AM again. It may not be an anti-divination shell, but I think it's the next-best thing and it's the most supported option in the category of "ACTUAL COUNTERS ON LUCKY STRIKE".
2 - Heretic shell: Robson, Chiefwaffles
3 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10,
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
2 - Divination Jammer: Andrea, Roboson
4 - AS-HC2-E: Andres, 10ebbor10, Stabby, Lightforger
1 - Nature's Eye: Azzuro
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
2 - AIDs Shell: Chiefwaffles, Roboson
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUristEh, its as good of a idea as any.
2 - Heretic shell: Robson, Chiefwaffles
4 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10, Stabby
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
2 - Divination Jammer: Andrea, Roboson
3 - AS-HC2-E: Andres, 10ebbor10, Lightforger
1 - Nature's Eye: Azzuro
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
2 - AIDs Shell: Chiefwaffles, Roboson
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
4 - SO1-AM "Equalizer": Chiefwaffles, Andrea, 10ebbor10, Stabby
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist, VoidSlayer
2 - Divination Jammer: Andrea, Roboson
3 - AS-HC2-E: Andres, 10ebbor10, Lightforger
1 - Nature's Eye: Azzuro
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
0 - (RAM)Living Crystal Charms:
0 - (RAM)Wooden Planks:
0 - Flameshrieker Shells:
2 - AIDs Shell: Chiefwaffles, Roboson
Eh, its as good of a idea as any.It's not as good as mine. It's a dead end technology, or close to it. Furthermore, it is a more complex design and thus more likely to fail, and it will be of strictly limited use due to the rarity of our better cannons, which my design aims to fix.
1 - Cheaper Frost Towers: Andres
Reverse fireball
Revise our fireball to run in reverse, thus instead of creating flames, it destroys them.
Revisions :
1 Magic Condensor : 10ebbor10
1 - Cheaper Frost Towers: Andres
Orders :
1 Operation Exhaustion : 10ebbor10
Revisions :
1 - (Andres)Cheaper Frost Towers: Andres
0 - (Roboson)Reverse fireball:
1 - (10ebbor10)Magic Condensor : 10ebbor10
0 - (RAM)Summon water:
0 - (RAM)Dogwizard Staves:
0 - (RAM)College of mathemagical manipulation, methods, and misuse:
Orders :
1 Operation Exhaustion : 10ebbor10
The dice have been properly hating on us. I feel that it is too meta to be possible, from a game-balance perspective, but could the keggers be messing with our rolls?
Surprisingly, our researchers note that when the charms overlap the volume of the anti-magic field is preserved. Having multiple charms in the same area negates magic in a larger area, although continuing to add charms has diminishing returns with respect to range.That's a bonus to anti-magic charm range revisions/designs right there. So it isn't a total loss. Just an almost total loss.
Revisions :Also RAM I'm not a huge fan of putting the design authors next to the design name. It crowds it up, and feels irrelevant - people should be caring about the design and not the person who proposed it.
1 - Standardized HC1-E Manufacturing (Cheaper HC1-E's): Chiefwaffles
1 - (Andres)Cheaper Frost Towers: Andres
0 - (Roboson)Reverse fireball:
1 - (10ebbor10)Magic Condensor : 10ebbor10
0 - (RAM)Summon water:
0 - (RAM)Dogwizard Staves:
0 - (RAM)College of mathemagical manipulation, methods, and misuse:
Orders :
2 - Operation Exhaustion : 10ebbor10, Chiefwaffles
Flame Turbine : One day one of our apprentices asked a question that stunned the assembly. After having been punished for insulting the intelligence of his superiors, his question took the Academy by storm. "Why do we use water in the first place?" It turns out, this was a question none could answer, for there was no real good reason. The result in a steam engine, but without steam.
The engine has been opened at one. Here, one or more apprentices throw our modified fireball spells into the machine (we can throw fireballs, so we can push them into the machine). The rapidly heating air expands enormously (which is what normally cause the fireball to explode) pushing the turbine faster and faster. Finally, the remainder of the flame bursts out of the exhaust stack. Some have suggested using this flame to power a conventional steam engine, but that is not within our powers at present.
NOTE: PLEASE QUOTE THIS INSTEAD OF COPY+PASTING, SO YOU DON'T LOSE THE LINKS!I've already posted my reasons for the HC1-E revision, and am presenting this as an alternative option. I think both are good choices.
Revisions :
1 - Optimized Steam Engines (Lighter Steam Engines): (http://www.bay12forums.com/smf/index.php?topic=163277.msg7445379#msg7445379)Chiefwaffles
1 - Standardized HC1-E Manufacturing (Cheaper HC1-E's): Chiefwaffles
1 - (Andres)Cheaper Frost Towers: Andres
0 - (Roboson)Reverse fireball:
1 - (10ebbor10)Magic Condensor : 10ebbor10
0 - (RAM)Summon water:
0 - (RAM)Dogwizard Staves:
0 - (RAM)College of mathemagical manipulation, methods, and misuse:
Orders :
2 - Operation Exhaustion : 10ebbor10, Chiefwaffles
The magic condenser proposed by ebbor is a cheaper steam engine (I think) and more power.
Revisions :
1 - Standardized HC1-E Manufacturing (Cheaper HC1-E's): Chiefwaffles
1 - (Andres)Cheaper Frost Towers: Andres
0 - (Roboson)Reverse fireball:
2 - (10ebbor10)Magic Condensor : 10ebbor10, Andrea
0 - (RAM)Summon water:
0 - (RAM)Dogwizard Staves:
0 - (RAM)College of mathemagical manipulation, methods, and misuse:
Orders :
2 - Operation Exhaustion : 10ebbor10, Chiefwaffles
Revisions :
1 - Standardized HC1-E Manufacturing (Cheaper HC1-E's): Chiefwaffles
1 - (Andres)Cheaper Frost Towers: Andres
0 - (Roboson)Reverse fireball:
3 - (10ebbor10)Magic Condensor : 10ebbor10, Andrea, Stabby
0 - (RAM)Summon water:
0 - (RAM)Dogwizard Staves:
0 - (RAM)College of mathemagical manipulation, methods, and misuse:
Orders :
3 - Operation Exhaustion : 10ebbor10, Chiefwaffles, Stabby
You know we should had ignored anti-magic shells and made magic-seeking shells instead. That would have equalized the playing field.Our cannons work with magic. Our mist is made of magic. Our Frost Towers are made of magic.
It's not like they are going to do a 180 and 90 degree turns, they would drift mod flight towards magic sources in front of them.You know we should had ignored anti-magic shells and made magic-seeking shells instead. That would have equalized the playing field.Our cannons work with magic. Our mist is made of magic. Our Frost Towers are made of magic.
QuoteRevisions :
1 - Standardized HC1-E Manufacturing (Cheaper HC1-E's): Chiefwaffles
1 - (Andres)Cheaper Frost Towers: Andres
0 - (Roboson)Reverse fireball:
3 - (10ebbor10)Magic Condensor : 10ebbor10, Andrea, Stabby
0 - (RAM)Summon water:
0 - (RAM)Dogwizard Staves:
0 - (RAM)College of mathemagical manipulation, methods, and misuse:
Orders :
3 - Operation Exhaustion : 10ebbor10, Chiefwaffles, Stabby
You know we should had ignored anti-magic shells and made magic-seeking shells instead. That would have equalized the playing field.
that... is actually a good idea.
So I'm going to go ahead and post this now. It probably won't get enough support to win out for this round, but perhaps in the future. Since we don't seem to care about the biggest issue (their lucky strike), but do care about firepower. So I'm going to to post something that may give us a similar advantage.
Anti-Invocation Directional SystemSpoiler: Visual Aid (click to show/hide)
The Anti-Invocation Directional System (AIDs for short) is our nation's response to lucky strike. Utilizing our anti-magic crystal technology, we've designed a type of anti-magic homing system. The system is contained with a modified rifled artillery shell. Each AIDs Shell has several antimagic charms around the diameter surrounded by a reinforced tube. These tubes are held within the shell until the shell begins its descent, which forces them to deploy. The tubes are designed to be aerodynamic, almost like small wings, so as to not impede the flight of the shell, but instead, guide it. The antimagic crystals held within give off small amounts of magic energy, which then forces the shell to turn slightly. This occurs until all the crystals are giving off the same amount of energy, which only occurs when the shell is perfectly on-target.
Wouldn't rifles still need a wizard to invoke a fireball?
Curiously, we discover by accident that a completed circle, or "circuit", allows the spell enchantment to remain on the weapon indefinitely. Breaking this circuit causes the magic to dissipate.
The enchantment is not immune to anti-magic effects. Very Expensive
Where are we on the whole, freeze the world plan? Because it seems to me that we're much closer to that than we are to flat out winning the war.
What we need for Ice Age Victory:
1) giant crystal domes (1 design, 2-3 revisions)
2) Sustained fireball heat (1 revision)
3) magic crops (1-2 revisions)
4) Better Frost towers (1 design, 1-2 revisions)
I could see a directed frost tower working better for that. also, I would expect the result to be "Nobody can live here, all industry and combat in the region ends." but some personal and localised heating devices could help with that. Still, a full-blown metal-mining industry is very large thing to provide heating for...
Designs
1 - AS-HA1 "Onslaught": Chiefwaffles
Designs:
1 - Shrouder Shell: FallacyofUrist
1 - AS-HA1 "Onslaught": Chiefwaffles
Designs:
1 - Shrouder Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733): FallacyofUrist
1 - AS-HA1 "Onslaught" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735): Chiefwaffles
1 - Flameshrieker Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746): Lightforger
Design: antiluck charm
Knowing that Keggers lack the skill to shoot straight, and the ancient texts suggesting the existence of fortune magic, we have concluded that the Keggers are manipulating fortune. It is also noted that it is not actually possible to make weapons which are so accurate at such range with such projectiles.
Concluding that there is a magical means of manipulating luck, we have poured over our antimagic research and every mathemagical analysis that we have ever done with a certainty that there is a fortune component to magic and that it must be found. After spending months with massive prototype antimagic charms modified and focused, aiming exclusively at specific magical elements we have finally distilled the 'luck' aspect to magic. A thorough analysis leads us to believe that magical fortune is reciprocal. That is, it is shared by all entities influence by it. A gambler who wins a coin toss and their opponent who loses are both subject to the same 'luck' event, one receiving fortune and the other misfortune as parts of a single instance of fortune. Likewise, a wholly beneficial act, such as fair weather, Is distributed amongst all people who wanted a picnic, and opposed to everyone who prefers moody weather... Thus, it seems impossible to benefit from good fortune at the expense of another unless they are also subject to ill fortune.
We do not know anything about actually controlling it in any conventional sense, but we have specialised versions of our antimagic charms that instead of draining magic they only drain fortune. 'Luck', be it good or ill, becomes impossible within the area, which has been greatly increased over the now-old charms of before, and can protect an entire cannon and its crew. While we have concerns as to what this will do to morale, as exceptional successes often support the mood, it has become clear that the common Kegger is just too lucky...
Pillar of unmagic
By focusing all of our mathemagical and trigothaumical developments, along with our experience of the forever frost towers, we construct a great tower with an intricate core of quartz, with dimond studding on key locations allowing exposed magical pathways which permit fine control of the effect. This is, in essence, a giant antimagic charm, but capable of detailed attunement. It will, with careful handling and a large amount of time spent measuring its effects and trial-and-erroring precisely what is needed, be able to select a single spell and absorb all instances of it within a single theatre of battle.
1 AS-HA1 "Onslaught": Chiefwaffles http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
0 Deadly Spiders: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447753#msg7447753
0 Anti-magic mosquitos:
4 Spell-forged Steamworks: RAM4 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
2 antiluck charm: RAM2 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
3 Pillar of unmagic: RAM3 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
2 AS-HA1 "Onslaught": Chiefwaffles, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
0 Deadly Spiders: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447753#msg7447753:
1 Spell-forged Steamworks: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 Pillar of unmagic: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
Okay, first of.First: It is not nonsense, I explained the rationale behind it a while back, and even after your edits I literally still had multiple votes so I have no idea what the rules are supposed to be now... I like 4,3,2 weighted voting, so I am using it. I also like proposals not being voted for by their submitters, but that is less of an issue with a 4,3,2 system and if people are inconsistent with it then it does skew the results, so I gotta be willing to vote my own stuff if I wanna be competitive. Also I am being blatantly rebellious because the voting restrictions have been thrown away and now it is a free-for-all and nobody said I couldn't vote this way... And yes, I realise that voting this way is a breach of common sense, but my own common sense is some distance from where we currently are and this could actually work so, meh...
None of that multiple voting nonsense. Secondly, there was an agreement to limit clutter by allowing no more than 2 designs per person.
In any case, it seems like more artillery is the way to go. It will allow us to make our ships cheaper, and dominate Moskurg on land.Quote2 AS-HA1 "Onslaught": Chiefwaffles, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
0 Deadly Spiders: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447753#msg7447753:
1 Spell-forged Steamworks: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 Pillar of unmagic: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
Designs!
2 AS-HA1 "Onslaught": Chiefwaffles, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
0 Deadly Spiders: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447753#msg7447753
0 Anti-magic mosquitos:
4 Spell-forged Steamworks: RAM4 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
2 antiluck charm: RAM2 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
3 Pillar of unmagic: RAM3 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
0 Crystal Pyramid Bunker: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447865#msg7447865
0 Fire Ball Staff: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447865#msg7447865
Revisions!
0 Revealing Mist: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447772#msg7447772
0 Flare: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447772#msg7447772
Orders!
Designs
2 AS-HA1 "Onslaught": Chiefwaffles, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
0 Deadly Spiders: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447753#msg7447753
0 Anti-magic mosquitos:
1 Spell-forged Steamworks: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 Anti-luck charm: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 Pillar of unmagic: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
0 Crystal Pyramid Bunker: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447865#msg7447865
0 Fire Ball Staff: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447865#msg7447865
Revisions
0 Revealing Mist: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447772#msg7447772
0 Flare: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447772#msg7447772
Orders
Designs!
10000000 "What RAM Says": RAM http://www.I'mpresidentofArstozkabowbeforemeIruleinyourfacemajorityrulesthisisadictatorshiprulesdontmatteranarchyanarchyanarchy.msg7447761#msg7447761
Negative Infinity "What everyone else says: Roboson http://www.itdoesn'treallymatteratallwhatthosepeasantsthink.php?topic=163277.msg7447761#msg7447761
1 Reason: Roboson http://www.thisisreallyajoke/butseriously/justvoteforyourownstuff/thesystemisn'tbroken.php?topic=163277.msg7447761#msg7447761
You can't single handedly change the voting system otherwise it would look like this:That is exactly what people have been doing by voting for more than one proposal at a time. It was done arbitrarily with no notable discussion. If we are going to say that no, in fact you can only vote for one thing, then fine. Ifyou can point out that it has always been that way, then I will concede that nothing has changed and we should default to tradition. If you can demonstrate the discussion in which such a scheme gained a general consensus, then I will concede that it is the will of the collective and adopt the new system. But citing me being a problem by changing my voting rules when such activity has occured, and clearly will continue to do so regardless of my own actions, is rather obviously inaccurate. But thankyou for pointing out why this sort of behaviour is a problem, I hope that we can come to some sort of agreement about either returning to the original system or adopting something better, but only with a consensus, and definitely not ever editing someone else's contribution to the voting tally to suit your personal whimsy.
Designs!
10000000 "What RAM Says": RAM http://www.I'mpresidentofArstozkabowbeforemeIruleinyourfacemajorityrulesthisisadictatorshiprulesdontmatteranarchyanarchyanarchy.msg7447761#msg7447761
Negative Infinity "What everyone else says: Roboson http://www.itdoesn'treallymatteratallwhatthosepeasantsthink.php?topic=163277.msg7447761#msg7447761
1 Reason: Roboson http://www.thisisreallyajoke/butseriously/justvoteforyourownstuff/thesystemisn'tbroken.php?topic=163277.msg7447761#msg7447761
Designs!
2.75 AS-HA1 "Onslaught": Chiefwaffles, 10ebbor10 RAM.75 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
0 Deadly Spiders: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447753#msg7447753
0 Anti-magic mosquitos:
1 Spell-forged Steamworks: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
0 antiluck charm: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
.5 Pillar of unmagic: RAM.5 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
0 Crystal Pyramid Bunker: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447865#msg7447865
0 Fire Ball Staff: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447865#msg7447865
Revisions!
0 Revealing Mist: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447772#msg7447772
0 Flare: http://www.bay12forums.com/smf/index.php?topic=163277.msg7447772#msg7447772
Orders!
The whole "you can vote for multiple things" is completely fabricated at people's whims
My voting system is no different in that regard
QuoteThe whole "you can vote for multiple things" is completely fabricated at people's whims
It wasn't. It was part of the game from the beginning, and of the game before that, and of the game before that.
QuoteThe whole "you can vote for multiple things" is completely fabricated at people's whims
It wasn't. It was part of the game from the beginning, and of the game before that, and of the game before that.
I don't remember that, actually.
Tower of Forever Frost: An astoundingly expensive tower that has to be assembled in place and requires the skill of a master wizard to operate, as well as countless other skilled wizards. Creates a very powerful cold evocation and then channels it directly into the air, consistently lowering temperatures within a radius of about fifty miles. Can induce snow in the jungle during the winter, freezing rain in the summer. A National Effort.
Oh, and there was an agreement to limit proposals to 2 votes to avoid cluttering up everything./b]Could you please cite a moment at which that was decided? I recall that about three people liked the idea, a couple didn't, and the majority just didn't care enough to say anything, probably sort of feeling that maybe it would be nice to have a bit less clutter but it didn't seem worth making rules over... Then later-on someone changed their mind and pretty much just dropped it with nobody much caring, because the voting rules around here pretty much never existed except when someone arbitrarily changes the voting tally because a couple of people said something positive about their idea for a restriction.
First, a general pre-emotive request to keep it civil please.Thankyou, I appreciate it and am making an effort to keep everything on the topic rather than making accusations or value judgments.
But I prefer "you can vote for as many things as you want." I do it because even if it seems like the other way around sometimes, I don't want to micromanage my posts in this thread. I want to be able to support what proposals I like. And if you only want one idea to win, just vote for that one idea. I don't see the problem in this approach.
A ranked voting method would work if we weren't using copy+pasted text in a quote in forum posts, but we are.
To be fair, I'm almost certain RAM was just using himself as an example and meant for everyone to do the same. He just forgot to also do the same to existing votes.I would indeed like for everyone else to do the same, and am using myself as an example. But I am more using myself as an example of how off the voting has become, and how it could be better, and just how strongly people who advocate freedom in voting feel about other people voting wrong. I accept that my votes may well be discredited entirely when the proposal appears or that the G.M. might declare that that clearly isn't the way voting works and could I please change it and never do anything like that again. I would genuinely like to see my method adopted butdo not think it will happen, because noting and adding 4s,3s, and 2s together is too complex and counting names is not.
1 point, 0.75 point, and 0.5 point vote.I honestly dod not think of that. I worry, however, about the addition of fractions, it is a bit more awkward thant integers, but if we can agree to people who wish to vote for multiple proposals using such a scheme than it might be a good outcome. It would typically come down to a matter of total voters anyway in most scenarioes so the added addition probably owuldn't be that big iof a problem.
On a side note, Moskurg's anti-frost tower system relies on using hot air from the desert. They donlt have the magecraft to heat air, but need to steal it from eksewhere.I would like to request that the G.M. consider that blowing air from the desert means blowing air onto the desert to replace what is lost, most likely from all around it, namely the plains, mountains, higher altitudes, but mostly sea. I would suggest that doing so would be detrimental for the desert's climate...
That means that if we attack the desert with Frost towers, and turn it freezing like the Jungle, their spell will fail and their forces will freeze again.
On a side note, Moskurg's anti-frost tower system relies on using hot air from the desert. They donlt have the magecraft to heat air, but need to steal it from eksewhere.I would like to request that the G.M. consider that blowing air from the desert means blowing air onto the desert to replace what is lost, most likely from all around it, namely the plains, mountains, higher altitudes, but mostly sea. I would suggest that doing so would be detrimental for the desert's climate...
That means that if we attack the desert with Frost towers, and turn it freezing like the Jungle, their spell will fail and their forces will freeze again.
Does anyone like that idea?
Order: Arstotzka civil war.+1
Because I'm tired of this. ::)
Designs!
2 AS-HA1 "Onslaught": Chiefwaffles, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
1 Spell-forged Steamworks: RAM http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 More powerful, longer ranged MFTs: Andres http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054
Andres, I'd suggest also trying to get the towers to work at Sea, presumably by using their extra range from the coast.It's important not to overreach on designs. Amplifying the range so that they're useful for the sea means we'd need to nix the potency boost or else the design will be too likely to fail. The thing is that we need that potency boost to counter Moskurg's Warm Wind and kill Moskurgs on the Plains/Jungle.
Maybe we could design our tower to also control weather? It'd be a direct counter to their wind stuff.
Our Frost Towers is well qualified to counter their wind magic. It is not sending wind against wind, or general weather manipulation, but by forcing a specific kind of weather to exist, that would nullify whatever they try to do.QuoteMaybe we could design our tower to also control weather? It'd be a direct counter to their wind stuff.
The problem is that that is a counter to their advantage, because they have more experience with wind magic.
We need to use one of our fields of magic to counter theirs.
Creates a very powerful cold evocation and then channels it directly into the air, consistently lowering temperatures within a radius of about fifty miles.
Our Frost Towers do not force a specific kind of weather to exist.I was unclear. I meant our Frost Towers can be used as a base for the kind of "specific kind of weather enforcement" based on the fact that they already do some amount of what we want done. We were discussing which of our magic trees we could use to get the counter we want, not which of our magic trees already gives us a counter, and I over-trusted in that context. For the effects of the Frost Tower, we just swap "make colder" with "make cold in this specific way".
Designs!
1.75 AS-HA1 "Onslaught": Chiefwaffles RAM.75 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
2 Spell-forged Steamworks: RAM, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
.5 Pillar of unmagic: RAM.5 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 More powerful, longer ranged MFTs: Andres http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054
knowledge of circuits may be the key to making the antimagic shells work. Remember, during the last combat one shot fell close enough to the ballista, and lucky tsrike was countered. circuits mean we can use cheaper, worse crystals and just activate them by circuit. A well designed circuit with a proper spell could also act as a fuse to detonate the shell in flight, filling the field with anti magic shrapnel.
It seems like AS-HA1 is in the lead. Unless that changes soon I'll roll up the design.
Designs!
1.75 AS-HA1 "Onslaught": Chiefwaffles RAM.75 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733
1 Shrouder Shell: FallacyofUrist http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735
1 Flameshrieker Shells: Lightforger http://www.bay12forums.com/smf/index.php?topic=163277.msg7447746#msg7447746
3 Spell-forged Steamworks: RAM, 10ebbor10 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
.5 Pillar of unmagic: RAM.5 http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761
1 More powerful, longer ranged MFTs: Andres http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054
Spiders are cold blooded.
Spell-forged Steamworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (3) RAM, 10ebbor10, Roboson
AS-HA1 "Onslaught" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733): (2.75) Chiefwaffles, RAM.75, Lightforger
Shrouder Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735): (1) FallacyofUrist
More powerful, longer ranged MFTs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054): (1) Andres
Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (.5) RAM.5
Or is it "revise something semi-related to it and automatically get the expense thing"?
Spell-forged Steamworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (3) RAM, 10ebbor10, Roboson
AS-HA1 "Onslaught" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733): (3.75) Chiefwaffles, RAM.75, Lightforger, Azzuro
Shrouder Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735): (1) FallacyofUrist
More powerful, longer ranged MFTs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054): (1) Andres
Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (.5) RAM.5
Spell-forged Steamworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (4) RAM, 10ebbor10, Roboson,Andrea
AS-HA1 "Onslaught" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733): (3.75) Chiefwaffles, RAM.75, Lightforger, Azzuro
Shrouder Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735): (1) FallacyofUrist
More powerful, longer ranged MFTs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054): (1) Andres
Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (.5) RAM.5
Spell-forged Steamworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (4) RAM, 10ebbor10, Roboson,Andrea
AS-HA1 "Onslaught" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733): (4.5) Chiefwaffles, RAM.75, Lightforger, Azzuro, Andrea
Shrouder Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735): (1) FallacyofUrist
More powerful, longer ranged MFTs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054): (1) Andres
Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (.5) RAM.5
I know, I know... but I also want to have a factory! factories are great.
eh, changing vote.Quote from: DesignsSpell-forged Steamworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (4) RAM, 10ebbor10, Roboson,Andrea
AS-HA1 "Onslaught" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447733#msg7447733): (4.5) Chiefwaffles, RAM.75, Lightforger, Azzuro, Andrea
Shrouder Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447735#msg7447735): (1) FallacyofUrist
More powerful, longer ranged MFTs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7448054#msg7448054): (1) Andres
Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761): (.5) RAM.5
/evillaughing
@Roboson:
...he says, after voting for a factory.
If you revise your manufacturing process in a way that applies to both, then yeah it'll do that. You guys have been comming up with these insane weapons with minimal infastructure to support them so far; I think I mentioned in the design that the HA1 is as far as you can get without a SERIOUS overhaul of your manufacturing process.
:
Revision :
1 Barrel bore -10ebbor10
Order :
- Engage upon the edge of the desert. Blow up any Moskurgian fort, then build frost towers under covering fire of our artillery. Ruin their harvest and stop their heating spell.
- Defense against raiders : Have our people thought about placing exploding magic arrows along the camp perimeters, then summoning fire insects to patrol the very same perimeter. An approaching enemy will have 1 of 2 choices. If the approaching enemy doesn't notice the fire insects, they will light the barrels and burn their skirmishers. If they do, then the wind spell they cast to get rid of them will detonate the arrows, sending sharts of glowing hot crystal into the barrels. Either way, the enemy is hoist by their own petard.
RevisionsAnd @Roboson: Nice idea, but I 100% think cheaper HC1-E's and HA1's is critical here.
2 - Barrel Bore: 10ebbor10, Chiefwaffles
Orders
1 - Engage upon the edge of the desert. Blow up any Moskurgian fort, then build frost towers under covering fire of our artillery. Ruin their harvest and stop their heating spell: Chiefwaffles
0 - Defense against raiders : Have our people thought about placing exploding magic arrows along the camp perimeters, then summoning fire insects to patrol the very same perimeter. An approaching enemy will have 1 of 2 choices. If the approaching enemy doesn't notice the fire insects, they will light the barrels and burn their skirmishers. If they do, then the wind spell they cast to get rid of them will detonate the arrows, sending sharts of glowing hot crystal into the barrels. Either way, the enemy is hoist by their own petard:
Revisions
3 - Barrel Bore: 10ebbor10, Chiefwaffles, Andrea
Orders
1 - Engage upon the edge of the desert. Blow up any Moskurgian fort, then build frost towers under covering fire of our artillery. Ruin their harvest and stop their heating spell: Chiefwaffles
0 - Defense against raiders : Have our people thought about placing exploding magic arrows along the camp perimeters, then summoning fire insects to patrol the very same perimeter. An approaching enemy will have 1 of 2 choices. If the approaching enemy doesn't notice the fire insects, they will light the barrels and burn their skirmishers. If they do, then the wind spell they cast to get rid of them will detonate the arrows, sending sharts of glowing hot crystal into the barrels. Either way, the enemy is hoist by their own petard:
And no feedback/ideas on the factory/crystaworks/magegems stuff?No. We're not even in the Design phase, so it is unimportant as well as long, which makes it tl;dr. Include a summary somewhere. This goes for Design and Revision phases as well. Include a summary so it's not necessary to read a wall of text to understand what's going on. ((Good for both players and GM.))
Crystalworks Design Principles (In order of importance)
1.) Magic batteries
2.) Anchored (permanent+dispel-immune) Crystals.
3.) Cheap crystal anything in the future
Crystalworks Benefits
1.) Make existing crystal weapons usable again
2.) Make current + future crystal designs cheaper.
3.) Helps Crystalclad, crystal armor, more crystal weapons, etc.
4.) Provides infrastructure for complicated designs. (Things like the HA1 can be made to use crystal ammunition. It'd be lighter, stronger, and cheaper to make+treansport. Crystal can be worked into a lot of designs to let the Crystalworks "cover" them in terms of manufacturing. Just be sure to mention it in their designs)
Their desert winds must have had a good roll, as it can counter our frost towers we've put several turns into.
Hence the Magegems design. I'm okay with Magegems -> Crystalworks/Other factory, since Magegems are a very versatile thing, anyways.
Though the Crystalworks does include batteries. I don't think it's a huge risk but it will definitely without a doubt be a penalty to have batteries in the Crystalworks design without doing something like Magegems beforehand.
I'm honestly torn. Magegems aren't particularly useful as a design. Maybe we could do Magegems as a revision? Because, after all, they are essentially just anti-magic charms but with the input/output changed a bit.
And since Evicted ninja'd me; Evicted, are magegems (post earlier in thread, but TL;DR: small magic "batteries" based off of tweaked anti-magic charms) suitable for a revision? I would definitely think so but your reaction to the inclusion of something like magegems in the HA1 design threw me off a bit.
Uhm, aren't you forgetting the Moskurgians have negated all magic in medium range.
3) Their Skirmish advantage
I mean. It's not a new field of magic. Neither wraiths nor crystal shielding.I remember this exact argument when we were going to do the Dogwood wands.
Wraiths: It's life magic. And of course Wraiths aren't an immediate thing. See the "Combat Lifeforms" plan in my earlier megapost for more. We work up to Wraiths gradually with things like Beastmen and the like first. I want to develop life magic regardless, but wraiths are a far-off idea if we ever get sufficiently advanced in life magic. Besides, even developing life magic is for far later.
Crystal Shielding: I'm pretty sure you didn't mean this, but regardless, it's a new shape of crystal. Not too hard.
Design: Plant Growth [3, 6 5]
But if that wasn't enough, I'm happy for a simpler one:That is a much better tl;dr. I'd prefer if we could focus on our existing technologies until we get them to a level of basic sufficience first, but after that this is not a bad idea.
Crystalworks TL;DR: Use automation and energy storage to produce a plentiful supply of cheap crystal items.
TL;DR: We make a crystal shell around our HA1's to protect the artillery piece itself, the crew, and a small amount of ammunition.Read this:
Note: Streamlining any process required to build this will make it just barely Expensive. The biggest issue with this device is the spotting system and poor lethality of near-misses at high angles.The biggest issue with the HA1s that we're capable of solving isn't that they're too easy to destroy, it's that they simply don't do a lot of damage. At the range they're meant to operate at, explosive ammunition is necessary. It is important to make a useless thing useful first, then make it cheap or better protected.
The ammunition is still unique to each individual artillery piece due to variences in construction, and stone ammo crafted in the field will break and jam due to the incredible stresses the cannon puts on it. The incredible weight and size of the ammo means an entire supply train is needed to bring enough into battle for sustained firing. Likewise, the sheer size of the HA1 and need to be set up and taken down before moving means we will have to destroy it when retreating, lest it fall into Moskurg hands. It is too heavy to be mounted on any of our existing boats, and even if we could a single firing would flip it. The gold circuit is also proving to be less reliable; attempting to fire too fast means it can't cool down quickly enough and the gold will melt and run out of the engravings. Weapon failure generally occurs soon after. Additonally, the incredible rate at which the cannon consumes water means it must either ship water with the ammo or set up near a stream or lake. It is also very obvious - the cannon sticks out above our lines, making it a target if the enemy gets within firing range.Perfectly fine.
Heat is no longer a big problem with cannons, although not entirely solved.
Expense IS a problem and is what we are trying to fix this turn with standardized bores and machine rifling.
accuracy, I would say it is not a problem. What IS a problem is our lack of area of effect shells.
what is going to happen is, as soon as the shell enters their antimagic field it will be deactivated and will just be a cold lump of metal.
Unless we develop the spell equivalent of faraday cages.
That said, making the shell frosty may cause it to shatter from thermal stress, making shrapnel.
Do remember, that the antimagic spell only prevents spells activating within it's range. Our fireballs did perfectly well if they activated before that.
Do remember, that the antimagic spell only prevents spells activating within it's range. Our fireballs did perfectly well if they activated before that.
Yes, this is what I mean. Whatever we do, it should activate before it is in range of their antimagic. a continuous effect like the frost shell risks being useless, since it relies on being able to work after it lands. While a mid flight fireball is explodey, causes metal shrapnel as well as the fire, and if triggered mid flight will be unaffected by their antimagic.
Perhaps we can use our anti-magic crystals as a way to get explosive projectiles? Our current, rather awful anti-magic shells are built more to disable enemy magic than to do any damaging effect. Focusing on the latter would allow our munitions to bypass their anti-magical protection without creating some new kind of anti-magic resistant magic.
Glory to Arstotzka.
Perhaps we can use our anti-magic crystals as a way to get explosive projectiles? Our current, rather awful anti-magic shells are built more to disable enemy magic than to do any damaging effect. Focusing on the latter would allow our munitions to bypass their anti-magical protection without creating some new kind of anti-magic resistant magic.
Glory to Arstotzka.
We did exactly that with our anti-magic arrows. The result was dissapointing, and instantly negated by their anti magic.
That's possible, but I think the right way to go about it is revising the Equalizer to be more reliable and cheap. Cheap is possible as a bonus action if we can exploit the metal bonus.So long as the name of the new iteration of anti-magic shell is AS-AMM1, and so long as they do not further diminish the effect of our frost towers, I may be willing to support this.
A cheaper and reliable Equalizer would go a very long way towards usefulness.
We did exactly that with our anti-magic arrows. The result was dissapointing, and instantly negated by their anti magic.The result was disappointing because the projectiles were too small to do a lot of damage, to my memory, and the focus was on negating magic than doing damage. As for being negated, can you recall why they were being negated? How can anti-magic be itself negated by anti-magic?
What we really need to do is create a high altitude anti-magic zone. When their projectiles pass through it, it will remove their luckystrike.It will also negate our frost towers.
What we really need to do is create a high altitude anti-magic zone. When their projectiles pass through it, it will remove their luckystrike.It will also negate our frost towers.
Glory to Arstotzka.
The result was disappointing because the projectiles were too small to do a lot of damage, to my memory, and the focus was on negating magic than doing damage. As for being negated, can you recall why they were being negated? How can anti-magic be itself negated by anti-magic?
And IIRC, they're negated because all other anti-magic drains the magic away from the charm, preventing it from accumulating sufficient power for detonated.What if we made them accumulate power before we launched the arrows instead of hoping they accumulated power from the magic of the enemy mages?
There was little of the strange celestial iron, only enough to make one unique object. Seeing a great opportunity here, he shared the information with his colleagues in an attempt to find the best use of this gift from above. Roboson offers one year of his votes to the person who creates a passing design that utilizes this celestial iron. (Redeemable by telling Roboson what to vote for).AS-HB. This scepter, when activated, serves as a beacon that can be seen from the palaces of the gods themselves. This beacon allows their angels to make their way down to the earth and smite Moskurgs with mercy and holy fire. Due to the magical and holy nature of the scepter, it itself is a powerful melee weapon.
Right now I'm leaning most towards the Flare revision (again, definitely a revision - we severely lower the power of our cheapest fireball to make it really bright and multi-colored) or Equalizer revision.You have evidently caught a brain bug. You read a small part of an update and while you may have originally jsut paid it some passing thought, it has grown inside your mind to be of great import, even though it is in reality not very important at all. It happens to everyone in these kinds of game at some point.
For design, I dunno. I want to move towards the Crystalclad, which involves Magegems and the Crystalworks. (And by the way - another advantage of the Crystalworks is that it just overall increases crystal quality. )NO! As I have said before, we have a major problem of us moving quickly to a new design instead of refining older designs so that they become useful. Crystalclads are far too ambitious and require development of new technologies. We must learn from the severe overreach of the Onslaught. A middle step is needed, probably several, and only after refining what technologies we have to a sufficient level.
Yeah...sorry about that. I have a tendency to make some things too possible/powerful/easy.Very poorly. Obviously you are super biased to Moskurg and you should give us free technologies to compensate. :P
Oh, on an unrelated note, how are your rifled barrels, cannons, shaped ammunition, large-scale steel castings, steam engines and plate armors treating you?
Yeah...sorry about that. I have a tendency to make some things too possible/powerful/easy.
Oh, on an unrelated note, how are your rifled barrels, cannons, shaped ammunition, large-scale steel castings, steam engines and plate armors treating you?
Because we didn't want it to go off in our own antimagic fields. I kind of dispute this, because the reasoning was that because it operated on our own antimagic theories, and the individual components were weaker than a full charm, the charm would absorb the magic before the bomb could get at it. But the reason that they don't detobnate is because 'they don't work in antimagic'... I feel that they should detonate in 'positive' antimagic, such as jamming fields and disruption forces. They should also detonate in 'neutral' antimagic, such as a binding effect on atmospheric magic, just at a slower rate, they will still absorb whatever they touch and still suck on their surroundings, it will just be that there is a force opposing them. Where they will not detonate is in 'negative' antimagic, which takes the magic away. Well, they can't absorb anything if there is nothing there to absorb... They were specifically designed to be weak to our own antimagic, but our charms are completely ineffective(Actually total non-interaction, it didn't even fluctuate or bend towards our charms or something...) against theoir antimagic too, so it is not a matter of force. Their antimagic also works over a range, and somehow can be magically manipulated into a magical dead-zone... Honestly, I think we should revise deicide as a means of countering their antimagic...We did exactly that with our anti-magic arrows. The result was dissapointing, and instantly negated by their anti magic.The result was disappointing because the projectiles were too small to do a lot of damage, to my memory, and the focus was on negating magic than doing damage. As for being negated, can you recall why they were being negated? How can anti-magic be itself negated by anti-magic?
I was going to write this whole thing breaking down RAM's Spell-forged Steamworks proposal and how it was extremely over-ambitious (definitely more-so than the HA1 - just look at the post yourself (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761)) and how its benefits were vague and kitchen sink-yPlease reconsider, I would like to know the specific points that are concerning so that I can address them specificall. So far all I have is "over-ambitious" which sounds sort of liek a good thing to me. We may have trouble getting it to work but it seems worth it. But if there are specific points of concern then I can try to refine the design...
river powers steam enginesI do not know how a river could power our steam-engines. They work because of magical heating. It could serve as a source of water but they are already very water-efficient. I think that mechanical heating would be a massive invetment in research.
Instead of wasting wizards to make exact shapes of crystal, we let machinery do it for us. ...I don't understand how this works. We can currently make crystals to specifiic shapes, the circuits used to summon the crystals should be able to do the same. Also, being crystals, they are somewhat reliabnt upon their internal structure. It is not entirely impossible that some form of compression would enhance their qualities of hardness or weight, and it is possible that the substance that they are composed of could be modified, but the question again arises, if we find that this is possible, why not change the summoning spells to create this new material. I have failed to understand how an assembly line helps when you can conjure a fully-formed object from thin-air.
the crystal starts as raw "blobs" but its hardness, weight, shape, and more is refined and manipulated ...
The result is much cheaper crystal items and products.
We've found that crystals are, in a way, "bound" to the summoning wizard. Being dispelled is likely breaking the connection to the wizard. So what if we made the crystals connected to themselves? Then the crystal is a solid object, now completely free of magic and immune to dispelling. The nature of the circuits used in the Crystalworks works great for this - the circuits can easily make "isolated" Crystal because the circuits are "isolated" themselves. No wizard is making this crystal.This is very similar to what we have already done in binding the crystal objects to gems. I believe that the gem-bund axes that our thanes used were also dispelled, so binding them to the world didn't help. I can see that recursively binding them to themselves could give reality enough of a headache to just ignore them, but antimagic immunity? This makes them more magical, not less, unless I misunderstand. Is there some sort of magical quarantine effect that I missed that keeps their antimagic from reaching the circuits? Making them self-contained whould help if we had such a quarantine effect, but I would expect that we would prefer to extend it over our entire force if possible...
The result is permanent crystals no longer tied to magic and therefore no longer dispelable.
As a very minor feature in addition to the selling points of the Crystalworks, it's created in a very modular configuration. It has multiple crystal lines and more can be added easily. These lines can be configured without difficulty to produce different products as we come up with new crystal-based designs.I like to think that we have enough crystal expertise to make new crystal formation spells without much effort.
mundane aspects such as these conveyorsIreally don't know the history of conveyors, but it sounds like something that may increase the difficulty. When not augmented by magic our mundane stuff is still middle-ages.
@Andres. Skirmishing is important and just dominating in one area of battles even more won't fix that. We need to pay attention to all stages of the battle.I know that skirmishing is important, but we are not suffering in that area of battles as much as in others. And again, frost towers kill entire armies regardless of stage of battle.
Re: Crystalclad. Yes. That's my point. That's why we need things like Magegems then the Crystalworks first.Ah. I thought you meant to get those technologies by designing the Crystalclad. I greatly misunderstood and I agree with your conclusion.
Re: Heaven beacon. Oh dear god. That is the very definition of a new field. We'd get so manyThat...wasn't a serious suggestion for us to do. Roboson is rewarding based on how interesting a design is, not how sensible it is.
Penalties if we tried that.
B/c I'm super bored today. Evicted, if this is not ok (as it depends on not confirmed information or is just not allowed), let me know and I'll delete this post.
Mini-game:
In the year 915 a great meteor crashed into Arstotzka and created the Foe Ax Crater. At the time our people took it as a sign of our inevitable victory against the evil Moskurg hoard. Years later, the wizard Roboson led an exploratory expedition into the crater. What he discovered was not a sign from the gods, but actually a gift. In the crater a small iron rich meteor was discovered with unusual properties.
There was little of the strange celestial iron, only enough to make one unique object. Seeing a great opportunity here, he shared the information with his colleagues in an attempt to find the best use of this gift from above. Roboson offers one year of his votes to the person who creates a passing design that utilizes this celestial iron. (Redeemable by telling Roboson what to vote for).
Over-ambitious means we get heavy penalties to the whole thing and makes it much more likely for us to get an unusable design and impossible for us to get an actually good outcome.I was going to write this whole thing breaking down RAM's Spell-forged Steamworks proposal and how it was extremely over-ambitious (definitely more-so than the HA1 - just look at the post yourself (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761)) and how its benefits were vague and kitchen sink-yPlease reconsider, I would like to know the specific points that are concerning so that I can address them specificall. So far all I have is "over-ambitious" which sounds sort of liek a good thing to me. We may have trouble getting it to work but it seems worth it. But if there are specific points of concern then I can try to refine the design...
Hence why it's in a new design. The crystalworks' whole thing is assembly line production of crystals to make them cheaper + better. That's the improvement. And yes, we can conjure them out of thin air, but that takes manpower and time. Doing the same with a circuit requires a much more complicated circuit and if it breaks, the whole thing has to be replaced. An assembly line is more efficient.river powers steam enginesI do not know how a river could power our steam-engines. They work because of magical heating. It could serve as a source of water but they are already very water-efficient. I think that mechanical heating would be a massive invetment in research.Instead of wasting wizards to make exact shapes of crystal, we let machinery do it for us. ...I don't understand how this works. We can currently make crystals to specifiic shapes, the circuits used to summon the crystals should be able to do the same. Also, being crystals, they are somewhat reliabnt upon their internal structure. It is not entirely impossible that some form of compression would enhance their qualities of hardness or weight, and it is possible that the substance that they are composed of could be modified, but the question again arises, if we find that this is possible, why not change the summoning spells to create this new material. I have failed to understand how an assembly line helps when you can conjure a fully-formed object from thin-air.
the crystal starts as raw "blobs" but its hardness, weight, shape, and more is refined and manipulated ...
The result is much cheaper crystal items and products.
The idea is that we make the crystals mundane. They go from "magical item sustained temporarily in reality by magic" to "mundane item initially created via magic". Mundane items can't be dispelled.We've found that crystals are, in a way, "bound" to the summoning wizard. Being dispelled is likely breaking the connection to the wizard. So what if we made the crystals connected to themselves? Then the crystal is a solid object, now completely free of magic and immune to dispelling. The nature of the circuits used in the Crystalworks works great for this - the circuits can easily make "isolated" Crystal because the circuits are "isolated" themselves. No wizard is making this crystal.This is very similar to what we have already done in binding the crystal objects to gems. I believe that the gem-bund axes that our thanes used were also dispelled, so binding them to the world didn't help. I can see that recursively binding them to themselves could give reality enough of a headache to just ignore them, but antimagic immunity? This makes them more magical, not less, unless I misunderstand. Is there some sort of magical quarantine effect that I missed that keeps their antimagic from reaching the circuits? Making them self-contained whould help if we had such a quarantine effect, but I would expect that we would prefer to extend it over our entire force if possible...
The result is permanent crystals no longer tied to magic and therefore no longer dispelable.
But mostly I have my own pet theory that hey are inherently opposed by reality because they came into being without replacing anything(like a house would replace a pile of bricks and lumber and nails and what-have you...) that would be invalidated by your theory. So imma fight ye!
Yeah. This aspect is just here to say "Crystalworks will also apply to new crystal-based stuff, not just existing things."As a very minor feature in addition to the selling points of the Crystalworks, it's created in a very modular configuration. It has multiple crystal lines and more can be added easily. These lines can be configured without difficulty to produce different products as we come up with new crystal-based designs.I like to think that we have enough crystal expertise to make new crystal formation spells without much effort.
I really don't know the history of conveyors, but it sounds like something that may increase the difficulty. When not augmented by magic our mundane stuff is still middle-ages.Conveyors are another almost entirely fluff piece. I'm positive they won't give us penalties. And if we get a mediocre Bugs roll, then sure, the conveyors may break down, but that's instead of something else.
Besides, the Flare's main point is easy battlefield communications. Lighting up areas for skirmishes is a bonus. If we didn't need a way to spot for the HA1, then I would definitely not be proposing it.We should keep this to a Revision at most. I see the value in it but to spend a full Design on it would be wasteful.
shaped ammunition
strange celestial ironAn extensive analysis of its structure revealed that it contained vast amounst of inherently unstable magic. We split it into two parts, forced all the stable material out of it using conured material to displace it, then mounted it into a cannon shell with the two components separated by a short-lived crystal wafer and backed by a number of antimagic bombs triggered to detonate when a magical storage crystal at the tip shatters, releasing all its magic. The force of the impact combined with the force of the dtonating antimagic bombs will force the two lumps of unstable material together causing the unstable material to overload and undergo a process of rapid decay. Unfortunately, all the workers involved in examining and handling the material have died from a mysterious contamination of their auras. This appears to be only minimally contagious as a weaker contamination produces a much weaker contamination effect. We suspect that this aura contamination will be distriuted over the target area and result in the region being unable to be resettled or exploited without protective enchantments. We call this the National Unification by Killing Effect.
Wait, were they using their anti magic while riding the carpets?
Wait, were they using their anti magic while riding the carpets?
No.
I think that's a bad idea. When our frost we're not effective than they are now it still didn't work to stop them when they didn't have firebombs and air units. We need something to actually stop them.They were entirely effective when we managed to make it cold enough, such as in the Mountains. We basically walked all over them there, every single one of their advantages made irrelevant.
Wait, were they using their anti magic while riding the carpets?
No.
Then why weren't we shooting the enemy mages out of the sky with fireballs? I just honestly want to know because it makes a huge difference in how we combat them.
Frost towers are basically a passive debuff to their army. That won't work - we need to actually actively directly counter their stuff. Just increasing a passive debuff won't remove the fact that they have fire bombers.You CONTINUE to ignore that at cold enough temperatures, the Moskurgs don't just get debuffed, they start dying. How many times do I need to point how they alone wiped out all meaningful resistance in the Mountains? The frost towers as they are are just a debuff to their army (at least on the Plains and Jungle), which is why I'm arguing to make them better. If we make them better, they won't just be a passive debuff to their army, they will eradicate their armies, at the very least on the Plains.
Considering they spent a Design to make it, a Revision to make it stop killing their mages, an expense credit to make it cheap, and they don't have enough wizards to man both all their ballistas and their carpets, AND they had the appropriate modifiers on their roll, yes.
And what are you talking about rolling a -3? Your effectiveness was rolled with no penalties, a -2 for expense for being made out of your most expensive tech, and a -1 for bugs for being larger than anything you've ever made.
It's the most long-range, powerful, lethal cannon in the world that Moskurg can't even hope to compare with without redesigning their ballista, it can fire 4 times a minute, is lacking ammo types and spotters
and you're upset that Moskurg made flying carpets? You've already got arrows that by default explode when they're close to an enemy mage. You are overstating the disparity between you guys, all because you were caught off-guard by their new invention.
develop our own air force, lest we lag behind in this ever-changing war
1 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres
2 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10
3 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10, Andrea
But how many designs will it take to make an hot air balloon that can carry anything useful (like an apprentice and an archer)?
There's no way they can use strong wind magic on top of those things. They'd blow themselves out of the air and all over the place.
I think it's time to bring the venerable sport of Moskurg-skeet shooting to the masses and get our first musket. Also magic storage which also very important and, if we don't fail horribly we can make faux HE rounds for our cannons.
There's no way they can use strong wind magic on top of those things. They'd blow themselves out of the air and all over the place.
They already do it to stop arrows, which are much harder to blow away than insects.
why aren't we using spells like "summon swarm" or "Webs" on them?
On top of a magic levitating carpet? Without losing stability? Well that sucks...
The GM said that stored spells must be a separate design.
2 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10
Can't we just do Flares?
Flares: A modification of our fireball spell turns the power down to not much, but drastically increases the range and brightness, and lets more skilled mages choose the color of the flare. Can be used for blinding Moskurgian carpet mages(HA!), setting off incoming firebombs earlier, marking entrenched positions for bombardment outside normal sight range, communications, and confusing alm-you-tricka.
Hopefully easy to do. Probably effective if we succeed.
It's weird seeing you guys propose something that wouldn't intrinsically require a dozen negative modifiers.Posted by Evicted right after I posted this:
Future Revision: FlareEDIT: Oh, Evicted ninja'd me anyways. Thanks for clarifying still, Evicted.
One night, when a bored mage was staring at the theatre from the top of a Frost Tower, he noticed the bright fires all over the theatre located where the fighting was thanks to the fire bombs brilliant Arstotzkan fireballs.
So, he thought - why not use that?
The idea is simple: Use our fireballs for communication. The Streamlined Fireball is taken as the base, then instead of destructive power, our Mathemagicians tweak the Fireball spell to create massive amounts of light and to allow casting mages to choose the color. Now the Streamlined Fireball can be shot upwards into the sky, where it'll provide illumination on the ground below and signal other soldiers in the area. Certain colors can also be interpreted to mean different things - for example, red could be used to signal for artillery strikes, blue could be used to signal enemy troop locations, and the illumination provided by the flare will light up the ground below at night, making it easier for our men in skirmishes. Some have even theorized that strings of different colors could be used to send "encoded" messages across troops.
The extremely decrease destructive power of the Flare means it simply burns out before it can fall back to the ground.
How?
1.) Increase the brightness of the Streamlined Fireball at the expense of power. (While the flare is in a way a new spell, it's such a simple tweak (power -> brightness) that it should definitely be able to be done in a revision. )
2.) Add colors
Why?
1.) Artillery spotting. Flares can be used to signal for HA1 strikes at that destination.
2.) General battlefield communication - not extremely effective and not extremely secure, but it allows for basic communications.
3.) Skirmishing. We can create artificial light benefitting us during the night.
2 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10
1 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles
Design: Giant FalconThis is bigger and more complex than anything we had done with that school of magic and will not have nearly as much effect as better frost towers would.
2 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10[/quote]
2 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles, Helmacon
Yea, my point was more like chief waffles was saying, It's a decent idea, but there is a much better way to go about it.He said it was a bad idea and gave objectively bad reasons as to why it was a bad idea. "They are currently not 100% effective in this specific theatre of war, therefore improving them will not make them 100% effective." It was utterly illogical. He was also not saying there was a better way to go about it, he just started arguing for infrastructure.
@Andres: Now that's just unnecessary pessimism. We enlarge falcons (not even making any new creatures) and give them basic training. The effects are effectiveness in pretty much every stage (picking off artillery, general combat in melee [though this is least useful stage], picking off enemies in Routing, and picking off enemies in Skirmish) as well as a direct counter to flying carpets. We can develop on it to great effects in the future, too.They'd be useful, sure, but that invalidates nothing of what I said. We have experience in creating plants and small bugs, not animals large enough to fly while mounted. You also want them tame enough to be ridden and well trained enough to be useful. It also does not consider that they can be shot out of the sky with their bows or their ballistas.
My main point against doubling down on the frost towers is we are nearing the point where we will start to have to use revisions/designs to protect ourselves against them.This isn't true. We only need the frost to get to the point where they kill all Moskurgs but spare Arstotzkans, and we succeeded. Just look at how we captured the Mountains. Doubling down on the frost towers would require that we develop countermeasures, but that's only if we do such an imbecilic thing as to build the maximum amount of frost towers instead of the optimum amount.
Also they already have their foot in the door at making counters to our frost magics.It's a crappy foot in the door, not something they evidently care that much about, and we can beat them with our design even if they do put some more effort into countering it. We would have an advantage in this hypothetical arms race.
Let's think for a second about how the enemy might counter our frost towers. They now have a rudimentary air force. A few revisions into fighter and bomber variants and they now have the ability to destroy targets behind our front lines. Our towers are too expensive to lose even a few. Making them bigger and stronger will only make them more expensive.Have you not been reading what I have already written multiple times? Our frost towers will kill the mages long before they even reach the towers because of the cold. Their range is too great for that already, all that is missing is the intensity, and giving them more range would be overkill.
2 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10
4 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles, Helmacon, FallacyofUrist, Roboson
0 - Flare Wands:
2.5 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10 RAM.5I would like the improved frost tower, except they are blowing the frost back at us when outside of its range, freezing our homelands, and the frost towers could serve as lookouts. We would likely need a revision to warm our peoples. Also they already serve as fortifications, with a bit more height we could get spotting towers.
1? Dragon Micro-Cannons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450842#msg7450842): Light gorger?
0 Frost Thrower Heavy weapon emplacement (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450845#msg7450845):
0 AS-HC3 "Unending" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450881#msg7450881):
0 Flak Shells. AS-SO1-AA "Turbulence" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450881#msg7450881):
0 Lazarus Initiative (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450884#msg7450884):
0 AS-AMD1 "Obelisk" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450891#msg7450891):
0 Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450908#msg7450908):
0 Crystalworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450908#msg7450908):
0 Flares (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450941#msg7450941):
0 Sacrificial summons: Frost Vulture Aviary Program (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450983#msg7450983):
0 Summon Giant Fire-wasps. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450983#msg7450983):
0 Tall Frost towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450983#msg7450983):
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761):
4 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles, Helmacon, FallacyofUrist, Roboson
1 - Flare Wands (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451085#msg7451085): RAM
0.5 Homing Fireballs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451103#msg7451103): RAM.5
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.Wow, we are the best at whining. Thankyou! For the game, mostly... though the buffs do lend a certain zing.
2.5 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10 RAM.5
1? Dragon Micro-Cannons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450842#msg7450842): Light gorger?
0 Frost Thrower Heavy weapon emplacement (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450845#msg7450845):
0 AS-HC3 "Unending" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450881#msg7450881):
0 Flak Shells. AS-SO1-AA "Turbulence" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450881#msg7450881):
0 Lazarus Initiative (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450884#msg7450884):
0 AS-AMD1 "Obelisk" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450891#msg7450891):
0 Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450908#msg7450908):
0 Crystalworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450908#msg7450908):
0 Flares (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450941#msg7450941):
0 Sacrificial summons: Frost Vulture Aviary Program (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450983#msg7450983):
0 Summon Giant Fire-wasps. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450983#msg7450983):
0 Tall Frost towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450983#msg7450983):
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7447761#msg7447761):
4 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles, Helmacon, FallacyofUrist, Roboson
1 - Flare Wands (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451085#msg7451085): RAM
1.5 Homing Fireballs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451103#msg7451103): RAM.5 voidslayer
But the frost tower is nice to upgrade. Like you've been saying, it provides a general bonus to all areas of combat. If you can convince me why the Moskurgs won't be able to counter it and turn it back against us, I'm game.Not just that it's a general bonus, but that it's an army killer, as proven by their use in the Mountains.
Also, just how slight is slight?It only seemed to do anything in the Jungle and it downgraded snow to very cold rain, and the range of that was limited to just their own side.
Do note that it may be less powerful in a region that is not naturally cold as the mountains are.That's not how it works. It works by decreasing temperature by a flat amount, not by amplifying what cold there already is. Just to make up a number, it decreases temperature in the Jungle and the Mountains both by 20C even though one is much hotter than the other.
I agree that we should improve our towers, but I'm not sure now is the time to do it.Be sure. It would let us take the Plains, give them a sever debuff on the Jungle, and completely lock down the Mountains, allowing us to empty that region of troops so we can get the revision credit.
Unless you have some idea that gets around their current counter(desert wind pushing the cold back onto us).Their counter is crap, only works when they're near the desert, and the upgrades will negate the counter.
That and it doesn't just do our work for us. It makes it easier but they don't suddenly start to drop. You seem to believe that upgrading our frost towers with a design will suddenly freeze the enemy to death. It doesn't and wouldn't do that.Except we saw exactly that happening in the Mountains. The cold wiped most of them out and what resistance left was token - nowhere near enough to stop us. It won't make all the Moskurgs freeze to death in the Jungle (it'll just give them a severe debuff), but it will make them freeze to death in the Plains, which our towers are currently making as cold as the Mountains used to be.
Their skirmishing advantage would stay just like it is. Their armies don't just disappear with frost towers.The skirmishing advantage will vanish without, you know, skirmishers, which our frost tower will kill, which I am claiming they will do because they did that in the Mountains.
Evicted, is it possible that we could be given a bit more details on how effective the frost towers are? It's hard to be sure when they're not the only factor.+1. Either I will be vindicated or I will be shown a better path.
Can someone give me a reply on why we're not countering their use of wind? PlezBecause nobody wants to vote for the pillar of unmagic...
PrerequisitesAnother pre-requisite would be anti-magic resistance, otherwise they'd fall apart as soon as anti-magic is applied to them.
- Magegems (100% definitely need this. Well, we could have it require a support team of mages behind it at all times, but that's disadvantageous.)
- Crystalworks (Would really help. Evicted did say we're practically at manufacturing limits without a dedicated facility, and permanent better crystal would help this design. Not essential, but would definitely be helpful.)
- Better steam engine? (Maybe. Might just be better to make Crystalclads and improve steam engines a bit in there then use that experience. Otherwise, maybe a revision in something like engine miniaturization.)
DesignsI removed all the designs with 0 votes to avoid cluttering. If someone wants to re-add them, just take them from the votebox before me.
2.5 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10 RAM.5
1? Dragon Micro-Cannons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450842#msg7450842): Light Forger?
1 Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450908#msg7450908): Chiefwaffles
4 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles, Helmacon, FallacyofUrist, Roboson
1 - Flare Wands (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451085#msg7451085): RAM
1.5 Homing Fireballs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451103#msg7451103): RAM.5 voidslayer
psst roboson. duplivote for magegemspsst chiefy. i try to avoid duplivotes. i only resort to them when it is required to get my voice/vote heard. which means i only do them on turns when basically everyone else is doing them, and i don't like the result. i personally think the multivote system has not only caused a lot of friction within our team, but also wrecked our ability to have a fair voting system. for now imma stick with giant birds.
And please vote for Magegems. Please.I'm willing to vote for Magegems, but only if you promise to vote on the Revision phase to make the frost towers cheaper.
Giant Falcons is just a counter with no future options.Heresy.
Well, my number one want this turn is the Flare revision.No dice.
Next turn I'd be fine with revising Frost Towers though.
DesignsI added Generally me's vote to Magegems.
2.5 - Improved Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450795#msg7450795): Andres, 10ebbor10 RAM.5
1? Dragon Micro-Cannons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450842#msg7450842): Light Forger?
2 Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7450908#msg7450908): Chiefwaffles, Generally me
4 - Giant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451013#msg7451013): Chiefwaffles, Helmacon, FallacyofUrist, Roboson
1 - Flare Wands (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451085#msg7451085): RAM
1.5 Homing Fireballs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7451103#msg7451103): RAM.5 voidslayer
If you guys are up for picking this back upWhat kind of question is that?
instead altering the falcons mind during casting.So we have experience in altering minds now.
Votes
1 - Flare: Chiefwaffles
2 - Flare: Chiefwaffles, FallacyofUrist
2 - Flare: Chiefwaffles, FallacyofUrist
1 - Cheapr MFTs: Andres
3 - Flare: Chiefwaffles, FallacyofUrist, Roboson
1 - Cheapr MFTs: Andres
2 - Flare: Chiefwaffles, FallacyofUrist
1 - Cheapr MFTs: Andres:
0 - Vertical Forever Frost:
Votes
3 - Flare (http://www.bay12forums.com/smf/index.php?topic=163277.msg7456357#msg7456357): Chiefwaffles, FallacyofUrist, Roboson
1 - Cheaper MFTs (http://www.bay12forums.com/smf/index.php?topic=163277.msg7456390#msg7456390): Andres
0 - Vertical Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7456401#msg7456401):
Roll 1 is effectiveness, Roll 2 is expense, and roll 3 is bugs.
Their ballistas are still uncannily accurate, but we now have HC1-E’s as our main artillery force. The small cannons aren’t as accurate and they don’t have fire-shells like Moskurg, but they fire much more quickly. Plus, we still have our HA1’s, which have a much larger caliber. We don’t have time to disassemble the HA1’s and reassemble them further back, so they’re stuck at Extreme Range with the rest of the artillery. Their large size makes them an immediate target and they are destroyed one-by-one, but they do manage to take a couple ballistas with them.So from what it sounds like, our HA1's fire at extra-LOS range at first, but as our battle lines get pushed back, we can't withdraw the HA1's fast enough and they therefore get pushed into just Extreme range? Am I right in my assumption?
EDIT: Evicted, would you mind naming the falcons "Hunter Falcons"? Given the result of the design, I think that name fits a bit more than giant falcon.
Plans
1 - Meteor Plan A: Chiefwaffles
Why not get more ambitious? Standardized spells. As part of military training, we could imprint a few spells on even our basic soldiers. Simple stuff, like flares or streamlined fireballs.I would say that would be a second design into the field, rather than a first.
Implant magegems into soldier brains to let them use magic! Artificial mages!Implant mage gems into constructs to create golums! Artificial winning!
Implant mags gems into our dead soldiers to creat zombies! Undead winning!Implant magegems into soldier brains to let them use magic! Artificial mages!Implant mage gems into constructs to create golums! Artificial winning!
1 - Myark+half of Mountaineers+quarter Plains cav (http://www.bay12forums.com/smf/index.php?topic=163277.msg7459088#msg7459088): Andres
Anyways.
Meteor Plan A:
1.) Send our entire Jungle army. Give them a break from the jungle for a bit and not just waste them on the meat grinder hell that is the jungle.
2.) Put the Jungle army's mage hunters on the front, using their falcons for scouting. If/when we encounter Moskurg, it'll probably be with their carpets first.
3.) Send a small amount of men from the Mountains
4.) Don't bring artillery, so we can increase speed; if we get into a fight without artillery slowing us down, then the enemy probably doesn't have artillery. If they do artillery, we should straight-up outrun them.
5.) If this wasn't already obvious, put a focus on speed. Marches, light on supplies, whatever. The goal is to get their before they get us. But if we do fight, we still have the whole jungle army.
6.) (Edit) Unless they too try to maximize speed for no reason whatsoever, we'll get there first. And if they do something silly like sending only carpets, our mage hunters will make short work of that.QuotePlans
1 - Meteor Plan A: Chiefwaffles
You didn't include my plan there, Andres.Sorry. Seems I missed it. Thought everyone was just talking about hypothetical future designs.
Plans
1 - Meteor Plan A: Chiefwaffles
1 - Myark+half of Mountaineers+quarter Plains cav (http://www.bay12forums.com/smf/index.php?topic=163277.msg7459088#msg7459088): Andres
Evicted, do we know what properties are unique to the meteor or is it more of a situation where we come up with a reasonable idea of a design using some unique property of the meteor we come up with?
So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...
MAGEGEMS.
PLEASE.
The sooner we do it the better. It's infrastructure with an extreme amount of uses.
And this turn we're winning. We have an extra design phase. We can do it now and get it over with while still keeping an advantage.
Magegems are a path to the Crystalworks which has the main point of crystal permanence.
Erm, magic crystal war axes or not, we don't have Valkyries which I dont really see why magic crystal war axes would count as 'Valkyrie equipment' or something...So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...
We have magic crystal war axes, they just get dispelled easily so are not used right now.
Erm, magic crystal war axes or not, we don't have Valkyries which I dont really see why magic crystal war axes would count as 'Valkyrie equipment' or something...So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...
We have magic crystal war axes, they just get dispelled easily so are not used right now.
Design
1 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461591#msg7461591): Chiefwaffles
Meteor Design
1 - Tower of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
We were making close combat equipment when the brought out anti magic something that effects close ranges, it would make any summon-able close combat warriors quite weak.I wasn't thinking of summoning warriors, I was more thinking elite soldiers who are Valkyries as in warrior women, but your idea isn't a bad one.
I think that living crystals are just as capable of antimagic immunity as crystalworks, and are more plausible too, rather than machining crystals which we can already summon pre-formed... Honestly, I can't even see how crystalworks is supposed to ignore magic cancellation. There are very few sane ways for their magic to work, and the G.M. already told us, in this thread, that antimagic is religious, so putting a "will" into spells so that they can insist upon their own existence is a pretty strong counter to antimagic. Giving them magic batteres afterwards to give them resources wth which to maintain themselves would buff that no-end. And living crystals capable of spell-casting with the assistance of circuits would make the perfect crystal-tipped wands or crystalling quaterstaffs for our wizards.We were making close combat equipment when the brought out anti magic something that effects close ranges, it would make any summon-able close combat warriors quite weak.I wasn't thinking of summoning warriors, I was more thinking elite soldiers who are Valkyries as in warrior women, but your idea isn't a bad one.
You're just overestimating living crystals.1: Exactly, they would be more capable of directly interfacing with magic.
1.) Their life would be based on magic
2.) We'd be giving life to inanimate objects.
3.) How does them living help? Our wizards live and are still vulnerable to anti-magic.
DesignI was more interested in the possibility of storing spells for mundane use, or making shells with stored spells in them, though.
2 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461591#msg7461591): Chiefwaffles, FallacyofUrist
Meteor Design
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy: FallacyofUrist
Meteor - Spire of FrostThis is suicide. It's been stated that we don't use any frost towers whatsoever in the Taiga because doing so would wipe us out. The Spire of Frost further increases the cold of our current frost tower and puts it right in the capital of our country.
Design
2 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461591#msg7461591): Chiefwaffles, FallacyofUrist
0 - Living crystal armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461546#msg7461546):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
Meteor Design
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
0 - Large ice lizard with wings (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461546#msg7461546):
0 - Fair-day cage (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461546#msg7461546):
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
0 - Demon Wolf From The Dark Heavens (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461923#msg7461923):
0 - Crown of ash (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462250#msg7462250):
0 - Gilded Guardian Gilda (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462258#msg7462258):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
Gilded Guardian GildaSo... I might be pushing things here to call a champion a national effort and increasing our national effort capacity by one instead of making a new thing, but valkyrie...
We have two national efforts, lets get some more effort to national with!
Gilda's brother always dreamed of joining the academy, learning magic, and exploding Moskurgers, and she always supported these noble dreams. Trajically, while ploughing the frozen fields together, her brother suddenly died of exposure the day before he could apply. Yearning to see her brother's dreams fulfilled, young Gilda donned a disguise and entered the academy in guise of her beloved brother, hoping to bring glory to his name. At the acedmy she spent 2-4 seasons engaged in various hilarious and dramatic hijinks.
She gained the favour of an enigmatic mystic talking owl. Found it to be entirely far too enigmatic so she broke its legs and tied it to a stick. It was much less enigmatic after that and behaved really well so she rebroke its legs and splinted them properly and it has since learned to crudely hobble around under its own power...
She met an annoying boy, had a long string of arguments and abusive exchanges, fell in love as destiny decreed, saw him mind controlled in a Mosskurger scheme, promptly ripped his head off with her bare hands set his corpse on fire, threw it from a precipitous cliff, and then jumped after it, landing atop the remains and sending the charred gore across the landscape. You can never be too careful with Mosskurgers...
Of course she had an endless series of near-misses with her disguise. Constantly using the wrong chamber pot. Suffering assorted side-effects from hair-growth spells she used to fake stubble while on field expeditions. Causing consternation amongst new arrivals who found his/her figure strangely alluring... OF course, this all ended in the series finale when she used her ultimate magic before the whole assembly to save the academy from a Giant all-knowing betentacled Mosskurger mind-parasite...
Speaking of her ultimate magic, she spontaneously developed a unique form of crystal manipulation. This takes the form of various physical rituals that look almost like dancing, accompanied by various crystal formations forming and shattering that sound almost like some sort of personal backing music, and then there is the strangely unnoticed crystallisation of the surrounding time which causes the rest of existence to fragmentally stop for the 15-50 seconds it takes for her to perform any given ritual that makes it seem for all the world as though everyone just stands around and lets her do it...
The effects of these rituals is to cover her in various crystal formations that vary starting with a thin covering over her skin(and forming a miniskirt for some reason) which offers protection and empowerment as she can magically compel the crystal to move with more force than her muscles alone. The most advanced form includes a summoned winged horse, wings of her own, a large ornate headdress, numerous gem-like formations, and all manner of other additions leading her to appear just like a grand valkyrie of legends hurling crystal spears around the battlefield. All of her crystals have a unique golden tint to them and produce a subtle glow.
New! After her tragic final battle, she was mortally wounded, her magic was in disarray, and she was rushed to the experimental laboratories... Instead of examining her bizarre magic, they decidedto rebuild her, stronger, faster... better! The meteoric metal was magically melted and quickly fused with her body along her magical presence. While her magical ability had been altered, rendering her unable to use traditional magic, her raw power was not diminished, and she could just as easily power great magical constructs. Where her traditional spells had faded, she instead grew massive wings of metal that could bear her aloft, a near impenetrable coating of light metal(that acts just like a Faraday Cage where lightning is concerned!), the ability to hurl an unending supply of great meteoric spears from the sky(which sadly rust into base iron ore over a few short minutes.), and a bizarre connection to a metal shrine left over from her conversion, from which she may rise to battle for all time regardless of any mortal woes that she suffers. Alas, suffering from her lost vanity, she only does battle at night, soaring over the day's battlefield like some sort of messenger to the dead...
But generally she just sits on a building making things cold, or waves a fire-stick around...
And no, I don't feel guilty about proposing a magical girl.
Design
3 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461591#msg7461591): Chiefwaffles, FallacyofUrist, Andres
Meteor Design
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
I've added a bit to the Spire of Frost. It now doesn't affect places where it'd be harmful to us (Taiga, agriculture, civilians, etc.) via the fluff reason of circuitry finetuning our mages' power.Not a bad design, but I worry the avoidance clause may make things a bit tricky. It would have to avoid three regions worth of area (west, central, and east taiga) while still trying to increase the intensity and drastically increase the range. I myself would also prefer to give Myark a proper weapon for him, something that'll let him defeat Al-Mutriqa.
It should definitely be feasible. It's an upscaled (non-mini) Tower of Frost + avoidance of certain areas.
3.) Improving Falcons (bigger, more lethal, etc. - important to completely prevent their cart pets from doing any damage)Making them bigger would require a design as it would require an entirely new spell, but we might be able to increase lethality in a Revision phase if we give them the same fire damage as our wasps. Ultimately however, I think there are better things we can do with a Revision.
4.) Cheaper HA1s - Their sparseness is very obviously hurting us.No, it very obviously isn't. The two big problems - which were explicitly mentioned, by the way - were that they're difficult to target and that they don't have exploding ammunition. It's the sparseness of the HC1-Es that are hurting us, and IIRC this has also been explicitly mentioned.
Your HC1-E's are merely Expensive now, and about as plentiful as would be practical. Making them Cheap would mean you have one for every mage, apprentice, and wizard in your army, but some would sit by idly because you have some mages operating your larger HA1's.Ah. The list in the update still has them as Very Expensive. Revising the gold etching would still make the steam engine cheaper, though, right?
Wait, GM, do we get two Revisions this turn for getting the meteor iron? It did mention a Revision Credit.
Revisions:I'm down for that. We're going to be able to spam our artillery even more now. Magic items are the future.
0 - Magegem Refitting: 0
0 - Higher Powered Magegems: 0
2 - Crystal Circuits: Chiefwaffles, FallacyofUrist
0 Magegem Refitting (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463177#msg7463177):
0 Hgher Powered Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463211#msg7463211):
0 Crystal Cartridges (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463248#msg7463248):
0 Crystal Circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463272#msg7463272):
0 Magegem Refitting (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463177#msg7463177):
0 Hgher Powered Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463211#msg7463211):
1 Crystal Cartridges (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463248#msg7463248): RAM
2 Crystal Circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463272#msg7463272): Chiefwaffles, FallacyofUrist
Meteor Design:
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
0 - Tower of Heresy:
1 - Demon Wolf From The Dark Heavens: VoidSlayer
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
1 - Staff of Forever Frost: Andres
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
1 - Spire of Frost: Chiefwaffles
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
... I'm beginning to think we may have a problem coming to a consensus on this.
To reiterate: are we ever going to be able to come to a consensus on this? Is Myark going to have to pick from among our proposals?
Meteor DesignI added the links from those that already had links in the quote.
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
1 - Demon Wolf From The Dark Heavens: VoidSlayer
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
So, we've discovered we can use crystals to direct the flow of magic, but it's not effective to use it for magical circuitry, let alone circuitry on devices like the HA1 or the steam recycler.We can use it for wiring. Just not something as precise as circuitry. Think about it this way - you can't use cables to make the kinds of circuits found in your computer, but they are great for transferring large amounts of power.
Meteor DesignVote for Myark's Falcon! Or anything, really. We just need a consensus.
1 - Myark's Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463530#msg7463530): Chiefwaffles
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
1 - Demon Wolf From The Dark Heavens: VoidSlayer
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
We can use it for wiring. Just not something as precise as circuitry. Think about it this way - you can't use cables to make the kinds of circuits found in your computer, but they are great for transferring large amounts of power.hmm... sounds plausible I guess, but I think we should ask EV for some conformation.
I fail to see how your falcon design incorporates the meteor at all...Also this.
Okay. So what makes the Falcon a worthy design? Couldn't we do so much more with the meteor? Heck, couldn't we make a battleship out of it that would dominate the seas for us and let us get that surprise deployment bonus?We probably don't want to invest many designs into a flagship, so this is actually a really good idea, but I mad heart valkyrie, so too bad so sad.
Meteor DesignVote for the Battle-Eagle!
1 - Battle Eagle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463614#msg7463614): Chiefwaffles
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
1 - Demon Wolf From The Dark Heavens: VoidSlayer
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
Y'know Andres, there are better ways to make comments or provide feedback other than saying "it's terrible".A giant eagle with a cannon on it is a waste of the meteor iron's power. It's just a giant, hard to take down eagle with a cannon on it. Compare that to your Frost Tower design, which cools the entire continent, or mine, which can freeze entire armies to death, or your Frostflame staff, which has so much flexibility.
'cause it's not.
And I have no idea what you mean by compromise in this situation.
Y'know Andres, there are better ways to make comments or provide feedback other than saying "it's terrible".
'cause it's not.
And I have no idea what you mean by compromise in this situation.
@Void:
That seems way too situational for a NE wand - something that only Myark will be carrying.
vote for battle-eagle instead
Meteor Design
2 - Battle Eagle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463614#msg7463614): Chiefwaffles, voidslayer
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
0 - Demon Wolf From The Dark Heavens:
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
I actually do like the frost staff, it is similar to one of my suggestions at one point. I would like to see how effective it is.So can you vote for it?
@Andres: And I'm fine if you don't like any of my designs.-The Meteoric Generator isn't bad, but it requires another Design to work. None of our current technologies or even tech trees are compatible with it, so we'll need something new entirely. For that reason this design is unsalvageable.
I still really like the Spire of Frost, it's just that it still has no additional support and I have other ideas I'd like to see what people think about. And seriously; I do appreciate suggestions for any of them.
Meteor Design
2 - Battle Eagle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463614#msg7463614): Chiefwaffles, voidslayer
2 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles, Andres
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
0 - Demon Wolf From The Dark Heavens:
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
- Staff of Frostflame is ambitious, but I think the risk could potentially be worth it compared to the Staff of Forever Frost (which is still a good idea)- The Staff of Forever Frost is already an army-killer. There's little point in reaching beyond that. Hell, remove the fire stuff and keep that other extra feature (selective effect area) and it functionally does the same thing. Just instead of burning a ballista it flash-freezes it and also its crew. But again, the SoFF is already an army-killer, so why go for the increased complexity?
- The angels thing only vaguely relates to our experience (basic summoning) and I think doesn't match our theme. Shouldn't Moskurg be the one summoning angels?
- Wand of True Light is an interesting idea that'd definitely be possible.
- Crown of Glory: Kind of over-general.
What about a really explosive shell? Use magegems + meteor to create huge explosion at impact site.
Meteor Design
1 - Battle Eagle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463614#msg7463614): voidslayer
2 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles, Andres
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
1 - Wand of True Light (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463873#msg7463873): Chiefwaffles
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
0 - Demon Wolf From The Dark Heavens:
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
7.) Crystal Shield/Plating (Create a crystal enclosure for the operators and maybe crystal plating for the rest of the artillery, making it much more durable against Moskurg air units and artillery.)
Quote7.) Crystal Shield/Plating (Create a crystal enclosure for the operators and maybe crystal plating for the rest of the artillery, making it much more durable against Moskurg air units and artillery.)
Yes please why haven't we done this yet please why. We can literally summon steel bunkers.
Communual spell: The living wall! (http://www.bay12forums.com/smf/index.php?topic=163277.msg7437352#msg7437352)
-Your Theatre Commander is not an idiot and you should listen to his advice
TL;DR: A mind-influencing weapon. Causes mass decrease in morale on a theatre scale, can cause small groups to desert the battle or surrender, or can completely "brainwash" individuals.I'd like to request a rewording of the design. As it is, it's worded very cynically, as if it were a weapon of slavery and fear. It should be the opposite. Against an individual, it should free from the curse of being a Moskurg and allow them to live their life as a true, virtuous, glorious Arstotzkan. Against a small group, it purges enemies of enough Moskurgans that they become internally conflicted between Arstotzka and Moskurg, resulting in anything from desertion to surrender to rout. The effects of what happens to large groups is worded well in the original design document.
I'm happy to modify the design at anyone's request.
Meteor Design
1 - Battle Eagle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463614#msg7463614): voidslayer
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
1 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776): FallacyofUrist
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
2 - Wand of True Light (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463873#msg7463873): Chiefwaffles, Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
0 - Demon Wolf From The Dark Heavens:
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
Meteor Design
1 - Battle Eagle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463614#msg7463614): voidslayer
1 - Spire of Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461555#msg7461555): Chiefwaffles
0 - Tower of Heresy (http://www.bay12forums.com/smf/index.php?topic=163277.msg7461776#msg7461776):
1 - Staff of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7462353#msg7462353): Andres
4 - Wand of True Light (http://www.bay12forums.com/smf/index.php?topic=163277.msg7463873#msg7463873): Chiefwaffles, Andres, FallacyofUrist, helmacon
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
0 - Aetheric Staff(Practical):
1 - Beacon of Magic: helmacon
0 - Demon Wolf From The Dark Heavens:
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
Myark is back from his campaign overseas. Where do you wish to send him?To the bathhouse! There is nothing like a long campaign to build up an epic reek.
Mountains is an option if we want to absolutely crush any semblances of resistance there, but I'm not sure about that. We'd probably win easily without Myark.We could indeed probably win without Myark, but if we likely won't be able to win over the course of a single year. Better to send him in now not only to guarantee that we get the Mountains, but that we get the Mountains this very year.
Well, we did lose because a ton of our forces were gone and they only gained one piece of land.Yeah, we had the benefit of fortresses, cannons, and our frost towers, and we were still easily defeated by 2:1 odds. Those defensive emplacements alone should've been enough to negate the numeric advantage, but they didn't, they badly didn't. Now they'll be on the defence and armed with whatever they've designed this year.
That and Evicted did say that battles will always have one side advancing now. So if we have the upper hand, we'll win back the Mountains.
We will have no Revision Credit.Wait, GM, do we get two Revisions this turn for getting the meteor iron? It did mention a Revision Credit.
Sorry - that was another mistake on my part. The initial idea was to let the winner Revise the ore into something that they already had, but I decided it would be more useful and exciting to design it into something new.
The Crystalworks enables a ton of future designs while making two of our current designs useful again, and we still have a re vision credit.
Designs
1 - Crystalworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7464937#msg7464937): Chiefwaffles
0 - WCD1 "Delegator" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7464937#msg7464937):
We can use our revision for something practical and send in Myark to the jungle.You'll just vote to use the revision on the crystalworks.
The thing is, the earlier we do infrastructure the better. The longer we wait, the less benefit it'll have and the more it'll hurt us. Besides, like I said, the Crystalworks has immediate benefits - it's the same as getting two new designs - the crystal axe and caltrops.Crystalworks will only make those things work if it succeeds. You intend to create anchored crystal and mass produce it in one fell swoop. The last time we did something like were the "Giant" Falcons. At the moment, we are suffering greatly from unwillingness to sit down and focus on the things we already have, always rushing off to pursue some new idea. The crystal circuitry, the equalisers, the magegems, and the dogwood wand - all of them YOUR ideas, notably - are all examples.
Oh, I'm sorry. I must of forgotten that you know what I'll do while I don't.We can use our revision for something practical and send in Myark to the jungle.You'll just vote to use the revision on the crystalworks.
Wow it's almost like the designs are made using dice or something.The thing is, the earlier we do infrastructure the better. The longer we wait, the less benefit it'll have and the more it'll hurt us. Besides, like I said, the Crystalworks has immediate benefits - it's the same as getting two new designs - the crystal axe and caltrops.Crystalworks will only make those things work if it succeeds. You intend to create anchored crystal and mass produce it in one fell swoop. The last time we did something like were the "Giant" Falcons. At the moment, we are suffering greatly from unwillingness to sit down and focus on the things we already have, always rushing off to pursue some new idea. The crystal circuitry, the equalisers, the magegems, and the dogwood wand - all of them YOUR ideas, notably - are all examples.
You're also selectively "longer we wait, less benefit we get". You forget that Moskurg now has control over both the Jungle and the Plains. The advantages they'll get from them will compound over time, so quickly depriving them of those resources should be a priority. Immediately useful designs and revisions should be our focus.And what I said is true. The longer we wait is more designs unable to use crystal when they could clearly benefit from it. If we do if at all later then it's more tense as well. We gain immediate effects and passive effects.
Glory to Arstotzka.
If you revise your manufacturing process in a way that applies to both, then yeah it'll do that. You guys have been comming up with these insane weapons with minimal infastructure to support them so far; I think I mentioned in the design that the HA1 is as far as you can get without a SERIOUS overhaul of your manufacturing process.
Wow it's almost like the designs are made using dice or something.The magegems rolled very well and were still useless on arrival. Ambitious designs as a rule are never useful on the turn they're made, no matter how good or bad the rolls are. Only after multiple turns are they made useful in any meaningful way.
And what I said is true. The longer we wait is more designs unable to use crystal when they could clearly benefit from it. If we do if at all later then it's more tense as well. We gain immediate effects and passive effects.We only get immediate effects if everything works according to the design document, and the odds of us rolling well enough to get that are slim to none. "None" because we might have to spend another turn working on it even if we roll very well, like all 5s.
EDIT: Remember when Evicted said this?We have since improved our manufacturing process for both rifling and barrel-making. Furthermore, the infrastructure he says is necessary is only for "insane" weapons like the HA1. More infrastructure isn't necessary for lesser designs.If you revise your manufacturing process in a way that applies to both, then yeah it'll do that. You guys have been comming up with these insane weapons with minimal infastructure to support them so far; I think I mentioned in the design that the HA1 is as far as you can get without a SERIOUS overhaul of your manufacturing process.
Designs
2 - Crystalworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7464937#msg7464937): Chiefwaffles, FallacyofUrist
0 - WCD1 "Delegator" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7464937#msg7464937):
0? - Living Crystals + Shells: RAM?
0? - Antiluck Ward: RAM?
That's the point of Magegems. They will serve as essential part of future designs.That was a wise way of handling magegems - not as their own thing, but as something to build upon. Ambitious designs are meant to be thought of that way, because that's how they are.
The Crystalworks isn't ambitious. Its main purpose is crystal anchoring then it also includes expense. How's that overambitious?
Its main purpose is crystal anchoring then it also includes expense.The first thing alone wouldn't be too bad, but then it also tries to do a second thing. That makes it ambitious. Were it trying to achieve the more modest goal of only getting crystal anchoring I would not have a problem with it.
And what if we want to build any more "insane" designs? With this out of the way, we can do that at any point. If we don't do this now, we'll be heavily restricted until we create infrastructure. The sooner we get it out of the way, the better.It's only "better" if we want to build more insane designs. In other words, it's good if we want to continue your policy of making new technologies and ignore refinement, it's bad if we go with my policy of ignoring new techs and focusing on refinement.
Designs
3 - Crystalworks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7464937#msg7464937): Chiefwaffles, FallacyofUrist, Andres
0 - WCD1 "Delegator" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7464937#msg7464937):
0? - Living Crystals + Shells: RAM?
0? - Antiluck Ward: RAM?
Future Design: CrystalcladHah!
The Crystalclad is a simple design on paper.
The "actual" hull is a thin [metal or wood] skeleton that could just barely float on its own. However, using the Crystalworks, the Crystalclad is primarily made out of the light yet extremely strong crystal.In other words, it's a crap boat that relies on crystals in order to not be crap. If something goes wrong with the crystal, the boat dies.
The ship's upper deck is reserved for weaponry and the only crew outside is there to manage he weapons. Almost all of the crew stay inside the ship so the thick crysta hull can protect them from attacks as well.A lot of crew is needed up top. Bringing in ammo, carrying wounded, manning all the guns, replacing dead crew members, getting firing angles, steering the ship, etc. If we want a minimal amount of crew getting fired upon, we should make it so that the guns AREN'T in the upper deck so people have less reason to go up there.
The Crystalclad is fit with a room housing a large amount of connected Magegems which distribute power throughout the ship to the steam engine and weapons via insulated crystal wiring.Crystal wiring which is known to disappear. You want our ship's mobility and firepower to rely on that to work.
The Crystalclad can be configured to mount a HA1 or 4 HC1-E on mounts built to allow for east use of the onboard artillery.And here's the kicker, mounting HA1s. You want to do all the things above and also make it capable of mounting such large pieces of artillery.
I'm not too sure about weapons inside the ship. It's a small thing but it does add to complexity regardless. But if others think it's necessary we could definitely have the weapons inside.
HA1s is ambitious but it'd mean we could field extra-LOS weaponry st sea. It depends on the actual size of the HA1, but I'm seeing the Crystalclad as a really big tank-like ship. Carrying one HA1 seems within the realm of possibility.Don't think of crystalclads as really large ships. That's two or three overhauls down the line. For the first generation of crystalclads, they should just be ships we have now plus some armour plating. Going after more on the very first go is greedy and impetuous.
Like I said, the hardest part is just making a bigger boat. And that really shouldn't be hard, especially when we'll hopefully have a factory dedicated to making crystal.This is bad thinking. Regular ships are made of wood and sailcloth. That a country has access to wood and sailcloth does not mean that making boats of significantly bigger size aren't major undertakings. It's not as simple as merely upscaling a current design, a bigger boat needs its own proper design.
And the problem with organizing our cannons like that is the nature of the HC1-E - it's more-so artillery and has an upwards firing arc. It also limits our firing angles. The barrel should be pointing upwards from the top deck of our ship.
We'd need a way to do that while retaining easy firing angles.
And "ships we have now + armor plating" is literally a revision. Crystalclads should be bigger and carry more weapons in addition to serious crystal armor. It may not need to carry a HA1, but right now a fog-o-War can just barely carry a HC1-E.I had no idea we could still only have one cannon on each ship. I thought we had more ever since we made them Expensive. Yeah, getting more cannons should definitely go into the design along with the armour.
Basically
1.) Mostly crystal with wooden frame (with anchored crystal it wouldn't be possible, but removing the crystal would make the ship just barely seaworthy or maybe even sink)
2.) Fit >1 cannon without constantly being in danger of sinking
3.) Retai speed.
4.) A goddamn counter to Lucky Strike. (Cheaper Equalizer shell?)Is there some sort of problem with my antiluck wards? You keep asking for this and yet I have never seen a vote for them nor heard any protest about their flaws...
Streamlined Fireball: Hurls small balls of fireThey seem pretty equivalent to me, both of them being small fireballs and all. Just that where one uses its power to cause damage, the other uses its power to shine brightly and in different colours. Same amount of power either way.
Flare: A small, harmless fireball.
So for revision, I'm thinking plentiful explosive ammunition as a straight-upgrade to our existing shellsYou're crazy if you think we can get explosive ammunition with a Revision instead of a Design.
a better flare (can we somehow gradually revise it to a more effective communication tool?), or Crystal Circuits. Maybe Crystalworks?Our flare is fine and needs no refinement. Many other things we have need refinement and I'm annoyed you'd consider skipping over them for flares of all things. Crystal circuits are a bad idea and crystalworks would need another Design to work no matter what, so better use our Revision for stuff it should be used for.
Crystal Circuits is literally there to make gold etchings cheaper. That's it; that's the entire point of the revision. I'm saying trying it again because if we do the fluff right, we can get a bonus.It doesn't matter what the crystal circuits are supposed to do, we know for a fact that they are a poor choice for them. Let's just go for the Revision with nothing more than "make them cheaper". We get no bonus but it's better than stumbling around in the dark or worse, doing something that has been explicitly stated not to work.
I still don't think frost tower revisions are a good idea. Maybe a design to make an "ultimate" frost tower kind of like the meteor design I had earlier, but even then.Getting twice the amount of frost towers creates twice as much cold. That is a great advantage for just a Revision. Can we please, please just try it? This is exactly like the MC16 back in Arms Race at this point. It was a long time before it was made cheap because a large amount of dumb people thought it wouldn't do anything. (I say they're dumb and not merely wrong because making them Cheap with an Expense Credit gave us a significant advantage but they continued to believe making it permanently Cheap wouldn't do anything.)
You are making an insane amount of assumptions based on your own non-canon fluff, RAM.1 magegems are very expensive and still need a wizard to charge them, and they provide very little magical charge. You are talking about mass-scale summoning, magical transferrence, running a steam engine, running who knows how many magical circuits. This won't keep it charged for long enough to make it worth not having a wizard full-time. It is a mistake to include the current-generation mage-gems in this design. It just makes it more expensive with no benefits.
1.) What?
2.) It's conjuration magic, and we're industrializing it.
3.) When industrializing it, yes.
4.) Conveyors are fluff and easily possible. We already harness mechanical power. To rotate things. If Evicted isn't comfortable with that then he can say we have orphans or something move stuff from circuit to circuit.
5.) If anything, I go too much into fluff. I'm not going to provide detailed explanations of how this application of magic works.
6.) If crystal gets damaged in the field new crystal can be summoned to replace it. Sure, the new crystal is magic-dependent but it's no worse than the rest and can be replaced properly later.
7.) The conveyor isn't a central part at all. The point is we're industrializing and mass-producing crystal instead of having skilled wizards slowly summon exact pieces. I already covered a few of the many possible uses of crystal, we can revise the Crystalworks to add more features, this does not suddenly make everyone forget how to summon crystal, and to be completely honest I don't really get the second half of your point here.
4.) Conveyors are fluff and easily possible. We already harness mechanical power. To rotate things. If Evicted isn't comfortable with that then he can say we have orphans or something move stuff from circuit to circuit.
Perhaps the most important aspect of the Crystalworks is the nature of the crystal. It turns out that when a human summons crystal, they "spend" a bit of their total magic potential and put it into the crystal. This magical energy can't stay outside of its natural host (the summoning wizard) for too long, and thus eventually returns, dispelling the crystal. Maintaining it simply resets the timer by replacing the "old" energy with "new" energy. The method of production using circuits simply creates the energy without forcing it to rely on "borrowed" magic, meaning the crystal lasts forever. This means that the crystal also can't be dispelled by Moskurg anti-magic because there's no magic to dispel in the new crystal.
New lines of circuits and conveyor belts can be added to the factory as needed as we design more crystal-based items.
4.) Conveyors are fluff and easily possible. We already harness mechanical power. To rotate things. If Evicted isn't comfortable with that then he can say we have orphans or something move stuff from circuit to circuit.Hell, we're already powering machinery that bores rifled barrels.
Hmmm...alright, let's say an A magegem could hold enough magic to power 2 flares, if you had some circuit design that could convert the energy into a flare spell and fire it off.
Evicted, about how heavy is a HA1? At least in comparison to HC1-E's? I'm curious how possible it is to make a ship fitting a HA1.
1 - Cheaper circuits: Andres
1 - Cheaper circuits: Andres
1 - Powered Crystal Circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465740#msg7465740): Chiefwaffles
0 - Crystal Polymers (Tougher Crystal) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465740#msg7465740):
I really hope this isn't coming off as rude, but I'm not particularly fond of just letting these kinds of attacks on my stuff go unanswered. I'd appreciate it if you could just PM me this stuff and I could also respond by PM, since the main reason I'm rebutting your arguments here is so other people don't get the wrong idea.The sole and only reason that I am arguing on this topic is so that other people can correctly understand the situation. I would never bother with P.M. in this way, there would be no value to it. I should like to remind you that we are here to choose designs and as such our designs are subject to criticism. If I have been critical of anything other than your proposal then I apologise for that. Fortunately Evicted gave us layered circuits instead, which is an extremely plausible idea, and we just got free persistence from the aether. Only time will tell if this also means antimagic immunity, as we lack access to enemy antimagic with which to test it.
1 - Cheaper circuits: Andres
1 - Powered Crystal Circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465740#msg7465740): Chiefwaffles
0 - Crystal Polymers (Tougher Crystal) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465740#msg7465740):
0 Crystal fire-plates:
0 Crystal Barrels and Shells:
0 Manually-detonated fireballs:
0 Shot-shells:
Will we need to revise our Crystal Axes and Caltrops to use the Crystalworks' crystal or will they do that automatically?
Also, how useful is machinemade crystal for things like armor or reinforcement for our designs and soldiers, and how does it compare to steel?
Magic Lance: [1, 3, 6] You already have experience conjuring simple elemental forms and substances, so this provides a basis for your work on conjuring 'magic lances' to assist your men. Following the description of your intended spell, you and your fellow mages spend several months working on how to conjure a solid, strong material able to form the basis for lances to improve your cavalry charge. Eventually you devise a complex, draining spell that summons a lance of shimmering crystal that will last for about an hour before dissipating into the aether. The crystal is strong, hard and has surprising tensile strength, and focuses into a deadly point at its business end. It is on par with a lance made of steel, but substantially lighter.
The only problem is that you currently are unable to summon any lance wider than one quarter of an inch in diameter. In its current form it has little practical use in a mounted charge, as even with its strength it will still snap on impact with such a slender cross-section, although some other use could be conceivable.
It is now the Revision Phase.
When crafted into a weapon, the result is a blade as fine as a razor blade, harder than steel, lighter than a feather.This was because after we made the lances we developed crystal technology and ended up making it better than steel.
Revision: Crystal Magic Template [6!]
Our understanding of crystal magic has increased, giving us a bonus to developing that line of magic further.
Huh, and that design was a 4 in effectiveness.I think badly of it. We've been told that crystal is a fundamentally bad material to use when making circuits and developing crystal circuits further would be counterproductive at best. Imagine if it was this instead:
Andres, what do you think of the Powered Crystal Circuits revision?
The entire idea is to accomplish "cheaper circuits" as well as the goals behind the original Crystal Circuits while getting bonuses in the rolls thanks to our experience with crystals, the Crystalworks, and most importantly the first attempt. I can change the fluff if wanted, because the only point is "try Crystal Circuits again using knowledge from last time but with a new approach to the one problem."
The entire idea is to accomplish "functioning doom laser" as well as the goals behind the original Radio Doom Laser while getting bonuses in the rolls thanks to our experience with radios, Radar, and most importantly the first attempt. I can change the fluff if wanted, because the only point is "try Radio Doom Laser again using knowledge from last time but with a new approach to the one problem."Radio is a fundamentally bad EM wavelength to make a doom laser out of and that won't change no matter how much it's developed.
Revision: Crystal Circuitry [1]From the revision post for Crystal Circuitry, we can conclude that the flaw with crystal circuitry is simple: Crystal isn't malleable and thus changes in heat will break it. Powered Crystal Circuitry should fix that.
Crystals can be used for circuitry, it seems - they're just not a very good choice.
We can conjure crystals at very precise sizes, angles, and thicknesses thanks to our heavy investment into the stuff, and though the magical energy can flow through the hair-width crystal structure under correct circumstances, it invariably breaks. Running the circuit produces a very small amount of heat, and for a malleable metal like gold that's fine - it can flex very slightly as it expands and contracts. Normally it's not enough to disrupt the circuit, but for a ridged crystal structure even a slight amount of force is enough to induce hairline fractures that disrupt the flow of magic. So, we've discovered we can use crystals to direct the flow of magic, but it's not effective to use it for magical circuitry, let alone circuitry on devices like the HA1 or the steam recycler.
The entire idea is to accomplish "functioning doom laser" as well as the goals behind the original Doom Laser while getting bonuses in the rolls thanks to our experience with lasers, large weapons, and most importantly the first attempt. I can change the fluff if wanted, because the only point is "try Doom Laser again using knowledge from last time but with a new approach to the one problem."It's one flaw that makes crystal unfit for circuits. If we fix this flaw, then it works.
Personally, I feel like auto regenerative Crystal tissue is the best way to fix our Crystal circuitsThat makes sense.
2 - Crystal-Nickel Circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465888#msg7465888): Chiefwaffles, Andres
0 - Crystal Polymers (Tougher Crystal) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465740#msg7465740):
0 Crystal fire-plates:
0 Crystal Barrels and Shells:
0 Manually-detonated fireballs:
0 Shot-shells:
Decreases expense of HA1 + future circuit designs (HA1 uses tons of gold circuitry and gold is expensive. Maybe expense of HC1-E too, but it uses less and its expense didn't change when we added gold to it.)IIRC, GM said that making circuits cheaper would make the HC1-Es cheaper. It's the final Expensive component they have, and after that we'd have one for every wizard, mage, and apprentice in our army.
3 - Crystal-Nickel Circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465888#msg7465888): Chiefwaffles, Andres, Andrea
0 - Crystal Polymers (Tougher Crystal) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7465740#msg7465740):
0 Crystal fire-plates:
0 Crystal Barrels and Shells:
0 Manually-detonated fireballs:
0 Shot-shells:
ArmamentThis is simultaneously too ambitious and not ambitious enough. A HA1 is a very large artillery piece and we do not have the requisite technology to mount one without significant bugs coming up in the design.
3x HC1-E/1x HA1 OR 2x HC1-E.
3x HC1-Es are as heavy as 1x HA1.I think they come close to sinking because we rolled badly on the actual ship part of the design. A decent roll should get us something that doesn't completely suck, so we should think bigger than a mere 3 cannons.
It's not going to take significant advancements in technology to fit a HA1. Our Fog-O-Wars come close to sinking from carrying one HC1-E and one steam engine.
Also again our cannons fire upwards into the angle where the shot then begins arcing down. This was explicitly mentioned when we made the HC1-E. So having the HC1-Es in the same configuration as traditional cannons in historical vessels would likely severely limit our range.I already showed you a picture that will let us have a traditional cannon configuration while allowing arcing. Did you not see it?
I primarily want them to allow their use at sea and for shelving troops on land. And as a form of future proofing. Like what if we develop a better est of spitting or a more accurate HA1? I'd want to be able to fit it on the ship without another designs or revision.It's ok for us to have more than just a single model of ship. This ship we're going to be designing is likely not going to be the last we ever do anyway.
I assumed by that picture that you meant set the cannons up in a mortar configuration which is what I've done with it the design. Did you mean something else with it?No, the blue stuff was the hull of the crystalclad. It's just a traditional configuration where there are holes in the hull to allow the cannons to stick out, but oval instead of round to allow the cannons to be pointed upwards instead of just straight horizontally.
MYARK
1 - Send to Western Sea: Chiefwaffles
MERCHANT
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars to replace his current ship(s): Chiefwaffles
MYARK
1 - Send to Western Sea: Chiefwaffles
1 - Send to Jungle: Andres
MERCHANT
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars to replace his current ship(s): Chiefwaffles
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars + crates of plate armour + HC1-Es: Andres
MYARKStill giving him the plate armour. We're competing with pegasi.
2 - Send to Western Sea: Chiefwaffles, Andres
MERCHANT
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars to replace his current ship(s): Chiefwaffles
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars + crates of plate armour: Andres
MYARK
2 - Send to Western Sea: Chiefwaffles, Andres
MERCHANT
2 - Give few falcons + crates of crystal weapons + Fog-O-Wars + crates of plate armour: Andres, Chiefwaffles
Design: SO1-AG "Rod to God"/"Fenrir Rounds"
"You know what? Just shoot them. The whole thing. We don't need them."
~Project Lead
An anti-magic charm is tuned up to insane proportions. Through intense efforts by many of our best wizards and the leadership of Myark, we may bring up the anti-magic field of an anti-magic charm to extreme proportions. The area is extremely small, but the power is so intense that the charm can disappear from reality once any more energy is added. This charm is loaded into a hollow Special Ordinance shell along with the best explosive we can find in Forenia.
The SO1-AG is then shot out of a cannon and once it hits an enemy magic field, the entire shell will disappear into the Heavens, where it will blow up any local supernatural deities, with a particular tendency to blow up the deity that person is likely praying to thanks to the shell currently homing in on them. Rinse and repeat until the gods are dead.
Special Ordinance 1 - Anti-God "Rod to God"
1 Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
1 - Explosive Ammunition: Andres
1 - Crystalclad: ChiefwafflesI don't think explosive ammunition is a bad idea, I just prefer Crystalclads at this point.
1 - Explosive Ammunition: Andres
1 - Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
I don't think explosive ammunition is a bad idea, I just prefer Crystalclads at this point.But they would be useless. Read the last report again; we cannot damage their ships. Rule 1 for our ships is that they need to kill enemy ships. It doesn't matter how fast or how well defended our ships are, if they cannot kill the enemy ships, they are worthless. It's fine that you like the idea of crystalclads more, but it's wrong to vote for the design on the basis that it'll do more for us on sea than explosive ammunition, because that notion is a false one.
This year, Moskurg rolls out a new, powerful variant of their ships - named the "Sirocco". Made of what wood is left in the jungle, the Sirocco has a hardened hull clad in an unnatural, glowing white metal. These ships are just as fast as Arstotzka's steam ships, and the hull can survive all but the most close-range, carefully-aimed shots from their powerful steam cannons. This, combined with their air superiority, means they are able to beat Arstotzka back a section in the sea in the Eastern coast.
It is a much closer battle in the Western sea, though - Myark is seen standing aboard one of their lead ships, hurling fireballs and firing off cannons with each hand. His falcon single-handedly takes down a flight of carpet bombers, but the real advantage comes from his Wand of True Light - once battles start, it's difficult for Moskurg sailors to stand and fight. They flee more often than not, but even these brief skirmishes go in their favor. They're just as fast as steam ships, and unless the shot hits square cannon rounds will deflect off their armor. Meanwhile, Moskurg ballistas have no problem setting Arstotzkan ships alight, which inevitably sends them to the bottom of the ocean. It's close - very close - but ultimately Arstotzka loses more ships than Moskurg thanks to their new armor and fast hulls.
Like I said, our cannons just aren't as effective. They still work to some degree, but our ships are destroyed by things like fire before they can do enough damage. With crystal plating, we'd be 100% fireproof and likely more resistant to their shells than their bolts are to crystal armor. Their main advantage at sea has been fire ammunition which is completely voided by the Crystalclad. We also have more firepower meaning damaging/destroying shots happen much more often, and the HA1 which I believe hits much harder than a HC1-E (at the cost of AoE which we don't really need.)Fine. With the AP Revision I guess it can work. I'm still going to vote for explosive ammunition because that has major use in our ground battles, not just on sea.
Also, again, armor-piercing shells revision. Explosives by themselves aren't necessarily great at piercing armor. If we make our shells heavier and/or change their shape or make other minor modifications to facilitate armor piercing this revision, they could go through armor much easier and continue being useful even if Moskurg upgrades the armor.
I do want to do explosive shells next turn for sure. As for the expense credit, I'm not sure. Apparently, Very Expensive (which is actually the max expense level for the Crystalclad) is the standard for boats meaning that no matter what happens and barring spontaneous rule changes, the Crystalclad will be able to replace our entire navy.The Crystalclad will in all likelihood be replaced by a later design eventually, one that's faster, bigger, better armoured, and with more guns. Our frost towers are forever. It would a bit of a waste to use the Expense credit on the Crystalclads since we'll inevitably design a ship that'll obsolete it. Cheaper Crystalclads will be useful until that time until they're replaced, but so would cheaper frost towers, and they'll continue to be useful after the Crystalclads are replaced.
But with that being said, I'm still unsure about the expense credit. I kind of want just Expensive Crystalclads or to save the Expense Credit for some devastating new design. But with that being said, I'm definitely extremely open to voting on using it for cheaper frost towers.
Also, I just noticed that the SPB1 Fog-O-War has two steam engines. I'm changing the Crystalclad's count to four engines in total. Considering the engines are just Expensive, it shouldn't be a problem. And if a Fog-O-War can handle two engines then the Crystalclad should be able to handle four.Our steam engines are ludicrously heavy. Adding more steam engines could easily cause problems in regards to the ship's weight. Instead of giving it four engines, include making our current engines lighter in the design. The lighter weight will let our ships move faster and will get us one step closer to making landships.
As for the steam engines, I'm a bit iffy on that. I know we're not really doing much new on it, but the Crystalclad just seems like a penalty magnet in all honesty. While I'm pretty confident in it now, it feels like including something such as cheaper steam engines would hurt the design because it's unrelated. Maybe we can do three?It's possible to make a new design and advance several things forward as part of it, especially something like a lighter engine which is Revision-level stuff. ((Examples include tanks in Arms Race, where it's perfectly normal to upgrade a tank's armour and engine in the same Design phase.))
2 - Crystalclad: Chiefwaffles, Andres
1 - Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
Thought about it, but crystal does have that heat fracturing problem we discovered earlier. And while it was just minor fractures before, steam engines do tend to get quite hot and it feels like it'd build up over time.What heat fracturing problem? Was said problem not fixed when we did the crystalworks? If said heat problem does exist, we should endeavour to fix it, because such a material would be massively useful if we could fix that problem. The steam engine would only be the beginning.
They're about the same. Crystals are sharper and lighter and harder than steel, but steel is less brittle.You did say that, but later you said that machine crystal was as brittle as steel due to the fact that original hand-made crystal was better than steel to begin with.
Hmmm...let's saaay it's slightly more brittle than high-carbon steel? It won't be a major factor unless it's in a piece of equipment that regularly experiences systematic stress, like a joint or lever or something. It'd be fine as a breastplate - it's not going to crack if you trip and fall while wearing it, or even if someone hacks at it. Might have issues with bludgeoning weapons like hammers, though, but no one has any of those kinds of weapons.
Weren't crystal weapons supposed to be markedly superior to steel in every way? Wouldn't mass-produced crystal still be better than steel if it's just slightly worse to hand-made crystal?
*shrug*Did you change your mind?
sure, whatever. same brittality as hardened steel.
3 - Crystalclad: Chiefwaffles, Andres, KadzarAlso, I was planning to do some sort of RP introduction of myself being a common soldier who went to the mage academy so that he could join the design team and give those eggheads a piece of his mind, but it's late and I'm tired, so maybe next time.
1 - Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
read through this entire threadOxymoronsayswhat?
would like to join
I'm not too sure about the crystal engines too, though. Because it is sneaking a revision onto a design.((It's not "sneaking" a revision into a design. That kind of thing is perfectly in line with designs. Again, look at tanks in Arms Race. It's perfectly fine, valid, and normal to improve multiple things about a tank and even add in new things. One completely normal design is to make a tank with thicker frontal armour, a turbocharged engine, and a spotlight.))
4 - Crystalclad: Chiefwaffles, Andres, Kadzar, FallacyofUrist
1 - Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
Take a look at the last page. That vote quote of yours is quite outdated. Revising the Equaliser shells is a good idea, though.2 - Crystalclad: Chiefwaffles, FallacyofUrist
1 - Explosive Ammunition: Andres
1 - Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
I say we use our revision to revise our Equalizer shells. I can only imagine what it'll do to the Moskurgians' magical armor.
For now, though, I would like to see a better ship.
For the revision, we can do things like a stronger metal casing, getting the metal bonus. We could try to replace it with crystal and use an AAA magegem to "absorb" the magic acquired during firing, preventing it from exploding in the barrel and therefore get the crystal bonus. There are lots of things we could do.That magic absorption stuff is overly complex and unnecessary. That said, I think we should include crystal in the design to knock it down an expense level.
How do the resource bonuses work? What do they do? That's confused me. I thought it gave +1 to roll involving them but now I'm not sure.I'm fairly sure they take things using them down an expensive level.
Design: SO1-AM "Equalizer" [2-1+1, 2-1, 1]The problem with replacing it with crystal is that crystal explodes. We have two types of anti-magic: Gem (like the charms) and Crystal (anti-magic arrows). The magic used in the firing process will always detonate the anti-magic material if it's unstable. So if we replaced it with crystal, we should probably include some plan on how to fix the exploding problem regardless of whether we want it to explode or not after launch.
This turned out to be a lot tougher than we thought.
The good news is that it is possible, just...difficult. And we were required to make some concessions in the design.
Rather than a single, massive anti-magic charm, we've instead crafted an ordinary cannon shell that has multiple anti-magic charms encrusted throughout it. Because using charms that explode has invariable destroyed every cannon we've attempted this with (likely due to the PSF cast in the steam chamber) we've been forced instead to use our more up-to-date charms that sadly don't exploded into lethal shrapnel. They still have a chance to break when being fired out of a cannon though, and this occassionally causes it to jam and explode violently.
However, if enough of the gems survive and the cannon doesn't explode, the shell will prevent any magic from being cast near where it lands. Surprisingly, our researchers note that when the charms overlap the volume of the anti-magic field is preserved. Having multiple charms in the same area negates magic in a larger area, although continuing to add charms has diminishing returns with respect to range.
Due to the number of charms and extra effort to craft each shell for each specific cannon, these shells are terribly expensive and we can only make enough to outfit one cannon per year. National Effort.
Magegems I think we should hold off on until we've actually used them a bit. An AA gem could probably power at least a Streamlined Fireball if not a PSF. With vehicles and the like we can simply wire them in series. We should probably wait until we know what we need to do with them. Since the Crystalclad will be our first magegem design, after all.Our best gem can only fuel a few Flares, as our equipment report details. Wiring them in series is an option, but it'll increase our expense by quite a bit. We need better magegems... for our revision after our Equalizer revision, maybe.
Deflecting their projectiles would be nice, but shooting something into the air that stays up, targets enemy projectiles, then shoots them out of the air? The fireball would have to calculate where the projectile will be, not where it is. It's a bit out of reach.It really isn't out of reach. Those kinds of calculations are basic compared to the higher level stuff our mathemagic requires. The 'staying up in the air' bit is already handled by both our Flare and in part by our Fire Wall, which is all about staying in one place.
@Andres: It seems interesting and useful, but like Fallacy said, it seems a bit ambitious since the spell would be acting autonomously far beyond what we've ever done. Especially considering a fireball post-creation isn't actually magical. We'd basically be putting a computer and sensor package inside a fireball when all we've done is simple integrated circuits. That being said, if I did believe we could feasibly do it I'd support it a lot more.I really think you're overcomplicating it. This is magic, not science. We have a great deal of leeway we otherwise wouldn't have due to that fact. ((Seriously, not EVERYTHING we do has to be magitek. We can and should do some generic spellcasting. This, ultimately, is a simple design when looking at it through the lense of a wizard rather than through the lense of an engineer.))
Crystal Spyglass: We've removed the need for spotters, for the moment. We've discovered that crystal can bend light. By exploring and exploiting this property, we've had the Crystalworks create a "spyglass", or as our astronomers like to call them, "telescope". It's a telescoping device that focuses light towards the user's eye, effectively letting them see things from far away very easily. ((Basically a handheld refractor telescope using crystal lenses.))What a coincidence; I was just about to propose a telescope, too.
REVISION
1 - Equaliser fix + machine crystal: Andres
MYARK
1 - Jungle: Andres
EXPENSE CREDIT:
1- frost towers: Andres
@Andres: This is basically what you want, right?Yup.
REVISION
2 - SO2-AM Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469027#msg7469027): Andres, Chiefwaffles
MYARK
2 - Jungle: Andres, Chiefwaffles
EXPENSE CREDIT:
2 - Frost Towers: Andres, Chiefwaffles
Should we give an order for our falcons to have an anti-magic charm wrapped around one of their legs? That might be sufficient to make their carpets go crashing down.
Glory to Arstotzka.
((You know, our crystal is light enough and strong enough that we can probably make gyrocopters (https://i.ytimg.com/vi/3GnX1MzLSxQ/maxresdefault.jpg) out of them once we get our steam engines light enough.))... we probably could, couldn't we? Would take a few turns, though.
REVISION
3 - SO2-AM Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469027#msg7469027): Andres, Chiefwaffles, FallacyofUrist
MYARK
3 - Jungle: Andres, Chiefwaffles, FallacyofUrist
EXPENSE CREDIT:
2 - Frost Towers: Andres, Chiefwaffles
1 - Crystalclad: FallacyofUrist
but I think naval superiority is more important than spamming frost towers our foes can possibly turn against us with their desert wind spell.We will already have naval superiority with our Expensive ships and our anti-magic ammunition. The frost towers will give us ground superiority. You're also under the misconception that it's bad against their desert wind spell. In actuality, our frost towers are what's preventing their desert wind spell from roasting our men alive in the Desert. We'll need more of them in case they upgrade that spell.
Also, I thought about gyrocopters, but it doesn't feel like it'd be worth the time investment. Not everything has to be magitech. We already have the ability to manipulate and modify birds. And how could you think an eagle with a cannon strapped to it isn't cool? How?I honestly think it's silly. Furthermore, gyrocopters would be cheaper and more durable due to crystal.
Like Andres said, the Crystalclad is going to be replaced eventually, and it's not really worth spending an expense credit on. Whereas spending it on something like the Frost Towers is a permanent and powerful effect.Wait, expense credits are permanent?
Hell, it's already Expensive, making it our cheapest ship yet. It's cheaper than our starting boats even.
If we make the crystal clads cheap, any new boat we make can be more expensive, with the crystal clads still having a fleet role as escorts.Don't fix problems, overcome them. We could probably produce some sort of clog-plant that produces ideal footwear for traversing rough terraing. Or a rubbermelon that is filled with sticky sap that can coat an object and make it frictious and buoyant.
I really want to fix that slippery floor problem the most. It is just such bad optics to have our sailors going all three stooges.
That'd be an awesome progression of falcons, actually, Andres. Though the way I see it, we should still have two types of air units: Attack/Ground Support and air superiority. Firebolt large falcons could provide limited ground support and be extremely effective against enemy air units, but then we could make giant eagles to at least put mages onto for magical bombardment.I must apologise, because while I was thinking of this I forgot about an idea I had long ago: fire ray. Imagine a ray of light except the light is made of fire and it burns things. LOS-range, hit-scan projectile trajectory, lightspeed projectile speed. The original idea was to make a fire ray cannon and mount them on our ships, but making our falcons capable of the spell would be good as well.
If we make the crystal clads cheap, any new boat we make can be more expensive, with the crystal clads still having a fleet role as escorts.Along with a course on methemagics
I really want to fix that slippery floor problem the most. It is just such bad optics to have our sailors going all three stooges.
This might have the opposite effect of increased concentration and steadying nerves.
This might have the opposite effect of increased concentration and steadying nerves.
Have I ever told you I love your optimism?
REVISION
3 - SO2-AM Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469027#msg7469027): Andres, Chiefwaffles, FallacyofUrist
1 - Giant Mutant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469165#msg7469165): Kadzar
MYARK
3 - Jungle: Andres, Chiefwaffles, FallacyofUrist, Kadzar
EXPENSE CREDIT:
2 - Frost Towers: Andres, Chiefwaffles
1 - Crystalclad: FallacyofUrist
REVISION
4 - SO2-AM Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469027#msg7469027): Andres, Chiefwaffles, FallacyofUrist, voidslayer
1 - Giant Mutant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469165#msg7469165): Kadzar
MYARK
3 - Jungle: Andres, Chiefwaffles, FallacyofUrist, Kadzar
EXPENSE CREDIT:
2 - Frost Towers: Andres, Chiefwaffles
2 - Crystalclad: FallacyofUrist, voidslayer
Before I change my vote, though, you think we wouldn't keep the bonus if we revised the Crystalclad, and do you think we won't ever come up with a replacement for the Frost Towers?1. We're probably going to design a new ship rather than revise the crystalclad, which is why we don't want to apply the Expense credit to it.
REVISION[/quote]
4 - SO2-AM Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469027#msg7469027): Andres, Chiefwaffles, FallacyofUrist, voidslayer
1 - Giant Mutant Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469165#msg7469165): Kadzar
0 - School of hard rocks (http://www.bay12forums.com/smf/index.php?topic=163277.msg7469110#msg7469110)
MYARK
3 - Jungle: Andres, Chiefwaffles, FallacyofUrist, Kadzar
EXPENSE CREDIT:
3 - Frost Towers: Andres, Chiefwaffles, RAM
2 - Crystalclad: FallacyofUrist, voidslayer
We ought to use threvison next turn to make our flare wands run on magegems. It would save us a lot of apprentices, and make them moreAnd would give them to trained cavalry and scouts rather than support elements.
commonly usable.
Okay bear with me on this.I, umm, well, okay. The obvious answer is that you are being brazenly ridiculous. We have a dificult enough time training humans to use magic. But then one realises, we already have experience is explicitly training magic, with a facility, and explicitly training falcons. It would take a design, at least, but having formulated a formalissed magic curriculum, we can probably direct magic through falcons in a manner that grantes them awareness of magic, and can probably train them to behave on command in a way that manifests magic. Of course, this wouldn't be nexcessary if we had gone with the summoning route and just summoned things that laready knew how to breath fire, but the point is that we do have the correct fields of expertise...
We train our falcons to cast spells.
MYARK
3 - Jungle: Andres, Chiefwaffles, FallacyofUrist, Kadzar
EXPENSE CREDIT:
4 - Frost Towers: Andres, Chiefwaffles, RAM, FallacyofUrist
1 - Crystalclad: voidslayer
MYARK
3 - Jungle: Andres, Chiefwaffles, FallacyofUrist, Kadzar
EXPENSE CREDIT:
4 - Frost Towers: Andres, Chiefwaffles, RAM, FallacyofUrist
1 - Crystalclad: voidslayer
1 - Magegems: Andrea
Design: Explosive AmmunitionThe first two sound good. It means we'll have to wait a minimum of two years before we get giant falcons, but the Revision should put us in a better position when we try for it.
Revision: Bigger/Better-in-some-way Falcons
Design: APC1-Pursuer
Revision: Better Magegems?
That sound good?
I'm not sure about explosive shells. I think freezing shells would be a better idea, mainly because of the naval applications. If an exploding shell misses a Sirroco, nothing happens to it. If a freezing shell misses, suddenly it's encased in ice. More margin for error. Also it goes with the frost theme we have.This "frost theme" you speak of does not exist. The only such magic or technology we have that's frost-themed are our frost towers and they work on a very different scale to shells. Frankly, developing freezing shells means applying a kind of magic we've put little study into in a form it's never been applied in twice over (as both a destruction spell and as a shell).
Future Design: AS-STV-1 "Relentless"It's a good design. The mounting of HA1s will help with that artillery piece's lack of mobility.
Do you think an HA1 can fit on a train? And fire without serious recoil problems? If yes, than okay. If not, let's go with an HC1-E instead.A HA1 is only the size of three HC1-Es and HC1-Es are relatively small, so yes, I think we can fit one on a train and have it fire without serious recoil problems, so long as the train is stationary.
GM, if we cancel their wind effects, will our fire wasps once more become effective? Also, if their wind magic needs to be used precisely and in small amounts for their flying carpets, doesn't that mean our wasps could attack them without being blown away?Their carpets seem to remain stationary well enough without attention. It still ought ot make them vulnerable to firealls though. Then again, they can have two wizards and have one pilot and another fighting while a mook throws bombs. That is a big expense in terms of wizards thugh.
please feel free to correct me if I made any glaring errors.Remove "Hybrid" from the title. It's unnecessary. Unseemly, even.
Future Design: Hybrid Combustion Engine
Disappointing.
I kind of wish we could have known that before we used the expense credit.
Evicted, we do get more protection against Moskurg taking down towers though, right?
With work, we could maybe drop the temperature even more, but we likely won't be able to do much more than that without Disastrous Repercussions™.((Is this a hint saying that you won't allow any more research into this area for balance issues?))
Disappointing.How is it disappointing? It gets the Jungle - a place with a temperature grade only step lower than Desert - and made it go down to the lowest temperature possible before we start to die and past the point where they start to die. In the Desert, we entirely removed the temperature penalty on our end (very useful for advancing further into their territory) and Moskurg now gets a penalty during night attacks.
I kind of wish we could have known that before we used the expense credit.
(I'm just gonna jump into this game here)
Alright, I think these frost towers have a lot of potential, but revising them to have a broader effect is the wrong way to go about it. For one, I think we would run into the problem of diminishing returns, but it would also be easy for them to counter if it became a problem for them.
It will still drop below freezing at night, but it seems we're reaching diminishing returns with our towers.
Magic Lance: [1, 3, 6] You already have experience conjuring simple elemental forms and substances, so this provides a basis for your work on conjuring 'magic lances' to assist your men. Following the description of your intended spell, you and your fellow mages spend several months working on how to conjure a solid, strong material able to form the basis for lances to improve your cavalry charge. Eventually you devise a complex, draining spell that summons a lance of shimmering crystal that will last for about an hour before dissipating into the aether. The crystal is strong, hard and has surprising tensile strength, and focuses into a deadly point at its business end. It is on par with a lance made of steel, but substantially lighter.
The only problem is that you currently are unable to summon any lance wider than one quarter of an inch in diameter. In its current form it has little practical use in a mounted charge, as even with its strength it will still snap on impact with such a slender cross-section, although some other use could be conceivable.
It is now the Revision Phase.
Ugh. I need compile a list of links to every design, revision, and expense credit that has to do with crystals, along with the die rolls for each.
If someone else does that for me, I'll make them a character in the next update. >.>
Magic Lances: [6] With just a little work you manage to solve the thickening problem, creating usable, light lances with the tensile strength of steel for your chargers. This will significantly increase your capability in melee. As a side-effect of Jibril Saadiya's experimentation with conjuring different materials you feel confident that you can now conjure, at least temporarily, pure forms of most simple materials in configurable shapes (currently based around cylinders or rods of varying thickness and length).This is a revision of magic lances that also coincidentally gives us some minor crystal abilities.
I want to say that he edited in the magic lances revision because I'm almost certain it was not there when I posted. I checked.
My final proposal is The Juggernaut: By searching our kingdom far and wide, we have found a prodigy in the field of war. Standing 6 ft 8 inches, this juggernaut of a man bears much larger axes and tougher steel armor than normal. He will readily lead the charge to eradicate the foul Moskurgers, giving our people a champion in the process.Well if nobody wants it, then we could give it to this guy...
I think that combining our firbals with conjuration to conjure a fireball at a specific location would be better. IFor now it would just be a spell to blow up a point near a carpet or something, but it would have further possibilities...
Because that wouldn't be technology that progresses towards massively remote casting. We still need to summon millions of nukes at a distant location to all go off simultaneously to reduce an entire army to ash. Remote-control spells won't help with that, remote summoned spells will...
DESIGNS@RAM: The Ritual of Flame seems very easily countered by their anti-magic.
1 - AS-STV-1 "Relentless": Chiefwaffles
0 - Internal Detonation Engine:
0 - Hunter Falcon:
0 - Ritual of Flame:
0 - Institute of Mathemagical Analysis:
DESIGNS
1 - AS-STV-1 "Relentless": Chiefwaffles
0 - Internal Detonation Engine:
1 - Hunter Falcon: Kadzar
0 - Ritual of Flame:
0 - Institute of Mathemagical Analysis:
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
1 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Kadzar
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
1 AS-STV-1 "Relentless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Chiefwaffles
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
0 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515):
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
Future Design: AS-STV-1 "Relentless"I have several problems with this design. First of all is its nickname. It is my belief that it should not have one, but if it must have one, it should instead be "Restless" in large of the fact that it does not need to rest like a horse. Relentless should be saved for something else.
(Steam Transport Vehicle 1)
The tracks required can be built out of cheap crystal or cheap metal - whatever our soldiers/workers have the most of on site at the moment. Though generally we recommend metal, as crystal-built tracks do require maintenance a bit more often than those made of metal. Tracks can be built initially from Arstotzka to the theatres by construction crews, then our combat engineers can build up our rail network as we advance in a theatre, allowing the Relentless to always be available at the front lines.Don't make track material optional. Make it standardised and make it metal. We cannot afford to have our apprentices doing something like track maintenance. They are needed elsewhere.
TL;DR: A train. It carries massive amounts of cargo and people, as well a couple HA1s to serve as mobile artillery. This doesn't have any benefit in any direct avenues, but it should be a massive overall buff to our performance in every land theatre. It should also rectify the problems our artillery has with water and whatnot. And more! Also, it's really cool for culture.It must be stated that the train itself should be primarily made out of crystal. It's stronger than steel which means it'll have protection from aerial bombardment and lighter so it'll move faster. Together, it also allows it to carry heavier loads more reliably. Unlike tracks, using apprentices to do maintenance on the trains themselves is acceptable. Making it out of crystal will also allow minor repairs in battle to be done more easily than if it were made out of metal.
DESIGNSMade the changes Andres suggested. I'd prefer either this or the HAC-1 in terms of this turn's design.
1 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Kadzar
1 AS-STV-1 "Restless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Chiefwaffles
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
0 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515):
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
1 AS-STV-1 "Relentless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Chiefwaffles
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
1 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515): Kadzar
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
2 AS-STV-1 "Relentless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Chiefwaffles, Andres
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
1 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515): Kadzar
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
2 AS-STV-1 "Relentless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469): Chiefwaffles, Andres
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
1 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515): Kadzar
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
1 AS-M1 "Flame Rod" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7474381#msg7474381): Voidslayer
This is more a proof of concept that we can make a man portable spell casting device for no mages. Once we do, the sky is the limit as to what we can make. We could have our soldiers summoning fog, creating crystal shields, summoning wasps, summoning webs, uh what other, wow we don't have a lot of spells do we.That is actually a good idea. We have put way too much effort into steam-rifles to bother with fireball wands unless they have some advantage, such as rate-of-fire(Which is mostly dependent upon the amount of magic it uses, numbers will make up the difference...), accuracy(for a non-wizard it would be limited to a timed detonation, probably with a three-step range selector, or converting it into an instantaneous arcless beam), or utility(putting a small bolt through a ballista port and spreading fire throughout the interior?). Utility spells make much more sense!
Anyway, if they are effective, we can make beam cannons and rapid fire mini fireballs and such later.
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
3 AS-STV-1 "Restless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473872#msg7473872): Chiefwaffles, Andres, Gwolfski
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
1 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515): Kadzar
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
1 AS-M1 "Flame Rod" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7474381#msg7474381): Voidslayer
Waaait. We can summon crystal. Does that mean we could fast summon new tracks in front of the train.Hrmm, it would require a lot of magic...
Design: AS-M1 "Flame Rod"I don't like this design. There are multiple reasons why I don't like this design. The core idea isn't bad, but there are details which I think make it a sub-optimal design.
Additionally, there's also a part reaching past the handle that goes over one's shoulder in order to stabilize the weapon during aiming.The stock should go against the shoulder, not over it.
Inside the barrel is a swath of circuitry. Specifically, circuitry to summon a "fire bolt" - a variant of our Streamlined Fireball design. The fire bolt uses roughly the same amount of energy as a Streamlined Fireball, but sacrifices some minor destructive power for increased speed and thus increased range. The Fire Bolt is still very destructive and has a minor AoE effect, but isn't quite as effective as a Streamlined Fireball in terms of raw power. Yet its increased speed and range make long-range shots much easier and make the M1 have a higher range than any of our fireballs.This is the greatest flaw of the design, its use of a Firebolt. There are several problems with it.
This process is done by a person applying pressure to an AAA Magegem "trigger" in the handle, pushing it into a circuit and completing it, firing the M1 without requiring any charge in the AAA Magegem Trigger.The trigger doesn't need to work via magegem+circuitry. A simple lever would work in connecting the ammunition gem to the firing circuits.
TL;DR: A sniper rifleForget sniper rifle! If we get this cheap, this could be a standard issue weapon for our troops. Infantry would become relevant again and their flying carpets would drop out of the sky under a fusillade of projectiles.
tl;dr: Make it a cheap, bullet-using rifle.Such as the longshot rod?
Without the boiler. The boiler is unnecessary. Our Fireball spells explode, which is all we need to launch a projectile.tl;dr: Make it a cheap, bullet-using rifle.Such as the longshot rod?
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
4 AS-STV-1 "Restless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473872#msg7473872): Chiefwaffles, Andres, Gwolfski, FallacyofUrist
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
1 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515): Kadzar
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
1 AS-M1 "Flame Rod" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7474381#msg7474381): Voidslayer
DESIGNS
0 Ritual of Flame (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Institute of Mathemagical Analysis (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
0 Hunter Falcon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
0 Internal Detonation Engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473469#msg7473469):
4 AS-STV-1 "Restless" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473872#msg7473872): Chiefwaffles, Andres, Gwolfski, FallacyofUrist
0 Lighting Control Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473472#msg7473472):
0 Pulse-jet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473483#msg7473483):
0 Longshot rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473496#msg7473496):
2 AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473515#msg7473515): Kadzar, Andrea
0 Longshot rodd (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
0 Shinesteel Armour (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473534#msg7473534):
1 AS-M1 "Flame Rod" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7474381#msg7474381): Voidslayer
1 - Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles
....I have no clue how I missed that. I'm so sorry, I'm a complete moron. I must have read the word "train" a dozen times. Sorry guys, I'll fix it."train" technically just means a trailing assemblage, generally of vehicles, often tethered. Perhaps the most accurate usage is the train of a dress, which is just a line of fabric... It is entirely possible to have a train of A.P.C.s. Most of what we have here is a locomotive, although a locomotive without a train is pretty short of utility...
0 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645):
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
1 Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
0 (http://www.bay12forums.com/smf/index.php?topic=163277.):
1 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645): FallacyofUrist
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
1 Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
Design: AS-SPB2-Crystalclad [3, 5, 3]
The steam engine setup is pretty much just copied from the SPB1 Fog-O-War, being two steam engines hooked up to a four-blade paddle on the rear. The armament has been upgraded, allowing either three HC1-E's or a single HA1 to be mounted above-deck. Because shooting beyond line of sight is less helpful on the high seas and requires three apprentices to fire, the Crystalclad design instead features three HC1-E's that can all be fired by a single apprentice by themselves, as the higher firerate is more beneficial despite the decreased lethality of the individual cannons. Thanks to the increased number of apprentices we have at our disposal, each ship features two apprentices; one to operate the steam engines, and the second to fire off the cannons.
1 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645): FallacyofUrist
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
1 Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
1 Crystal regen (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476144#msg7476144): Andres
Crystal regeneration: A minor improvement to crystal, this aims to give crystal a minor regenerative factor, to the point where microfractures and small chips repair themselves. Additionally, it allows manual repairs to be done more easily and quickly.Make that a "we leave the creation enchantment in place so that it can be renewed" and "needs magic to happen" then you have my +1. Just "Crystals regenerate now" Seems a little much for a revision to me.Quote1 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645): FallacyofUrist
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
1 Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles, helmacon
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
1 Crystal regen (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476144#msg7476144): Andres, RAM
Glory to Arstotzka.
0 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645):
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
2-3 Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles, helmacon, FallacyofUrist
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
1-2 Crystal regen (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476144#msg7476144): Andres, RAM
Regenerative crystal is probably a good action idea (whether it's a design or revision), but it doesn't really solve any problems. It'd be nice to have for our stuff, sure, but we could do much more with the revision this turn. What if they introduce something new at sea? Our Crystalclads are doing well, but Moskurg's carpets are still a very large advantage at sea and combined with a new design or revision, could swap the advantage yet again at sea. Better falcons could prevent that from happening.Regenerative crystal will solve a serious problem we're facing, will improve our entire line of crystal products (machinery especially), and will be an absolute boon for explosive projectile weapons.
The on-board apprentices can rarely patch the cracks in time, and more often than not the ship goes down.Regenerative crystal is not only meant to do self-maintenance, but also significantly increase the ease and speed at which our apprentices can do manual repairs. In doing that, our apprentices can patch the cracks our crystalclads' armour sustains and allow them to keep going, or at least not sink.
Crystal regeneration: A minor improvement to crystal, this aims to give crystal a minor regenerative factor, to the point where microfractures and small chips repair themselves. Additionally, it allows manual repairs to be done more easily and quickly.
The Wand of Thunderbolts proves to be effective here, happily striking the exposed steam engines and often causing critical explosions that shatter the crystal hulls. The on-board apprentices can rarely patch the cracks in time, and more often than not the ship goes down.The wording of your revision suggests it solves the problem of microfractures, which is nice and all, but just makes manual repairs slightly easier. When we're faced against "critical explosions that shatter the crystal hulls", I don't think a minor regenerative ability capable to self-repair microfractures and small chips will be anywhere near enough.
0 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645):Changing to regen crystal to spite Fallacy O' Urist.
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
2? Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles, FallacyofUrist
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
1-2 Crystal regen (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476144#msg7476144): Andres, RAM, Helmacon
Soon, sooooon we will have falcon eyes for our men. And from there! Bestial splicing! Mwhahahaha! Soon, soon we will have Catgirl Assassins!
Our stealth force shall be supreme! We shall overcome Moskurg with cuteness and vicious stealthy lethality! By voting Hunter Falcons, you play right into my hands! Mwhahahaha!
[b][u]Phalling Glow[/u]
This is a long rod of hard metal embedded in a ribbed crystal sheath that maginifies whatever you like to watch. When a magam(or a magic finger) is pressed into its special slot then looking into it reveals all as though exposed to an unsullied noon.
It works as the flowing light disperses throughout its crystal lenses. When magic stimulates a circuit then there is a revealing effect as the essence of light(as distilled to created flare spells) impregnates the passing vision with pure illumination. The ribbed crystal coating provides a satisfying sense of friction under a grip and keeps it rigid and straight.[/b]
The repair rate boost that regen crystal gives to manual repairs is not the same as the repair rate of its passive effect. It should actually make repairs go much faster. With our current crystal, our apprentices have to contend with the fact that crystal is a material that inherently cannot be repaired. Changing it so that it's a material that inherently can be repaired (like metal) would be a significant boost, but this goes one step further and makes it so that it has repair functionality built in! It's like if our apprentices have been trying to get two cows to breed and we have now swapped out one of their cows for a bull. Almost the exact same creature, but for one ultimately small but critical difference.Crystal regeneration: A minor improvement to crystal, this aims to give crystal a minor regenerative factor, to the point where microfractures and small chips repair themselves. Additionally, it allows manual repairs to be done more easily and quickly.The Wand of Thunderbolts proves to be effective here, happily striking the exposed steam engines and often causing critical explosions that shatter the crystal hulls. The on-board apprentices can rarely patch the cracks in time, and more often than not the ship goes down.The wording of your revision suggests it solves the problem of microfractures, which is nice and all, but just makes manual repairs slightly easier. When we're faced against "critical explosions that shatter the crystal hulls", I don't think a minor regenerative ability capable to self-repair microfractures and small chips will be anywhere near enough.
I think Crystal Regen is a good idea, but I also think it'd be better done in a design without having to compromise on features.
Oh, yeah. That.How about you fix hunter falcons so that it can actually work? Those enlargement spells we have been hearing about are just spam, they are not real. We have no spell that makes anything bigger. What we do with the trees starts with seeds. We do not end up with a giant seed, we end up with a small tree. The seed is not getting bigger directly, it is growing faster. It is an accelerant. Make your hawks faster and they might attack before the lightning is ready. Make them grow up faster and we might have some more of them so the losses don't matter so much. Bigger is completely unprecedented and largely useless. Not to mention that we have to change up our traditional changing schemes to cope with their hugeness.
We can just not ever go in that direction. Never. But we can do Hunter Falcons now then don't do anything else!
How about you fix hunter falcons so that it can actually work? Those enlargement spells we have been hearing about are just spam, they are not real. We have no spell that makes anything bigger. What we do with the trees starts with seeds. We do not end up with a giant seed, we end up with a small tree. The seed is not getting bigger directly, it is growing faster. It is an accelerant. Make your hawks faster and they might attack before the lightning is ready. Make them grow up faster and we might have some more of them so the losses don't matter so much. Bigger is completely unprecedented and largely useless. Not to mention that we have to change up our traditional changing schemes to cope with their hugeness.The "we haven't done it before" can be applied to literally every single thing we've ever done.
Design: Giant Falcons [2+2, 1+2-1, 6+1]We've done similar things to increasing living things in size (life magic) and we have literally modified the Falcons' minds. If we can do something as precise as that, then it shouldn't be an issue to make them bigger.
Capturing falcons is hard. After managing to capture a few, we finally have enough to start our own breeding system, ensuring that our Mathemagicians will never, ever, ever be sent out into the field with a few web-wands and be told to "catch a fuckload of birds".
Training falcons also proves to be really, really hard. Each falcon requires years of dedicated training, and quite frankly we don't have time for that. We instead develop a rudimentary "Beast Control" spell to assist in the taming, training, and imprinting of our falcons. This spell is pretty tricky to get right, but nowhere near as hard as catching a wild falcon - luckily it's made easier by our forays into beast conjuring and plant growth. The spell is permanent and doesn't require any further maintenance to keep going, instead altering the falcons mind during casting. The falcons are then equipped with a small anti-magic "bracelet" that wraps around one of their legs in a leather strap. It is relatively small, but it should keep them safe from any nasty magic that Moskurg tries on them. As a bonus, it should also strip a mage of their magical ability once they start mauling them in the face.
1.) You're overestimating the brittleness of Crystal. It's not that brittle.1: A crystal is a single molecule with a very precise (and generally three dimensional) structure. It is very nearly impossible to find something more brittle. Metal is basically a single molecule with a very fluid structure, it is very difficultto find a basically rigid solid that is more flexible. Our crystal is very strong, it doesn't break easily, but when it breaks, it shatters, that is what brittle means. This makes it very nearly impossible to repair. Reproducing the initial construction forces is about the only way, and with magic and magically created crystals, that should be very easy.
2.) Crystal is still a very competent armor. It's just not the perfect choice for use in machinery and moving parts which we have been doing. It's a better armor than steel for sure.
3.) Andres' proposed Crystal Regen idea doesn't fix any of this - it just fixes the microfractures and very small chips, making maintenance of the Crystalclad's engines and the Restless less of an issue.
3b.) In order to get anywhere near the scale of what you want, we'd have to use a design or multiple revisions. Using a design to just improve crystal generally and including a competent regeneration ability is more action-efficient over using multiple revisions to just get a regenerating ability.
Balance-wise, a revision is tweaking an aspect of a design.Yes, but there are sanity issues here. Making our ships fly would be a small tweak to their locomotion. It doesn't touch on their armament, armour, crew and cargo capacity, velocity, turning rate, mass... It is just one little tweak to a single dimension of their mobility. But it is completely impractical because we don't have a grounding in that technology. If we had experience in blimps then we could try to turn them into blimps, but we don't so we can't. On the other hand, we have hawks that can fly, and fireballs that can fly, and wasps that can fly, and cannon-shells that may as well fly, and ships already almost fly considering that they hover on a liquid. So Flying is clearly totally our thing, almost all of our stuff flies, so why not our ships?!?!? Because making a ship fly is very different to anything that we have done with ships, and our flight magic operates on things very different to ships, there is simply no mechanism there. We would be more likely to pull off aquatic fire wasps or hawks on floats... There needs to be an actual justification for the effect to happen, otherwise the proposal is ludicrously ambitious and likely to to get a small associated technology on a 6...
We're tweaking the size of our falcons.
Lore-wise, we're making relatively simple modifications to an already-existing spell in order to change a single aspect of a design we already have. We already have a spell that literally modifies creatures, and we're revising that spell to also increase the size. Our falcons aren't magical, but the spell we use to tame them and the one I want to revise is in fact magical. We're allowed to do new things during revisions. Those new things just have to be limited in ambition and be reasonable, exactly like the Hunter Falcon revision.Mental passiveness to physical massiveness is a huge leap. There is nothing minor here in the change to the magic involved and no mechanisms from the hawk aspect. You are basically saying that a mind control spell should be able to spontaneously augment universal size with a revision. It is like saying that their mind-reading spell should be able to turn their soldiers into giants... That wouldn't fly on a design, far less a revision, at best you might be able to get a bonus from knowing magic that targets humans directly.
1.) Our spell alters the Falcon's mind. This is a physical change, as the mind is physical.!: Mind is not physical, that would be like saying that fire is a combustion reaction. Fire is the visible emenations from a combustion reaction. When people say "look fire" they do not point at the fuel, they point at the brightly coloured flames. Now, most peopel are more interested in the combustion reaction because they either want to start or end a fire, and that happens at the combustion reaction, but the visible fire is just exhaust fumes and heat distortions. The mind is the toughts, and we have magic that can affect thoughts directly. Occams razor says that if it effects a mind alteration then that is all that it does.
2.) We have experience in using magic to provoke unnatural growth.
3.) We alter the falcon's body and "grow" it to an unnatural size.
This isn't lying in literally any way shape or form. I really just don't see why you're apparently embarking on a personal crusade against the very idea of increasing the size of our falcons.I never said that it was lying. I could have sworn that someone said that I should stop talking down our technologies recently and but can't find the quote. still, it seems important to clarify that that is not a consideration for me, as people may mis understand that I am ignorantly risking putting us at a disadvantage. It is not ignorance, it is idealism, I know the hole that I am digging.
1: A crystal is a single molecule with a very precise (and generally three dimensional) structure. It is very nearly impossible to find something more brittle. Metal is basically a single molecule with a very fluid structure, it is very difficultto find a basically rigid solid that is more flexible. Our crystal is very strong, it doesn't break easily, but when it breaks, it shatters, that is what brittle means. This makes it very nearly impossible to repair. Reproducing the initial construction forces is about the only way, and with magic and magically created crystals, that should be very easy.1.) Do we know it's actually crystal? We're just calling it Crystal. That doesn't mean it has to match the scientific definition of a crystal. It is magical, after all.
2: It is better than steal because it is lighter. It is as effective as steel of the same thickness as protection, but logically has different properties. Both crystal and steel break under the same force, but around the breakage level of force the crystal will tend to have a localised shattering event resulting in lost thinckness and fractures while the metal will have a broads denting effect resulting of a broad hardening effect inducing a mild increase in brittleness. The crystal basically doesn't ever change its shape, it doesn't tend to dent and when it would it doesn't spread that bending, making it wonderful for a thing like a spyglass which requires precise alignment. Metal also spreads force more effectively, so a really big hit is more likely to bend in the side of a ship and punch a small hole through a crystal. Regenerating metal would be almost useless, regenerating crystal is wonderful, and the crystal is already generated, we just need to renew the process that we already know.
3: What I want is to fix the crystal's main weakness, and this does exactly that. A regenerating crystal armour will plug up the hole that a penetrating shot did, it will restore the dent that a non-peneterating shot left, and it will restore the cracks that come from use with heavy machinery and the associated shocks. So long as they don't keep hitting the same point on the crystal the regeneration should be pretty effective, considering that it doesn't spread its damage around much unlike metal.
Yes, but there are sanity issues here. Making our ships fly would be a small tweak to their locomotion. It doesn't touch on their armament, armour, crew and cargo capacity, velocity, turning rate, mass... It is just one little tweak to a single dimension of their mobility. But it is completely impractical because we don't have a grounding in that technology. If we had experience in blimps then we could try to turn them into blimps, but we don't so we can't. On the other hand, we have hawks that can fly, and fireballs that can fly, and wasps that can fly, and cannon-shells that may as well fly, and ships already almost fly considering that they hover on a liquid. So Flying is clearly totally our thing, almost all of our stuff flies, so why not our ships?!?!? Because making a ship fly is very different to anything that we have done with ships, and our flight magic operates on things very different to ships, there is simply no mechanism there. We would be more likely to pull off aquatic fire wasps or hawks on floats... There needs to be an actual justification for the effect to happen, otherwise the proposal is ludicrously ambitious and likely to to get a small associated technology on a 6...This is hyperbole.
Mental passiveness to physical massiveness is a huge leap. There is nothing minor here in the change to the magic involved and no mechanisms from the hawk aspect. You are basically saying that a mind control spell should be able to spontaneously augment universal size with a revision. It is like saying that their mind-reading spell should be able to turn their soldiers into giants... That wouldn't fly on a design, far less a revision, at best you might be able to get a bonus from knowing magic that targets humans directly.More assumptions. We're not making the Falcons "mentally passive". We're literally taming them with a spell. We're using magic to make them recognize our troops as friendly, Moskurgers as enemies, and to obey commands. How is this just "mental passiveness"?
1: Mind is not physical, that would be like saying that fire is a combustion reaction. Fire is the visible emenations from a combustion reaction. When people say "look fire" they do not point at the fuel, they point at the brightly coloured flames. Now, most peopel are more interested in the combustion reaction because they either want to start or end a fire, and that happens at the combustion reaction, but the visible fire is just exhaust fumes and heat distortions. The mind is the toughts, and we have magic that can affect thoughts directly. Occams razor says that if it effects a mind alteration then that is all that it does.1: The mind is in fact physical. Every single thing you do, you think, you remember, is all physical. It's all reflected in and based on your brain. In order to change anything about the Falcons' minds, we have to physically change their mind. This is a fact. We are permanently altering their brains. Mind == Brain.
2: The only unnatural thing about the plant growth is it pace. The hawk growth would exceed its normal size. Taking the spell from plant to hawk is one step, from pace to maximum is another, maybe another two, and that assumes that it references growth at all and is not just time acceleration and fuel facilitation. Quite frankly I would much rather work on the angle that it is the latter because that is waaaaay more powerful and would totally explain why we had so much difficulty getting it to work. If we lock it down as being some pathetic size alteration magic then we lose a massive potential resource.
3: unnatural and growth, two things, already a big ask from a revision, definite negatives, much unlikely to work.
Crystal regeneration: A minor improvement to crystal, this aims to give crystal a minor regenerative factor, to the point where microfractures and small chips repair themselves. Additionally, it allows manual repairs to be done more easily and quickly.What? We're just going to make crystal grow now? Machine crystal is inherently unmagical - that's the point. How the hell would we make an unmagical material grow without external forces? It's like just asking someone today to make regular steel just regenerate by itself. Crystal is just a physical structure, and nothing can make it grow. It's made of molecules and molecules can't just replicate themselves!
I never said that it was lying.Yeah?
Oh, and I am not interested in basically lying to the G.M. to make our rolls easier.
Yes. My quoted statements are, to my mind, very obviously and comprehensively compatible. It is obvious that we are failing to communicate directly. It is time to just leave our arguments to stand on their own and see where the pieces fall.I never said that it was lying.Yeah?Oh, and I am not interested in basically lying to the G.M. to make our rolls easier.
0 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475645#msg7475645):
0 Crystal Restless (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475744#msg7475744):
0 Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Ministry of Martial Magecraft (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Halls of Higher Heirophants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Fruitfulness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475839#msg7475839):
0 Heat-conscious steam engine (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475880#msg7475880):
2? Hunter Falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475941#msg7475941): Chiefwaffles, FallacyofUrist
0 Dogwood Giants (http://www.bay12forums.com/smf/index.php?topic=163277.msg7475990#msg7475990):
1-2 Crystal regen (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476144#msg7476144): Andres, RAM, Helmacon
1 - Glory to Arstotzka (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476729#msg7476729): AndresGlory to Arstotzka.
0 - Avert your eyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
1 - Glory to Arstotzka (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476729#msg7476729): Andres
((There is only so much I can do with Paint, Google Images, and my level of artistic skill.))Give me some time, I can probably put something together.
0 - Avert your eyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7473465#msg7473465):
1 - Glory to Arstotzka (http://www.bay12forums.com/smf/index.php?topic=163277.msg7476729#msg7476729): Andres
2 - Kadzar's Emblem: Kadzar, FallacyofUrist
DESIGNS
1 - AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477548#msg7477548): Chiefwaffles
Why not make the steam engines mostly internal for the ships, with any external mounts like intake valves and exhaust ports made out of crystal? Then drop extra armor.Our ships still won't be completely invulnerable to air. A crystalclad's weapons and crew can be easily killed by air units. This is a good idea at some point, though. Just not now.
What I really want though are fireball rods for our basic troops. You see how effective the lighting rods are, and we can make ones any soldier can use with multiple shots and accurate.Their ships have armor that stop our cannon shells and is nonflammable. I don't think a lesser version of a fireball will help here.
Please, I know you guys did not like my design, but if we can get something shooting fire up at the enemy ships and down at the enemy troops I will be happy.See above.
We really do not need new artillery, but a spell to better defend them. Crystal plating, fireball weapons, giant falcons, whatever.The HAC-1 shouldn't really be classified as artillery. And better defense is useless at the moment because there will never be a perfect defense and right now their airships will still be able to punch through better defense. In this case, offense is the best defense. If we destroy their air units before they get into attack range, we don't need to worry about that kind of stuff.
1 - (Chiefwaffles)AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477548#msg7477548): Chiefwaffles
0 - (RAM)Phalling Glow (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Heat Rays (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477562#msg7477562):
Arstotzka, meanwhile, has rolled out a cheaper version of their Tower of Frost, plunging the theatre into yet another level of cold. It snows year-round now, and it's not uncommon to see Moskurg soldiers freezing to death - it doesn't help that their Adamantium armor (as Adamantium is now Cheap) is fixed at a constant chill temperature and provides no protection. Furthermore, their Equalizer Anti-Magic artillery shells are now merely Very Expensive. That's fine, though, as they only need to litter Moskurg positions with a few shells before the effect becomes noticeable. Near-misses require Moskurg to relocate their artillery, as the shells themselves are buried too deep in the ground to be moved. This, combined with the fact that they have the range advantage, means they dominate in artillery combat.While I don't think that by itself, Heat Rays is a bad idea, but that phrase is very suspicious. I'd assume that "fixed at a constant chill temperature" means melting it would be really hard or else the word "fixed" wouldn't be used. If we can't reliably melt their armor, then a heat ray probably wouldn't be the best idea.
I request a review if their material is completely immune to temperature changes. That sounds overpowered, at least as something that doesn't constantly consume large amounts of magic and can be overtaxed by applying a greater force to overcome it. It sounds very much like our own towers of forever frost that can be defeated by blowing hot air at them.
@Evicted: If you do think it's OP but don't want to completely remove it, maybe make the perma-chill effect removable by anti-magic? I don't particularly care about it since it's not like it protects its user/whatever from temperature changes, but it's an idea.I believe that it should be better than perfect insulation. Perfect insulation will tend to cook people as they produce heat. Given that it cannot change temperature, it stands to reason that it cannot allow temperature through it, there is no mechanisms for thermal energy to penetrate without radiating by heating the surface or using infrared radiation. Certainly, people need to breath, ia suit of armour would have some weaknesses, but they could run it through a filter system to remove most of that by having grids of cool metal that the air would have to pass through. It would also mean that if we developed a shatter-shield that rapidly alternated objects between extreme hot and cold using the tower of forever frost's effect that projectiles made from this stuff would be not merely resistant, but completely immune. The same applies to a heat0shield that would vaporise incoming projectiles. And they could have completely sealed A.P.C.s that would be immune to fireballs until they opened them. It is just extremely scary to see things like "their antimagic completely erases all of your starting spells and everything derived from them" and "Their new metal is completely immune to your starting wand, and everything derived from it.".
Much of the effect of a cannon is its hitting things. I could easily see a near-miss knocking someone around due to air-flow, but it is nothing compared to having a shell hit the ground in front of you. I think that the most important aspects of the cannon right now areAir Angles: I'm pretty sure it's already clear. It's a part of the "Swivel Mount" summary section and should be pretty obvious throughout the design. But yeah, its angles are (like I said) one of its most important aspects.
: Air angles: we need to be able to shoot at high angles to hit the enemy. You have this but it is not mentioned in your bullet-points or T.L.D.R. that I can find, which could cause it to be missed. but it is there which is good.
: Air coverage: single rounds do not do so much to a swarm of carpets or a ship that is kept aloft by numerous carpets and can probably survive losing a few. The latte r is less of an issue but some sort of air-burst proximity rounds or scatter-shot would be extremely helpful.
: Penetration: Their new ships are very scary, they can probably increase the armour without too much trouble, just by improving the efficiency of their carpets or adding shaped armour. Your design has smaller shots which could prove incapable of piercing the current generation of shyships, far less improved versions.
I believe that it should be better than perfect insulation. Perfect insulation will tend to cook people as they produce heat. Given that it cannot change temperature, it stands to reason that it cannot allow temperature through it, there is no mechanisms for thermal energy to penetrate without radiating by heating the surface or using infrared radiation. Certainly, people need to breath, ia suit of armour would have some weaknesses, but they could run it through a filter system to remove most of that by having grids of cool metal that the air would have to pass through. It would also mean that if we developed a shatter-shield that rapidly alternated objects between extreme hot and cold using the tower of forever frost's effect that projectiles made from this stuff would be not merely resistant, but completely immune. The same applies to a heat0shield that would vaporise incoming projectiles. And they could have completely sealed A.P.C.s that would be immune to fireballs until they opened them. It is just extremely scary to see things like "their antimagic completely erases all of your starting spells and everything derived from them" and "Their new metal is completely immune to your starting wand, and everything derived from it.".This seems to just be your dislike of their metal's properties, which is fine, but I would like to point out that if their armor did indeed block all temperature changes through it that'd be one of the biggest nerfs ever to our stuff. It would make our towers of frost useless and our fireballs much less effective when all they need is a new design/revision to fix that problem.
Nice job with the emblem, Kadzar!As an Arstotzkan, I only did what my country required of me, inspired as I was by true patriotism. ((But thank you!))
Quote from: Designs1 - (Chiefwaffles)AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477548#msg7477548): Chiefwaffles
0 - (RAM)Phalling Glow (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Heat Rays (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477562#msg7477562):
1 - (Kadzar) Giant Mutant Bird Cavalry (http://www.bay12forums.com/smf/index.php?topic=163277.msg7478147#msg7478147): Kadzar
1 - (Chiefwaffles)AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477548#msg7477548): Chiefwaffles
0 - (RAM)Phalling Glow (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Heat Rays (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477562#msg7477562):
2 - (Kadzar) Giant Mutant Bird Cavalry (http://www.bay12forums.com/smf/index.php?topic=163277.msg7478147#msg7478147): Kadzar, FallacyofUrist
Alternatively, if it helps, I could make the riders all-female and call them Valkyries.That would help a lot.
"Today, class, we will demonstrate the power of magic. Observe this chunk of crystalline wood. Wood anybody among you care to try to move it?"I did think of this. It only repels forces that would break it. Forces under that threshold can be applied. The cannonball that hits it still pushes it back, but only up to the point at which it would break, which is well within what a soldier can withstand. It does make them somewhat unsuitable for shield-bashing though.
A muscly looking apprentice trainee stepped forward, grabbed the wood chunk, and pulled and pushed, to no avail.
"The Woodgem is a magical structure that is completely immune to kinetic energy. Sadly, this means we can't move it. Its only real use is as a wall, though some of our mage scientists are considering using it to stop kickback in artillery via conjuring it in the battlefield. Class dismissed!"
Stopping power - Again. The AS-HAC-1 is still a cannon.Cannonballs can bounce off of wood. The Keggers are using super-metal...
Moskurg is using their metal on only the airship.And you think your anti-air design with reduced power can pierce it when even our HC1-Es sometimes fail?
And again, AP (armor-piercing shells. It's a good idea regardless of the AS-HAC-1. It'd help significantly at sea, since right now the standard shell takes multiple tries to pierce their armor.Oh, definitely, Armor Piercing shells would be wonderful. Maybe make them out of crystal.
Oh, definitely, Armor Piercing shells would be wonderful. Maybe make them out of crystal.Crystal is light and brittle, that is kind of terrible for armour-piercing unless you are using some sort of squash-head weirdness or something.
Crystal is light and brittle, that is kind of terrible for armour-piercing unless you are using some sort of squash-head weirdness or something.I say a crystal tip on an otherwise metal shell, along with some other structural tweaks to the shell. It's been well established that our crystal is significantly sharp and that helps us a lot, even against their soldiers' supermetal armor.
And I worry that scattershot would be difficult to implement into the automatic firing mechanisms.A flak shell is the best idea here, and the AS-HAC-1 is just breech-loaded, but if it is done, I want to do an self-feeding AS-HAC-2 at some point.
And rate-of-fire alone is nothing compared to scatter-shot. It is still the sort of thing that can be dodged if you see the gun aiming at you. You want to render a whole section of the sky uninhabitable for a brief period of time if you can, instead of increasing the rate at which you plink them off one by one.Yeah, but we just can't make a scattershot here. It's out of the scope of the design. And Evicted is unusually restrictive with shells, and we'd almost definitely have to spend its own design for a scatter-shot/flak shell. And without an AS-HAC-1, a flak/scatter-shot shell wouldn't be useful as we wouldn't be able to actually shoot it at their air units.
2 - (Chiefwaffles)AS-HAC-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477548#msg7477548): Chiefwaffles, FallacyofUrist -- WARNING: DO NOT USE RESEARCH CREDIT.
0 - (RAM)Phalling Glow (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Erection of Everywhere Explosions (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477551#msg7477551):
0 - (RAM)Heat Rays (http://www.bay12forums.com/smf/index.php?topic=163277.msg7477562#msg7477562):
1 - (Kadzar) Giant Mutant Bird Cavalry (http://www.bay12forums.com/smf/index.php?topic=163277.msg7478147#msg7478147): Kadzar
1 - Whatever Chiefwaffles proposes: FallacyofUrist
1 - Whatever Chiefwaffles proposes: FallacyofUrist
0? - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026) Voidslayer?
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
No More Hinges((Does this lead to bolt action rifles?
Revise the breach loader to use a sliding hatch instead of a hinged one. This can be opened and closed as quickly as the other one but has no thin parts that will break from the pressure.
No More HingesSeems a bit too simple. Could we do this for all our cannons at once? Revise everything to be breech loading, with a slide?
Revise the breach loader to use a sliding hatch instead of a hinged one. This can be opened and closed as quickly as the other one but has no thin parts that will break from the pressure.
After some thought, I will not be modifying the temperature aspect of their Adamantium.Thankyou for the consideration.
DESIGNSSo apparently our Magegems are just useless. I don't think we've managed to put them in a single design yet. Extraordinarily annoying.
2 - AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
0? - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026) Voidslayer?
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360):
RAM, your idea is much more complicated than necessary. That'll be hard to do and it could even be vulnerable to antimagic?My design has three elements:
We don't have to make a complex AP round to work.
...
So apparently our Magegems are just useless. I don't think we've managed to put them in a single design yet. Extraordinarily annoying.
DESIGNS
2 - AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
0? - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026) Voidslayer?
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon
snip'dShaped projectile - Okay?
Crystal-encased lead - That's an interesting assumption. Crystal-encased lead is pretty much a revision of its own, since it seems like you want to make a hybrid material.It is just combiningthe two, in a fashion that is plausible. We have never explained what happens to whatever is in the place that a summoned thing is summoned into. This just places something other than air where the crystal is summoned and has the crystal summoned around it. Normally this would just be heavy crystals, as lead doesn't really do anything to improve crystal other than maybe increase its shock resistance, but in a very very much less weight-efficient way than you would get from just adding more crystal. What it does achieve, however, is making the lead rigid until it impacts, which is pretty much the only thing that matters. Hardness is basically irrelevant in such forces and structure generally loses out to things like blast-waves. This just holds a liead-projectile's form so that it all piles onto a single point instead of behaving like a liquid and spreading out.
Crystal Casing - The crystalworks doesn't make dispellable-crystal. We'd have to summon crystal casing (and we take a while to summon crystal, by the way) on each shell before it's fired.Um, no? It is a pretty tiny spell. Smaller than an axe or a full load of caltrops, more temporary than, basically anything. It should be easy for a magem to do this. And we have summoning spells, so that is a non issue. And the crystal works shapes crystal. Now, with all our expertise, this should again be a non-issue to just summon the thing directly, but a crystal-works crystal manipulator should work if necessary. And the duration is a non-issue because we will already have an ammunition handler, and the circuits can presumably be automated if we are to do half the things that you want to, so none of this is any sort of issue. We are already doing all of the things that this proposes, just not in this specific configuration, but we have enough different configurations of these mechanisms that one more should be an afterthought. So once the device is don with it should be an insignificant addition to the existing magical requirements of the cannon. No direct wizard interaction required.
Your design is quite frankly just overengineering. You're trying to introduce a new material as well as forcing our magicians to spend massive amounts of time summoning crystal casing onto each shell. You're making an AP shell way too hard in both terms of the actual designing part and in its effectiveness.The shell has no gems or circuits. There is a separate device that adds a normal-crystal case. No gem or circuit is ever included in the shell itself. And there should be basically no more wizard intervention required for this than a normal cannon. It is just one gem-powered device to place cases around the shell. We have devices to summon crystals in the crystalworks, and we had crystals bound to gems ages ago. Crystal-summon + device is the simplest thing we could do and circuits are exactly a thing that does this now.
Also, you're doing stuff like adding magegems and circuits to your shell. This is extremely overcomplicated.
Aerodynamic shells - Just because we changed their shape once doesn't mean we're at the pinnacle of aerodynamics.I was quite clear that this could help, but also that our previous efforts diminished the ability to improve. We may well get something better from this, but not better enough to see a significant improvement, nor even better enough to counteract the smaller calibre.
Adding crystal - See below. And we aren't stupid. We can examine evidence. Are there bits of the shell scattered about the impact site? Wow, it must have shattered during impact! Is the shell somewhere else? Wow, it must have ricocheted!... there is no reason to believe that the energy is being transferred into the fragmentation of the bullet and thus failing to be transferred into the target. It is not obvious that this is important. But it is plausible that they might notice it and I noted that. A heavier bullet at a smaller impace makes sense. It is why maces have spikes, and lances have points, and axes have blades, and needles go through fabric. That heavy-shots work better than light shots is also obvious, just as it being difficult to launch a heavy shot from a light cannon. This is the obvious extension of trying to launch a small projectile with the force of a large cannon. You make the heavy part small and the rest of it light.
Improved Speed - When calculating kinetic energy, velocity is squared but mass is not. Velocity matters much more than mass. Of course, improving speed and mass is the best option, but that's not particularly viable. This is modification of the shell, not a modification of the cannon.When imparting velocity everything is rooted... it comes out to no difference at all. It is not about how much force we deploy, that is dependant upon the cannon, what matters is how that force is applied. Yours is a big impactor that makes a dent the same shape as a cannon barrel, mine is a small impactor that makes a much smaller dent. Both have the same mass, unless mine has a much faster exit velocity due to being legitimately lighter because most of the bullet is inconsequencial rather than putting a big low-energy light spot right in the middle. Now, yes, a bit more aerodynamics would lead to a bit less force erosion, but the size of the impact is a much bigger issue. You basically do not have an armour-piercing proposal but instead an accuracy proposal.
Reducing impact site - No, not really. We can improve aerodynamics and reduce the impact site.Really can't. High-force impact sites are more about everything piling up and trying to get through than an elegant hardened arrow cutting through a soft chain link. If our cannons are weak then you might be right though, but then my arrow-hidden-in-a-normal-shell is even more so. At best your propsal would be adding a needle out the front of the bullet, while my proposal makes the whole bullet into a needle and it doesn't expend most of its energy on a pointlessly huge bullet.
Manufacturing - I really shouldn't even bother with this. "We don't have much experience with doing the thing this revision is meant to introduce!"Which is pretty much exactly what I said. This reasoning applies to both our proposals. Both are generally easy but have some complications, one is armour-piercing and the other is aerodynamics and likely some sort of hollow-point with the soft crystal centre. Certainly ueful, but not armour piercing.
DESIGNS
0 - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026)
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - (RAM)Discarding Sabot rounds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479220#msg7479220):
1 - (Chiefwaffles)Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon
2 - (Chiefwaffles)AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
It is just combiningthe two, in a fashion that is plausible. We have never explained what happens to whatever is in the place that a summoned thing is summoned into. This just places something other than air where the crystal is summoned and has the crystal summoned around it. Normally this would just be heavy crystals, as lead doesn't really do anything to improve crystal other than maybe increase its shock resistance, but in a very very much less weight-efficient way than you would get from just adding more crystal. What it does achieve, however, is making the lead rigid until it impacts, which is pretty much the only thing that matters. Hardness is basically irrelevant in such forces and structure generally loses out to things like blast-waves. This just holds a liead-projectile's form so that it all piles onto a single point instead of behaving like a liquid and spreading out.You want to make a crystal-lead alloy.
Um, no? It is a pretty tiny spell. Smaller than an axe or a full load of caltrops, more temporary than, basically anything. It should be easy for a magem to do this. And we have summoning spells, so that is a non issue. And the crystal works shapes crystal. Now, with all our expertise, this should again be a non-issue to just summon the thing directly, but a crystal-works crystal manipulator should work if necessary. And the duration is a non-issue because we will already have an ammunition handler, and the circuits can presumably be automated if we are to do half the things that you want to, so none of this is any sort of issue. We are already doing all of the things that this proposes, just not in this specific configuration, but we have enough different configurations of these mechanisms that one more should be an afterthought. So once the device is don with it should be an insignificant addition to the existing magical requirements of the cannon. No direct wizard interaction required.
Crystal Caltrops: [3-1, 4+1, 6]The only reason crystal caltrops are cheap is because we don't actually need to pay attention to the shape.
With their new training, our apprentices can now handle more spells than the basic Conjure Mist. With this in mind, we begin development of a spell purposefully designed to be easy to cast while still maintaining usefulness - ideally doing something to combat the Moskurg Calvary that swarms our lines like overgrown rats. Working diligently on some of the more basic principles of magic, our mages have developed a relatively simple spell that spawns dozens of randomly-shaped crystals at a time. Without relying on a uniform shape these crystals can be cast into being with minimal effort by our esteemed wizards. These caltrops are random, jagged needles of crystal glass that are nearly invisible at night, sharp enough to pierce the hoof of an unsuspecting horse...most of the time.
The shell has no gems or circuits. There is a separate device that adds a normal-crystal case. No gem or circuit is ever included in the shell itself. And there should be basically no more wizard intervention required for this than a normal cannon. It is just one gem-powered device to place cases around the shell. We have devices to summon crystals in the crystalworks, and we had crystals bound to gems ages ago. Crystal-summon + device is the simplest thing we could do and circuits are exactly a thing that does this now.Oh, now you want to make a field crystal summoning tool? That's its own design.
There is almost no "new material" aspect asit is just summoning a crystal over lead instead of air. What remains is pretty much the whole difficulty of the revision.You're literally making a crystal-lead alloy. No amount of wordplay can change that. You want to combine lead and crystal. And you want to do it using this extremely strange method that'd likely just result in "okay you have blobs of lead embedded in crystal" at best.
It is just one more type of device, like the horde of devices in the crystalworks, steam engines, cannons, towers, and basically everything now. So yes, wizards may be involved in building these devices, and may be involved in charging them, but not in operating them so it is completely irrelevant.A steam-powered helicarrier is just one more type of device, like the hordes of devices in the crystalworks, steam engines, cannons, towers, and basically everything now. So yes, wizards may be involved in building these devices, and may be involved in charging them, but not in operating them so it is completely irrelevant.
The design is easy, we just cast a bolt and then summon a couple of crystals. Not a big deal.Except that we also have to make an entirely new alloy when we've never made an alloy using crystal before, and we have to spend large amounts of time (see my point above regarding summoning times) to summon the crystals for every single shell. A very big deal.
The effectiveness is the only viable way to see any effectiveness without magic bullets or explosives. We cannot currently make magic bullets unless you want to try wasps or solidified fireballs or compressed spiderwebs or something... Explosives are right-out because not magic. We could start material sciences from scratch and attempt to imbue fireball into wood or something but basically no. This is large calibre force in small calibre impact, that is by far the best way to make a penetrator given our materials. It is basically the only way to see any effectiveness at all.AkA "My design is the best because I say it is! I say it's the best armor piercer, so therefore it must be!"
I was quite clear that this could help, but also that our previous efforts diminished the ability to improve. We may well get something better from this, but not better enough to see a significant improvement, nor even better enough to counteract the smaller calibre.I was quite clear that aerodynamics was just one part of multiple.
... there is no reason to believe that the energy is being transferred into the fragmentation of the bullet and thus failing to be transferred into the target. It is not obvious that this is important. But it is plausible that they might notice it and I noted that. A heavier bullet at a smaller impace makes sense. It is why maces have spikes, and lances have points, and axes have blades, and needles go through fabric. That heavy-shots work better than light shots is also obvious, just as it being difficult to launch a heavy shot from a light cannon. This is the obvious extension of trying to launch a small projectile with the force of a large cannon. You make the heavy part small and the rest of it light.
An armor-piercing shell must withstand the shock of punching through armor plating. Shells designed for this purpose have a greatly strengthened body with a specially hardened and shaped nose. One common addition to later AP shells is the use of a softer ring or cap of metal on the nose known as a penetrating cap, which both lowers the initial shock of impact to prevent the rigid shell from shattering, as well as aiding the contact between the target armor and the nose of the penetrator to prevent the shell from bouncing off in glancing shots.
Which is pretty much exactly what I said. This reasoning applies to both our proposals. Both are generally easy but have some complications, one is armour-piercing and the other is aerodynamics and likely some sort of hollow-point with the soft crystal centre. Certainly ueful, but not armour piercing.And I was pointing out how ridiculous what you said was.
DESIGNSPutting the author of the design in the votebox makes zero sense and just adds bloat, by the way.
2 - AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
0 - No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026)
1 - Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - Discarding Sabot rounds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479220#msg7479220):
1 - Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon
You want to make a crystal-lead alloy.An alloy is acombining two materials to make a new material. This is different. Crystal is low-density, it has space inside it, the crystal is completly normal crystal overlayed with lead, which occupies the space within the crystal. Calling this an alloy is a falsehood.
We have never done anything like this before. At best this is a revision of its own. You're seeking insane overcomplication here and I frankly don't know why.
The only reason crystal caltrops are cheap is because we don't actually need to pay attention to the shape.Crystalworks is composite spellcraft. Taking out the permanent element is easy. We just take out the crystalworks permanent summoning and put in the EXTREMELY FAMILIAR basic crystal summoning. The crystalworks operates based upon templates, we just have to make up a templae and it is good to go, and given the low power requirements to maintain a brief spell, it is not an issue to power it. I think that you are massively underestimating our crystal experience and don't know how the crystalworks works. It ended up being a template deal which works perfectly with making a field template, which would be for a tiny little shell, so ought to be much smaller than a cannon.
Our shells have to be a very uniform shape. We have rifled barrels. It'd take a very long time to summon something to the level of precision we need for shells.
Crystalworks crystal very explicitly does not dispel. That's half of the point of the Crystalworks. It makes non-dispellable crystal.
I have no idea what you mean by "our circuits can be automated". I actually don't understand a lot of what you're trying to say here.That would pertain to autoloaders in the future, so is not important in the present. It is just pointing out that it would not add much to the hassles of future-proofing.
Oh, now you want to make a field crystal summoning tool? That's its own design.If we did not already have ALL of the parts then it might be. That is not the case. Using existing elements to get an existing result with a slightly different outcome is normal partial-revision stuff.
You're literally making a crystal-lead alloy. No amount of wordplay can change that. You want to combine lead and crystal.You want to combine steel and crystal. I am not trying to mix them, just overlay them, they would still maintain their separate compositions. Bringing up the word alloy is the only wordplay here.
And you want to do it using this extremely strange method that'd likely just result in "okay you have blobs of lead embedded in crystal" at best.Extremely strange methods are the whole point of this game, and this specific one is just a logical putcome of realising that crystals are so light because they are filled with air. It is not even that strange honestly. On the other point, it is an arrow-shaped blob of lead ebedded in crystal, which is exaclty the aim of the effort. It is a win condition and gets us the mass of lead with enough rigidity to be a functional penetrator. Heavier materials would be nice but it really doesn't matter.
A steam-powered helicarrier-_-
Except that we also have to make an entirely new alloy when we've never made an alloy using crystal before, and we have to spend large amounts of time (see my point above regarding summoning times) to summon the crystals for every single shell. A very big deal.Not an alloy, just summoning a crystal where lead already exists instead odf sumoning a crystal where air already exists. And ending with a crystal that is filled with lead and thus heavy instead of a crystal filled with air and thus light. And if it is impractical to make shells with the crystalworks magic then it is impractical to have crystal in shells. these devices barely need to be manned, assuming that they take a full hour just for a little cover for shells it is still not a problem, we can use other ammunition and operate them in parallel
AkA "My design is the best because I say it is! I say it's the best armor piercer, so therefore it must be!"Explosions are tough because they need a trigger. And they would be vulnerable to antimagic because the spell would activate at the destination. It is something that we do not yet have. I expect that we could do it easily as a design, but it would need some creative justification. I would like to try something with living spells for it...
Also, we can easily do explosions. Magegem + Circuit = Fireball.
The wikipedia quote is misdirected. My quote was referencing what our designers could reasonable think of. It IS useful, but it applies more to my design than yours, with a rigid-lead pole being much more fitting than a steel tip against adamant. Mine does shatter as it hits, but only at the point of impact, the back is still a line of rigid heavy material. Yours bends open as the heavy outside strikes and deforms because of the open structure.... there is no reason to believe that the energy is being transferred into the fragmentation of the bullet and thus failing to be transferred into the target. It is not obvious that this is important. But it is plausible that they might notice it and I noted that. A heavier bullet at a smaller impace makes sense. It is why maces have spikes, and lances have points, and axes have blades, and needles go through fabric. That heavy-shots work better than light shots is also obvious, just as it being difficult to launch a heavy shot from a light cannon. This is the obvious extension of trying to launch a small projectile with the force of a large cannon. You make the heavy part small and the rest of it light.Quote from: Wikipedia, "Armor-Piercing Shells"An armor-piercing shell must withstand the shock of punching through armor plating. Shells designed for this purpose have a greatly strengthened body with a specially hardened and shaped nose. One common addition to later AP shells is the use of a softer ring or cap of metal on the nose known as a penetrating cap, which both lowers the initial shock of impact to prevent the rigid shell from shattering, as well as aiding the contact between the target armor and the nose of the penetrator to prevent the shell from bouncing off in glancing shots.
That and again, velocity matters more than mass in terms of kinetic energy. Increasing the mass of our shells doesn't magically increase the power of our cannons. The shells will be fired with less power and will impact with less speed, resulting in less energy being transferred to the target. This is hyperbole, but someone getting hit by a 1 kg projectile going 100 m/s is going to be hurt a lot more than someone getting hit by a 100 kg projectile going 1 m/s.
I did that last turn, but idid not start it this turn. Someone else did that all by themselves for the revision phase. And I find it to be useful because I would rather not vote for my own designs if I can help it. Meanwhile it is basically devoid of clutter, I mean, really, ar you honestly having trouble with the complexity of the vote list? I am being honest here, I really don't know. I can't see it happening myself but it is perfectly normal for people to vary in this sort of thing. On the other hand, I will go so far as to say that the dashes add nothing but busiwork to people adding new entries. I find the numbers with just a single space to be abundantly clear in their meaning. and requiring of no further demonstrations. But, unfortunately I have a strict "no lost data" policy. But i will refrain from adding them in the future, if it occurs to me, and someone else agrees. Oh, I am putting them in order of when they were submitted, which is very easy by referencing the links. Again, lost information as far as visibility goes.QuoteDESIGNSPutting the author of the design in the votebox makes zero sense and just adds bloat, by the way.
2 - AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
0 - No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026)
1 - Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - Discarding Sabot rounds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479220#msg7479220):
1 - Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon
And I'm done trying to prove the validity of my design. You'll continue pointing out inconsequential usually-not-even-true "flaws" in my proposals regardless of what I do, and I'd rather not argue some more. I'll let others see the merits of my stuff.Thankyou for giving me the last word, it is nice!
DESIGNS
0 - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026)
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - (RAM)Discarding Sabot rounds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479220#msg7479220):
1 - (Chiefwaffles)Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon
2 - (Chiefwaffles)AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
DESIGNS
0 - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026)
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - (RAM)Discarding Sabot rounds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479220#msg7479220):
2 - (Chiefwaffles)Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon, voidslayer
2 - (Chiefwaffles)AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
DESIGNS
0 - (Voidslayer) No More Hinges: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479026#msg7479026)
1 - (Kadzar) Giant Mutant Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479048#msg7479048) Kadzar
0 - (RAM)Discarding Sabot rounds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479220#msg7479220):
3 - (Chiefwaffles)Sliding-Hatch Breech Loading (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): Helmacon, voidslayer, Andrea
2 - (Chiefwaffles)AP Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7479360#msg7479360): FallacyofUrist, Chiefwaffles
[b][u]Stingmind Fireballs[/u]
Streamlined Fireballs are blocked by this new armour so we eneed a way around it. We fortunately have a spell that is very good at going around things. Wasps are known to go through windows, down chimneys, and up kilts with ease. While creating a magic fireball that behaves like our magic wasps is extremely difficult, we believe that utilising a comprehensive mathemagical analysis of the spells involved we can transplant the magical elements that grant wasps their "mind" and implant it onto a fireball's compulsion to travel in a straight line and then explode. Thus producing a fireball that will seek our weak kegger flesh and then 'sting' it(and everything else within the blast radius)...[/b]
A reliable way to deal with armour that has holes, with some range limitations but fireballs have decent range. A good step towards decision-making magic and wilful magic.[b][u]Metaconjuration[/u]
We use conjuration to summon a fully-formed magical spell at a distance. In this case an instantly detonating fireball spell.[/b]
This is the project of high-level conjuration. Which ends with making any thing, any where. Combine it with communual ritual magic and you could make some extremely significant things appear at some extremely inacessible locations. The key thing being offsetting the ground-zero. We can do a month-long ritual to summon a 100 kilometre radius fireball and perform it from within an underground bunker.[b][u]Scootgun[/u]
We build an open wagon from crystal, add an extra two pairs of slightly-raised wheels on triangular stalks front-and-back for stability, stick our smallest cannon on it, add a metal rod to attract lightning instead of the cannon, and then put three pulse-jets at the back to make it go-fast.
Pulse-jet
A crystal tube with two necks with cages on one side and a tightly-fitting cork loose within the cages. A repeating fireball spell is remotely detonated between the two necks. The fireball pushes the front cork into the neck and [atmospheric medium] out the back. The sudden absence of the firball pulls the rear cork into the nec and pulls [atmospheric medium] into the front. This produces a jet of [atmospheric medium] in one direction in frequent pulses.
This design was a fairly obvious attempt to produce fireball-based propulsion. it started with a one-sided tube, but the fireball would suck the tube backwards after pushing it forwards. Then we tried a mechanical cork system to close it, but the cork kept getting pushed out. At that point we realised that the cork would be pushed closed if we had the correct mechanisms to do so, which was pretty easy with summoned parts.[/b]
Basically a high-speed self-propelled antiair weapon. It should be too fast for firepots, too heavy for wind(until they do tornadoes), and too metal for lightning. The important thing, though, is that it is fast enough to catch them. Not so useful against their ground-forces because antimagic, but that would go for steam-engines too, at least this could be pushed...[b][u]Pillar of unmagic[/u]
By focusing all of our mathemagical and trigothaumical developments, along with our experience of the forever frost towers, we construct a great tower with an intricate core of quartz, with dimond studding on key locations allowing exposed magical pathways which permit fine control of the effect. This is, in essence, a giant antimagic charm, but capable of detailed attunement. It will, with careful handling and a large amount of time spent measuring its effects and trial-and-erroring precisely what is needed, be able to select a single spell and absorb all instances of it within a single theatre of battle.[/b]
Turning off their wind spell would basically strange their airforce. Or maybe their levitation is a spell? It'd be kind of funny to see their whole air-force hit the ground at terminal velocity. It'd make up for our previously antimagic immune crystals suddenly disappearing...
Plains bonus is manpower or horses or anything else that makes sensePlains hawks?
0 Crystalclad MK2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)CC2 needs enclosed turrets. Otherwise jhust revise it to use some covered chimneys to breath for the boilers while they are protected. Or maybe a summon water spell?
0 Crystal Optics (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)
0 Steam Rifles (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)
0 APC (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)
0 AS-HAC-2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)
0 Explosive + Flak Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 http://
We need to concentrate on the seas. The spell they are using is devastating us. I don't even know how we could counter complete control of the storms.well, a floating tower of forever frost would probably do it...
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): ChiefwafflesI removed my design summaries from the list to avoid making it unnecessarily huge. If someone wants one of the designs that I posted earlier, feel free to write your own version of it, copy+paste one of my actual designs for it from before, or just ask me to do that/write a new one.
0 Explosive + Flak Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480515#msg7480515)
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
Whichever side trains their heir to be a more competent mage will win a bonus revision for the next turn.We should use every resource we have. Using the best teachers, best field experiences, and Myark, will make the best mage.
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles
1 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit): Chiefwaffles
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
It should be extremely unlikely for a bolt to get through the viewportIsn't "extremely unlikely" shots exactly what they specialise in? "Luck not skill" is practically their raison d'etre.
...
@RAM: Just in general: I think teaching him the fundamentals and theories behind magic is important because a good ruler would know how magic works to best exploit it. Operating Magitech is important so he'll always be able to operate independently in the future magitech-heavy world. Spells I don't care as much on.
Just a note for when we start focusing more-so on his training, after the Revision phase.
Isn't "extremely unlikely" shots exactly what they specialise in? "Luck not skill" is practically their raison d'etre.It should be very obvious that "extremely unlikely" is factoring in lucky shot. This isn't just "You have to get a lucky shot" but "The bolt has to be at this exact angle in this exact position at this exact time" in order to just slide through the viewport. Their Lucky Shot isn't that good. With bolts, they can hit sites with great accuracy but not exact points like this.
Whichever side trains their heir to be a more competent mage will win a bonus revision for the next turn.Note the wording.
DESIGN
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles
1 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit): Chiefwaffles
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
1 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
We don't have a design credit. We have a Research Credit.((Got the names mixed up. Fixed.))
Unless I'm missing something here?
DESIGNI can make changes if requested
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
1 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
1 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles
DESIGN
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
2 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres
I can make changes if requested.1. Change "making it both tough and cheap." to "making it tough, light, and cheap."
To reiterate how expense levels work for mages:
Cheap can be cast by any Wizard or Apprentice
Expensive can only by cast by a Wizard
Very Expensive can only be cast by a group of wizards working in tandem, or a very high-level wizard depending on the nature of the spell.
National Effort can only be cast by Myark
Right now your gems really aren't powerful enough to act as a huge battery. They can be used as a sort of buffer, so that a caster can look away or do something for a few seconds without casting, but they require a circuit and a bunch of low-level gems in a group increase cost. You got away with the current expense level for Crystalworks using the A gem batteries because I justified it as a one-time expense, rather than a machine you have to keep building.
GM, I have questions about our anti-magic shells: why aren't they more useful? Why aren't they being used to disable the magical protection of the enemy ships? Why aren't they being fired at enemy air assets so that even if they completely miss they'll still take them out by getting them within range of the anti-magic effect?
GM, I have questions about our anti-magic shells: why aren't they more useful? Why aren't they being used to disable the magical protection of the enemy ships? Why aren't they being fired at enemy air assets so that even if they completely miss they'll still take them out by getting them within range of the anti-magic effect?
They've helped make Moskurg ballistas utterly irrelevant, except for the one aboard their airships. There's no point in firing them at airships or air troops, because even a mundane HA1 shell will annihilate the air asset. Near-misses will cause magic to fail, but only while in the field of effect. That's not long enough to cause the ship to fall out of the sky. They are also very expensive, so you can't afford to load every cannon with them.What about their water ships? Load up a HC1-E with an anti-magic shell and have it punch through their hull. The shells might be Very Expensive but only one needs to hit. Once the shell is inside the ship the entire thing is covered in the anti-magic effect, making it slower and less durable.
anyway, our engines are still way heavy. You are not going to get any helicopter from that until you lighten them A LOT ( or make them A LOT more powerful).We miniaturized them in the Restless design, and making the engine 100% crystal should drastically reduce weight even more. (It won't be light, but as a random example, 10% of 100,000 is a much bigger reduction than 10% of 100.)
Unless you aid yourself with baloons, I guess.
Their waterships are fairly non-magical. The only thing that'd be affected by the shells are their ballistas, and their ballistas aren't effective against crystalclads anyways.What about their adamantium? Doesn't it rely on magic to provide as much protection as it does and/or exist at all?
Unless you aid yourself with baloons, I guess.
We miniaturized them in the Restless design
(image snip'd)Another brilliant example of genius Arstotzkan engineering!
We miniaturized them in the Restless design
You attempted to, but it was too ambitious for the design.
As a significant aspect of the design, our Mathemagicians aim to noticeably decrease the size of the steam engine for best performance. This is a very high priority design goal compared to any other individual element.I would like to fire everyone involved in the Restless project please.
DESIGN
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
2 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres
1 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar
It seems now is the time for
Design: Giant Mutant Bird Cavalry
For a while now, Arstotzkan researchers have recognized a need to counter Moskurg's flying force, and ultimately decided they needed to beat fliers with fliers. So, using their knowledge of life magic, they devised an alchemical brew to make birds big enough to carry a man, and, with their experience mind-controlling birds, were easily able to make them into perfect flying mounts. In doing so, they could finally join battle with Moskurgs in the skies.
Now, hear me out. This design has certain advantages compared to other flight options currently proposed:
Birds don't need magic to operate: Once we have our big birds (possible alternative name: Project Sesame Street), they'll stay big, without requiring a magic-user to maintain them. That means our magic users will have plenty of magic still available to cast fireballs while in the air, and we can alternatively employ Mage Hunter teams with antimagic arrows with no problems.
Birds aren't complicated: There are so many things that could go wrong with a helicopter regarding mechanics and just getting off the ground, whereas making a bigger bird is simple, especially when you apply fantasy logic, as this game does.
Birds already know how to fly: Making a working helicopter is going to require lots of complicated controls, which might be hard for pilots to grasp, whereas flying a bird should be similar to riding a horse, just with a few more dimensions (which a helicopter pilot would have to deal with anyway. Plus, a bird can always fly itself if need be, so it could potentially return if it loses its rider or compensate for a minor lapse of attention.
Birds are fast: In any likelyhood, the first helicopter model we'll get will be something like one of Leonardo da Vinci's drawings, but, even if it is really successful, the best we can hope for is a Vought-Sikorsky VS-300 (https://en.wikipedia.org/wiki/Vought-Sikorsky_VS-300), which had a top-speed of 50 mph, whereas birds can do better than (https://en.wikipedia.org/wiki/List_of_birds_by_flight_speed) at average speed, and could double or quadruple that at diving speed. The only proposal so far that could beat that is Jet Birds, and we'd need to make them bigger first to make that idea useful anyway.
TL;DR: Bigger birds is best
DESIGN
1 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
0 Ritual of the Enflamed Wasp (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 Pillar of unmagic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534)
0 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
2 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres
2 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer
You want to use wind magic to do this stuff. While it's definitely not a huge leap to be able to draw wind magic from our mastery of hot/cold, it's still wind magic. And Moskurg specializes in wind magic. We don't want to go head-to-head against Moskurg in the one thing they've been truly specializing in for practically the whole game. It'd be like if Moskurg suddenly tried making better cannons than us instead of building on their own advantages.I really don't follow your line of reasoning. There is absolutely no magic that is acting to create wind. All that the magic does is make things cold, wind is a natural product of that. It is like saying that we should give up on cannons because they cause objects to rise into the air, just like their levitation magic does. This is pure cold magic, a field in which we are strong in. This should, by all sanity, already be a thing, but it isn't, so I am putting in a design to make the logical consequences of a BEYOND MASSIVE field of rapid temperature reduction actually take effect.
DESIGNThe Celestedemorte noteably saves our research credit. It is completely unecessary. The only complex thing about it is integrating circuits into spellcasting rather than using them as a maintenance tool. The rest is just some tweaking to the spell's existing dimensional parameters and exploiting the advantages of our crystal's low weight and high rigidity to make buildings out of it. The stuff is a building-designer's dream-fantasy.
2 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane)
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
1 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
2 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
You want to make wind magic.You want to use wind magic to do this stuff. While it's definitely not a huge leap to be able to draw wind magic from our mastery of hot/cold, it's still wind magic. And Moskurg specializes in wind magic. We don't want to go head-to-head against Moskurg in the one thing they've been truly specializing in for practically the whole game. It'd be like if Moskurg suddenly tried making better cannons than us instead of building on their own advantages.I really don't follow your line of reasoning. There is absolutely no magic that is acting to create wind. All that the magic does is make things cold, wind is a natural product of that. It is like saying that we should give up on cannons because they cause objects to rise into the air, just like their levitation magic does. This is pure cold magic, a field in which we are strong in. This should, by all sanity, already be a thing, but it isn't, so I am putting in a design to make the logical consequences of a BEYOND MASSIVE field of rapid temperature reduction actually take effect.
This is just like when they used their wind magic to blow hot air from their deserts. That successfully reduced our temperature intensity, it removed our design bonus, and it was a pathtic effort. Moving an entire region's air into another region cannot be a simple task, it is a larger area than our frost towers by an order of magnitude and not lacking in force, but it is still weak because they do not actually have a source of appreciable temperature. We, the other hand, have a source of appreciable motion. Convection is not gentle. Making an area this large, this universally chilled, it is not a petty thing like moving some air from a place that is still habitable, this is making the skies fall by taking away the ground beneath them.
There really is no gentle way to phrase this. The argument I quoted above has invalid assumption, it is in no way wind magic. The argument has invalid logic, Deriving wind magic from hot/cold interactions is ridiculous. Wind magic is motion magic and temperature magic is state magic, there is no logical connection there. There is no logical basis to believe that competing with the opponent is impractical. You can argue that energy states are motion derived but that won't fly even a little bit. The argument has invalid conclusions, Wielding enough wind magic to oppose them would actually be quite effective, and observing their wind magic in progress would probably give a design action dedicated to duplicating their wind magic a bonus. We would actually have an example to draw from. If convenction was not available then wind magic might well be a good idea, but we have access to convection on a scale that makes modern technology look like a joke. I am pretty sure that a single tower of forever frost would take less than a day to put out more energy than a moderate-sized nuke.
Sorry, but the quoted statement is purely wrong. The only insane thing we could do with wind magic is try to fly wthout accounting for it.
I just had a great idea for an anti air shell. Our anti magic crystals have a tendency to explode when encountering magic, right? Now, these fragments are good for grenades and such, and basically how our bomb arrows work.
What if, instead of just exploding it once, we explode out twice. Simultaneously. We do this by connecting two different mage gems to it, and pumping it full of magic from each end.
The result is the mage gem not just exploding, but literally testing itself apart into a fine glassy powder.
When detonated in midair, the result is a cloud of powder that takes a few minuets to dissipate, and will coat any flying carpets our airships that fly through the area in a billion tiny grains of anti magic.
This allows us to render entire areas of the sky inoperable for short periods of time, and take down air targets without direct hits.
It's like a flack shell, but even better because it hangs around for a bit.
DreadnoughtI'd be willing to vote for any of these over bird cavalry. And designs that I posted further back not mentioned here. And designs made by other people (but not guaranteed).
Crystal Optics (Revision probably)
Would just help now, and a lot in the future. Crystal Optics, in its base form, allows for a Crystal Spyglass that can be used for safe and precise long-range spotting far superior to the flare. Doesn't obsolete the flare, as it can still be used for communication.
Steam Rifles
Actually possible now, thanks to the AS-HAC-1. Would help against their carpets, in a sniper role, potentially in melee, and not much in skirmish. Would actually be quite useful at sea as our soldiers could snipe their ship crew, and eliminate their
If we do the Crystal Optics revision afterwards, we can have the revision actually do Crystal Scopes on the rifles that can also spot for cannons. Would make snipers with Steam Rifles super powerful.
APC
Equipped with an AS-HAC-1 turret, an armored APC could really help our soldiers in the field. Though I don't think we need to focus this much on land at the moment. But it would help secure our advantage at land by a lot, and we could potentially use the revision for something that helps at sea.
AS-HAC-2
A self-loading cannon. Would be much more useful as anti-air and in its other roles. Maybe automatic or semi-automatic, but its main feature is that it would use easy-to-load magazines and loads shells into the chamber by itself instead of requiring each shell to be loaded. See my AS-HAC-2 future design I posted earlier. It would also include the HC2's Steam Recycler to practically eliminate the need for water.
This would really help
Explosive + Flak Shells
Boring, but would be really useful. Explosive shells can be designed and would give our artillery in every theatre a huge benefit + make all our cannons better against armor(?). Then we can revise Flak Shells to basically end Moskurg's air domination, allowing us to advance at sea once more.
DESIGNI'm voting for this too. If there's a tie, I'll change my votes accordingly.
2 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane)
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
1 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
2 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
1 AS-M1 Steam Rifle (http://): Chiefwaffles
DESIGN
2 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane)
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
1 AS-SPA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480764#msg7480764) (w/ Research Credit): Andres
3 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, helmacon
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
1 AS-M1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481215#msg7481215): Chiefwaffles
Design: AS-M1 Steam RifleWill never vote for this so long as it's called the "M1". Just call it an AS-SR1 like a normal person would.
Smaller Caliber/Crystal Bullets - We use bullets made of crystal. The smaller caliber and crystal construction makes the bullets much faster than any other projectile before despite the decrease in power. The bullets being made of crystal is cheap, light, and makes them have extra piercing abilities.Making them out of crystal is a bad idea. The density of lead is a feature, not a bug. Crystal bullets might give it higher muzzle velocity, but the lower weight (and thus lower inertia) means it'll suffer from a net decrease in range and stopping power. Not good for your stated purpose of being a sniper weapon. Giving them a crystal jacket, on the other hand, should allow them to keep their range and power while increasing muzzle velocity and giving them better AP capability.
Scaled Down - The AS-M1 is essentially a scaled down version of the AS-HAC-1. It sacrifices power mainly for this, which is made up in the decreased caliber.Attempting to make this kind of weapon as a scaled down version of a cannon will result in failure. They are different weapons with different design requirements.
I still want to know what is wrong with the idea of fireball rods usable by infantry.Range and the fact that the more powerful a spell the more mage energy it requires.
Another thought I has, was what if we spend some time learning to summon water for the steam cannons and create a crystal-works type contraption for each steam cannon that summons the shell right inside the barrel. That way it could keep firing without the need to reload anything but magic energy.Using Conjuration magic to conjure in the required ammunition would certainly increase rate of fire significantly, but there is a problem. The conjuration of the shells themselves wouldn't make use of our crystalworks unless we used a teleport spell, in which case we're using a teleport spell for shell-loading duty which would be a waste of the spell's potential.
DESIGN
2 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane)
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
3 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, helmacon
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
1 AS-HR1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles
An AA Magegem is "clipped" into the slot where a crystal conduit connects it to the circuitry in the rifle and powers its operation.
- Crystal-jacketed Steel Bullets instead of Crystal Bullets.Why steel instead of lead?
I'll change the name though to the AS-HR-1, the Hybrid Rifle. Andres will probably hate it but he can always suggest something better.I hate it. I will suggest something better now: AS-R1.
Ill compromise with you. Keep the crystal jacket, but add a metal firing chamber.Crystal's brittleness is only in comparison to adamantium. Compared to steel, it's even. Even if it weren't, it wouldn't shatter, just produce small cracks which eventually result in shattering, but crystal regen negates that.
We aren't just getting a burst of hot steam, we are literally detonating a fireball inside the weapon. It's an explosion. That's how it drives the bullet. Shattering is a real risk with that.
As for the name, sure. R1. It's pretty much the same as the M1, though, but sure.Excellent, but they are not "pretty much the same." There are two crucial differences which make R1 objectively better than M1:
@helmacon: The AS-HAC-1 already does that, though. It uses a PSF - powerful streamlined fireball - in its crystal construction in order to create the steam. The only difference is where we're detonating the fireball. In the AS-HAC-1, it's the crystal boiling chamber/whatever you call it. In the AS-HR-1, it's the crystal firing chamber.I thought our steam boilers were still metal. Wow, i'm really out of the loop. Carry on then.
DESIGN
2 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane)
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
3 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, helmacon
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
2 AS-HR1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles, Helmacon
@RAM: Again, the AS-HAC-1 uses fireballs in small crystal containers and suffers absolutely zero problems because of it.I cannot find a source for that. And it seems pointless. All it would do is increase the armour of the firing chamber, which is creat and all but you could just increase the armour of the firing chamber. It would potentially replace some of the cracking I suppose, so not completely useless, but it is not as though it would automatically fix everything. Unless you mean that the whole cannon is a small crystal container? Making that container man-portable and expecting it to contain a blast big enough to kill 100 soldiers is a big ask. Just because a cannon the size of a soldier can do it doesn't mean that one the size of an arm can.
And removing the steam element should improve power, not decrease it. A PSF can blow up entire squads of soldiers with one hit. What we're doing with our steam cannons is turning that into steam then using that steam to move the projectile, when we can just cut out the middleman. Converting the fireball's energy to steam then using that to propel the bullet is going to be have a lot more wasted energy than just using the fireball to propel the bullet.Cutting out the middleman is not a good thing. In this case the middleman is not taking a large cut, as the steam should already be steam, and is contributing a lot, as the steam is more dense than air and thus stores energy more effectively, keeping the chamber ressurised. The same existing steam chamber would be weaker without the steam, and removing the steam chamber and just having a tiny little hole would fore the whole fireball to detonate in a much smaller space, concentrating the force, and causing the gun to explode, spraying shards through everyone nearby. This is not the middleman who threatens to ruin your reputation of you don't give them a 50% commission, this is the middlemad whith a massively greater exposure than your own who maintains a small markup and grants you access to a market share that you could never achieve on your own. The steam system increases the maximum force that can be tolerated, removing it results in less powerful rifles, unless there is some special trick to overcoming this. Perhaps you could try summoning the crystal over steel instead of over air? Thus producing am ahem, 'alloy' of the two materials that somehow possesses none of the manufacturing, research, or any other problems nor properties of alloys in general but does offer a crystal structure that is extremely shock resistant due to its high density stuffing...
It won't solve the airship problem, yes, but their airships are already a minor factor. The big problem is just their air domination overall, and the rifle should really help with their carpets.That is extremely optimistic. They are increasing their armour and altitude. The rifles will be extremely lucky if they achieve anything at all against air forces. or to the point, we can already deal with their carpets and the carpets carry far less ordnance.
Also, I'm confident that the revision I'm planning (Make HC1-E, HA1, and steam engine out of crystal) is both really easy and should solve the problem. The main reason why we're losing at sea is because our Crystalclads can be sunk with just one lightning strike due to its exposed steam engine. If we make the steam engine out of crystal, then lightning should be a lot less effective against it.Ummm, no? They are dropping fire pots on our steam engines too. And they are pretty big exposed targets. A simple remodelling of the crystalclad's hull would fix the problem. Making boilers out of crystal would still leave it as a vuulnerable piece of crystal that has to contend with internal pressure. Don't forget that they still have lucky strike, so you can't expect them to just not hit the boilers if they are still exposed.
Quote from: Chiefwaffles on Today at 10:34:14 pm
And removing the steam element should improve power, not decrease it. A PSF can blow up entire squads of soldiers with one hit. What we're doing with our steam cannons is turning that into steam then using that steam to move the projectile, when we can just cut out the middleman. Converting the fireball's energy to steam then using that to propel the bullet is going to be have a lot more wasted energy than just using the fireball to propel the bullet.
Cutting out the middleman is not a good thing. In this case the middleman is not taking a large cut, as the steam should already be steam, and is contributing a lot, as the steam is more dense than air and thus stores energy more effectively, keeping the chamber ressurised. The same existing steam chamber would be weaker without the steam, and removing the steam chamber and just having a tiny little hole would fore the whole fireball to detonate in a much smaller space, concentrating the force, and causing the gun to explode, spraying shards through everyone nearby. This is not the middleman who threatens to ruin your reputation of you don't give them a 50% commission, this is the middlemad whith a massively greater exposure than your own who maintains a small markup and grants you access to a market share that you could never achieve on your own. The steam system increases the maximum force that can be tolerated, removing it results in less powerful rifles, unless there is some special trick to overcoming this. Perhaps you could try summoning the crystal over steel instead of over air? Thus producing am ahem, 'alloy' of the two materials that somehow possesses none of the manufacturing, research, or any other problems nor properties of alloys in general but does offer a crystal structure that is extremely shock resistant due to its high density stuffing...
I know about lucky strike, but our problem is lightning which does not use lucky strike.INB4 they revise lightning to use lucky strike.
The whole "detonating a fireball in an enclosed space" thing was a concern of mine also, and why i suggested a metal firing chamber. Apparently though, we are already doing so with the boilers, so it should be fine.The boilers boil. We essencially use pressure cannons combined with combustion cannons. It is somewhere in between the two. And, of course, both are fundamentally pressure cannons, just with different attitudes to pressure generation. I absolutely agree tht it would be more powerful if we could do it, but I see no reason to believe that things havr improved that much since we were having issues with pressure cannons exploding. Ehh, regeneration is a big step, they won't develope progressive weakness, but still, it is a lot to ask to go from a boiler-sized combustion chamber to a gun-sized combustion chamber. I expect that we are already at the limit of what our materials can reliably withstand, so we will not gain any power without something exploding. Though I am willing to concedet hat I may have been a little overzealous at removing the steam. It is a big risk as we are gaining a lot from the large steam chamber, but it is not impossible that removing it might reduce power consumption with no appreciable downsides.
Also, we do not "summon the crystal over air" we replace/displace the air with crystal, attempting to summon crystal over steel would simply result in a crystal jacket. By definition, you can't form an alloy with crystal. Crystal is heavily reliant on structure, and an alloy is changing the structure.We know that our wasps do not explode, so we know that some re/dis-placement occurs, but they do not expel unnatural gasses either. Therefore it stands to reason that the gasous content is what was there originally. The crystal is light because it has a low density, it should be possible to have a crystal grow around another material, even at the elemental level. Certainly not an alloy, a crystal alloy is an obviously ridiculous concept, but using magic to force the crystal to grow into a dense material ought to be plausible and ought to result in a version of the crystal that loses its low weight but gains compression-resistance. It is rather absurd an idea, but seems well within the bounds of magic to my mind.
I feel like you just disagree with CW designs on principal now.Nom it is just the constant stream of nonsense that the poor G.M. has to translate into a working concept. Like calling my crystal-gorwn-through-metal thing an alloy. C.W. insisted that creating an alloy was too difficult, I insisted that comaring it to an alloy was ridiculous and C.W. insisted that it was very definitely an alloy and was very definiately allow-level difficult even though alloys are dificult because you need to get the measurments and cnditions right and if you just get the crystal to grow through a material then there are no measuments or conditions.
Spontaneously we have, from nowhere, that it is an alloy, and that alloys are hard to do. It is not an alloy, and it either works or id doesn't. Possibly it takes more power to get it to summon in a dense environment. Maybe it even requires a special magic to overcome the material's presence. Maybe it just doesn't work and we are left with a lump of normal lead that still would have worked well enough and we would have learned something. But no, apparently I am making the mystical lead-crystal alloy that is so difficult instead of just making a simple mass increase to our existing crystals by summoning them into a high-density environment and letting their low-density nature be filled in.It is just combiningthe two, in a fashion that is plausible. We have never explained what happens to whatever is in the place that a summoned thing is summoned into. This just places something other than air where the crystal is summoned and has the crystal summoned around it. Normally this would just be heavy crystals, as lead doesn't really do anything to improve crystal other than maybe increase its shock resistance, but in a very very much less weight-efficient way than you would get from just adding more crystal. What it does achieve, however, is making the lead rigid until it impacts, which is pretty much the only thing that matters. Hardness is basically irrelevant in such forces and structure generally loses out to things like blast-waves. This just holds a liead-projectile's form so that it all piles onto a single point instead of behaving like a liquid and spreading out.You want to make a crystal-lead alloy.
We have never done anything like this before. At best this is a revision of its own. You're seeking insane overcomplication here and I frankly don't know why.
Jesus, RAM. Tone it down, please. It definitely feels like you have a vendetta against me and you should really just tone it down a bit.Please site a personal attack. It looks to me as though all my references are to proposals rather than your person. Now if we want a personal attack, then I could say that you do not know what an alloy is, which is fine, everyone's knowledge is different, we can't be experts at everything. And you also do not seem to know what makes alloys difficult. Again, not an issue, just varying knowledge, but you raise "alloy" as a problem even though you do not know if it is an alloy and do not know if it would be a problem in context, which means that you are claiming know;edge that you do not possess, which is about as great a mental failing as one can possess.
It's fine to disagree, but personal attacks shouldn't be okay.
Unless you're willing to choose randomly (please no) I don't think there'll be an update tonight. Seems like anyone with the ability to break the tie is offline.The R1 does not help us take out their skyships which is something we need to do. If I were to vote for the R1 it would be a three-way tie between it, birds, and the gyrocopter.
I do think that Andres is in support of the AS-R1 though. He seemed satisfied with the result after his edits were made. But I'm hesistant to move his vote for him because you can never be sure.
So right now I'd say it's a tie for the AS-R1 and Bird Cavalry. Probably the best chance of breaking the tie is someone switching their vote over to the AS-R1, since I mostly doubt Helmacon (or Andres) would change their votes.
EDIT: Or someone new voting, but that seems fairly unlikely?
DESIGN
3 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane), Andrea
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
4 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, helmacon, Andrea
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
3 AS-HR1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles, Helmacon, Andrea
I'll vote for the R1 so long as you don't take out the vote for the gyrocopter.And since I am not taking out my vote for the gyrocopter, his vote goes in.
Glory to Arstotzka.
DESIGN
3 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane), Andrea
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
4 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, helmacon, Andrea
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
4 AS-R1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles, Helmacon, Andrea, Andres
DESIGN
3 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane), Andrea
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
3 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, Andrea
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
4 AS-R1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles, Helmacon, Andrea, Andres
Why do you hate birds so much?
DESIGN
3 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane), Andrea
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
3 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, Andrea
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
3 AS-R1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles, Helmacon, Andrea
What about the AS-SPA-1? That also has a research credit assigned to it.The SPA-1 is the design I believe the research credit should saved for.
@evictedSaint would the plains bonus apply to birds?
I'm willing to cut a deal with you bird people.
If the steam rifle wins with a vote from either RAM, Kadzar, or Voidslayer, (or Andres if he switches back) then said person can direct my vote next design phase, either for bird cavalry, or whatever else you think is needed (Barring frost towers)
DESIGN
3 AS-SPB-3 "Dreadnought" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480574#msg7480574) (w/ Research Credit): Chiefwaffles, RAM(insane), Andrea
1 Ritual of the Enflamed Wasp(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Jetbirds (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
1 Pillar of unmagic(R) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480534#msg7480534): RAM
0 Aether Blink (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480615#msg7480615) (w/ Research Credit):
3 AS-SPA-1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480776#msg7480776) (w/ Research Credit): Chiefwaffles, Andres, Andrea
1 Celestedemorte: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940) RAM
3 Giant Mutant Bird Cavalry: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481015#msg7481015) Kadzar, voidslayer, RAM
4 AS-R1 Steam Rifle (http://www.bay12forums.com/smf/index.php?topic=163277.msg7481303#msg7481303) (w/ Research Credit): Chiefwaffles, Helmacon, Andrea, Andres
Vote locked before you can make another tie.
AS-R1 it is, with research credit.
DESIGNS
1 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles
REVISIONS
1 - Buoy of Forever Frost: FallacyofUrist
1 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles
If we don't fix the rifle this turn, may I suggest not deploying it?I was just about to post this.
Andrea, you do realize this is because of the 2 in effectiveness? It'd only really matter if doing the fireball propulsion gave us roll penalties.
Of course, had it been a 6 it may have been solved, but still it was 2 so I get to gloat.
REVISIONS
1 - Buoy of Forever Frost: FallacyofUrist
2 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles, Helmacon
-snip-
GM, how does the SPSF compare to the Streamlined Fireball?
@EvS, can we get clarification on what exactly happens when lightning strikes crystal?
@EvS, can we get clarification on what exactly happens when lightning strikes crystal?
Also, I have an XKCD showing that large animals are more vulnerable to lightning than small ones.That I am abundantly willing to believe, but it might be possible to give them little lightning rods to seduce the lightning into less sensitive positions. I still think that big birds is a new field though...
REVISIONS
2 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles, Helmacon
1 - Buoy of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482064#msg7482064): FallacyofUrist
0 - Crystalclad reshaping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Rotting Escargot ammunition (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Furrybooms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Exploding falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482155#msg7482155):
@EvS, can we get clarification on what exactly happens when lightning strikes crystal?
It depends largely on the size and complexity of the crystal. Mostly it just heats up; if it's large enough, then that won't really do any damage (or at least any damage that microrepairing can't fix). If they're smaller, finer crystal connections in something really complex, it'll cause cracks or shattering. For example, it rarely happens, but if the crystal hull of the crystalclad gets struck rather than the steam engine, it's usually fine. The sudden influx of heat is often too much for the nickel circuits to immediately cool, and they need to themselves cool down from red-hot to start working again. On the bright side, they don't liquefy like the gold circuits did!
A train ride would be good, but we should try to capitalise on our academy. I mean, fundamentally, this is about education, and we have an education facility...
Can we use bird-taming to train him?
It is not about making a good wizard, it is about making a good king. We are looking at personal defence and making an impression. I do like the idea of expending Myark's time on the effort. Crystal magic seems wrong. He can have others summon crystals for himself. Wasps and webs are weak against the enemy, but in friendly lands they are impressive abilities. Fireballs are obviously our best actual 'magic' so those would probably be ideal. I am tempted to give him a broad foundathion in magical theory at the academy, but not bother with too much details. He should know the efforts involved but doesn't need to be capable of them personally. He needs fireball. Blowing up 100 men with a gesture is something that any capable monarch ought to be able to do. I like webbing, it allows him to spontaneously form a barrier, it ought to be a good trick to be able to promptly fortify a space from intrusion. And having a personal stash of magems with which to temporarily bolster his personal reserves beyond mortal ken...Give him a sack of magams and he can outcast an army while having the skills and spells to refute underhanded stuff. He shouldn't be overloaded, this is far from our complete arsenal. The academic stuff should be possible in half a year, the equoment training should mostly be a matter of using the equipment while doing other things, Two similar fire spells and a well known web spell shouldn't push the time. There should be plenty left over to just familiarise themselves with everything. Flooding them with magic by poiring a significant supply of our magems should not be a problem. The only thing lacking is humility, but Myark should know a thing or two about that...
So: With a constant supply of magems to last all day long.
Personal tutelege and sparring with Myark
Mathemagics 101
Thaumonometry 101
Geomagry 101
Streamlined Fireball
Boiler-scale Firewall(for the convenience of a warm hearth or hot stove at will or Kegger-burning at will)
Web
Charging and draining magems.(Do this first so that he always has magic available with which to train)
Training with heavy armour
experience with sensing antimagic from charms and knowing exactly how far a charm needs to be to lose its effectiveness, so that he may use a charm for protection but quickly remove it, recover his magic from gems, and then be a full wizard in moments.
A train tour of the devastated jungles.
What we are up against is probably mind-reading. Hopfully they will hook theirs up to Aye'Muh'Treason who is experienced with being a magical prodigy and the kid will be filled with knowledge that he has no practical experience using and insufficent magical talent to use.
REVISIONS
2 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles, Helmacon
1 - Buoy of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482064#msg7482064): FallacyofUrist
0 - Crystalclad reshaping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Rotting Escargot ammunition (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Furrybooms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Exploding falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482155#msg7482155):
0 RAM's Plan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480611#msg7480611):
REVISIONS
3 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles, Helmacon, Andres
1 - Buoy of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482064#msg7482064): FallacyofUrist
0 - Crystalclad reshaping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Rotting Escargot ammunition (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Furrybooms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Exploding falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482155#msg7482155):
0 RAM's Plan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480611#msg7480611):
REVISIONSMostly because I don't expect it to freeze a significant area. But the again... Ehh, but it is a large hole in our equipment distribution os fixing it is not terrible.
3 - Crystal Construction (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482060#msg7482060): Chiefwaffles, Helmacon, Andres
2 - Buoy of Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482064#msg7482064): FallacyofUrist, RAM
0 - Crystalclad reshaping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Rotting Escargot ammunition (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Furrybooms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482145#msg7482145):
0 - Exploding falcons (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482155#msg7482155):
0 RAM's Plan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480611#msg7480611):
HEIR TRAINING
1 - Bjorn's Journey (Chief's plan) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482428#msg7482428): Chiefwaffles
HEIR TRAINING
1-2 - Bjorn's Journey (Chief's plan) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482428#msg7482428): Chiefwaffles, FallacyofUrist(conditional on adding research lab visit)
HEIR TRAINING
3 - Bjorn's Journey (Chief's plan) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482428#msg7482428): Chiefwaffles, FallacyofUrist, Andres
MYARK
1 - Help train the heir: Andres
ORDERS
1 - Do not deploy our R1. Let it not appear at all in the next battle report: Andres
Future Revision: Absorbing CrystalPerhaps we should instead allow our crystalworks to make crystal out of varying levels of flexibility? The fact that absorbing crystal turns the blast energy into magic energy would mean we'd have to reroute the power to somewhere if we start making things out of it. That's acceptable for some things, but less so for others, such as in firearms. Also in firearms, we don't want the blast energy getting turned into magic energy, we want it being used to propel the bullet outwards. Flexibility is a less powerful upgrade but it can be applied more freely and to more things.
HEIR TRAININGI think that Bjorn's Journey is too ambitious. It is a full course at the academy along with a tour of our entire territory INCLUDING a sea voyage and actual combat. I ought not need to mention that the seas are a bit dangerous right now and the front lines don't really exist right now. I suspect that we would need to work at it to get our heir killed, and that Myark+guards is enough to guarantee that it doesn't happen, but I would prefer to not take that risk. I just don't see all of that happening whitin a year and I could easily see something going wrong. Also I feel that it spends too much time away from the academy, which is where our big advantage lies.
0 RAM's Plan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480611#msg7480611):
3 Bjorn's Journey (Chief's plan) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482428#msg7482428): Chiefwaffles, FallacyofUrist, Andres
MYARK
2 Help train the heir: Andres, RAM
ORDERS
2 Do not deploy our R1. Let it not appear at all in the next battle report: Andres, RAM
HEIR TRAINING
0 RAM's Plan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480611#msg7480611):
3 Bjorn's Journey (Chief's plan) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7482428#msg7482428): Chiefwaffles, FallacyofUrist, Andres
- 1 Don't make the heir act as a spotter, leave plan otherwise intact: FallacyofUrist
MYARK
2 Help train the heir: Andres, RAM
ORDERS
3 Do not deploy our R1. Let it not appear at all in the next battle report: Andres, RAM, FallacyofUrist
Future Revision: AS-R2It should not be an R2. It shall continue to be an R1 because the R1 isn't being changed at all, it's the spell powering it that's being changed.
The AS-R2 is a straightforward improvement to the AS-R1.
This iteration includes further tweaking to its custom SPSF spell. The SPSF is modified to distribute the majority of its energy via expansion and pressure instead of heat. This leads directly to a much higher muzzle velocity. The transfer of magical energy to kinetic is leaps and bounds higher than before, making the bullet exponentially faster.
The practical result here is very obvious. The AS-R2 will gain a huge increase in stopping + piercing power, perhaps even matching that of the AS-R2. In addition to this, its range should be drastically increased as well.
Explosive fireballs:
Redirect energy from heat to increase the explosive radius and force at its destination.
gives our mages an SF and PSF that produce great amounts of pressure instead of great amounts of heat, which will be useful.Just dropping by to leave an "I told you so" because I can. No offense meant, it is just that the spirits of ideas past would haint me if I didn't.
Without revising the other cannons to remove the boiler, I feel like doing the revision for the whole family of Fireballs would hurt our cannons.I said it "opens the way" to artillery pieces that don't need water, not "removes water necessity from our current artillery pieces".
Personaly, I think a better idea is to revise the SPSF to use mostly pressure instead of heat, then in a later revision extend that modification to the rest of our fireball spells (extremely easy since we already did the legwork)This is underambitious and very inefficient. The fireball spells are all practically the same, so it can be expected that making a change to one of them can very easily be applied to all of them. A revision for something as utterly small as giving one fireball's modification to a near-identical variant of that fireball is utterly wasteful.
And before you say anything: DAMNIT, ANDRES; IT'S A GOOD NAME.I agree. It's a good name.
FurryboomsBut hey, we got a minor buff to our cannons and boilers so that they explode after two easy shots instead of one. WoooOOO!
We implement a timed detonation on our powerful streamlined fireballs and tweak their effect to be less fire and more ball, resulting in a greater displacement effect but causing less burning.
Erection of Everywhere Explosions
A Tower of frost tuned to an explosive variant of the streamlined fireball that sacrifices all of the heat of the fireball to maximuse the force that spreads it around. This crystalline tower includes a lightning rod and a covered plafrom which acts as the focal point of its magical energy. This allows a skilled wizard to wield a massive volume of balls that travel a fixed distance and then explode into a burst of force, flinging anything nearby around, and easily crushing anyone who is near to the centre and toppling any flying vehicles. Also features a lightning rod.
There are a lot of tweaks here, but it should all be familiar ground, and should make for a defensive intallation that can capsize anything that they put in the air. The trick after that would be to put it onto a boat...
forceball
From that description, I am not even sure of what the furryboom should do.
We implement a timed detonation on our powerful streamlined fireballs and tweak their effect to be less fire and more ball, resulting in a greater displacement effect but causing less burning.I am really not seeing a problem. "Timed detonation" seems pretty self evident. It detonates based upon timing, exploding after a period of time.
@RAM: It's almost like the effectiveness roll matters.It does matter, but so does the design. We could have ended up with mediocre stuff instead, and on a good roll we could have had somethign that was useful by itself, rather than needing an additional technology to get it to an angle at which it would be useful. Rifles are not going to help with enemy airships unless we can increase their armour-pentration by a lot and they won't work against anything if the enemy increases their altitude. We are already pushing the limits of usefulness from our cannons interms of range and penetration, smaller guns are the popposite of what we need unless we are chasing some dream of infantry standing in trenches with rifles. They could be grand if we can ground the enemy forces, and the pillar of unmagic and the various convection towers could potentially do that if anyone cared to try them, but without the ability to get an indivicual infantryman into the air there is no value to having an individual infantryman rifle. We could have gotten three sixes and they still would have failed against a single mediocre-rolled revision for more altitufe.
@RAM: I'm not even going to bother actually addressing your continued attacks on my stuffThat looks a lot like addressing to me, but ehh. We rolled a lottle over 3.4 average last round, which is very close to average, you really can't complain about that. It was upgraded to a 4 with the wasted credit, which is a decent increase. More to the point, it got us two sixes, and zero ones, which is a huge bonus. The first six meant that there are enough to actually use, even though we don't want to use them. The absence of bugs, and this scroll thing that I don't entirely understand yet, seem good, if it had bugs then it would be a probper disaster trying to field them, as it is we just don't want to because, well... A 2 effectiveness is enough to get a useful item if the design is good. We already pushed the small cannons angle as much as we could reasonaby expect to, and you took out a major component and expected a bonus rather than a penalty... Not to mention that we are effectively fighting vehicles. Carpets may not be armoured, but they could be, and they could phase out the carpets completely and concentrate on airships, they already did that with their ground-ballista... Fundamentally, the issue with vehicles has always been that small-calibre guns don't work. Smaller and lighter are fundamentally weak in terms of range and effectivness against armour. A very good man-portable rifle might get close to a kilometre in range, or almost 2 kilometres if they are using obscenely large calibres and thus hope to have something other than their arm to brace it against, which is not likely to happen if they are shooting up and aiming along the barrel. Then there is the issue of firing angles, 2 kilometres horizontally is easier than 2 kilometres straight up and if you are shooting at any sort of angle then you start rapidly losing altitude.
...
But this turn wasn't as useful as it couldn't have been since we got a 2 in our design's effectiveness and in our revision.
it seems you have a fundamental misunderstanding of the game's mechanics.My understanding of the mechainics:
[b][u]Every Life Magic(E.L.M.)[/u]
We have many instances of life magic, but it is all haphazard and specific. By extending mathemagic into this field, we hope to isolate all our knowledge of magic's interactions with life and forge a unifying theory of all such interactions. We know the spontaneous generation and cessation of life from summoned wasps. We know the form of life from mondifying fire wasps, we know the mind from taming hawks, and we know the progress of life from growing plants. Thism combined, is enough for a full life barring one vital element. We hope, with this grand effort, by identifying all that exists of life except the most important element, to isolate the pure Arstozkan spirit. With knowledge of birth, growth, death, and beyond, knowledge of mind, body, and spirit, Knowledge of form and substance, we hope to begin a grand venture into the shaping of our living world to meet the ever-changing needs of survival and glory.[/b]
Grants a comprehensive understanding of life magic and should make future efforts in that field easier.
[b][u]Prears[/u]
Pear trees that draw gems from the ground and deposit them into fruit. Granting a greatly increased gem harvest and furthering our knowledge into plant modification.[/b]
[b][u]Glowood Staves[/u]
By implanting powdered gems into the nub of a forming dogwood staff, we create one that shines in the light and has the same effect upon gems that a normal dogwood staff has upon plants. It was made possible by the discovery that gems, like salt and sugar, can grow, and that they do so in a way similar to wood, and posses a structure similar to wood. This made it easy to transfer the effect of the staffs onto gems and cause them to grow. A large gem can be broken into many smaller gems and the growth can be commenced upon those smaller gems, so this is hoped to increase the quantity of gems and also produce much larger gems. Thus gem products should be come cheaper and a larger form of mage gem, named "B" Mage Gems or colloquially "Magam Bs" for inverstion appeal and brevity, is created.[/b]
1 - Fallacy's Plan: FallacyofUrist
DESIGNS
1 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles
Plans?
1 - Fallacy's Plan: FallacyofUrist
DESIGNS
2 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea
Plans?
1 - Fallacy's Plan: FallacyofUrist
Wands Race now has a discord! (https://discord.gg/wzakWFT)
To join, you need to post in the Deployment Zone with your preferred side.
DESIGNS
3 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar
Plans?
1 - Fallacy's Plan: FallacyofUrist
@Gwolfski: Because the mountains are low-priority. Moskurg occasionally gets a foothold, yes, but getting a foothold is easier than advancing further. We don't really need the Mountains bonus anymore because of the Crystalworks. That, and a design that only helps in one theatre means every single other theatre will be left without a new design. So while we may make the Mountains harder to capture, Moskurg could get a design that helps them beat us in every other theatre.I mean, I did originally have an idea for prefabricated crystal bunkers, so we could quickly set up shelters as needed, but I figured it wouldn't be able to protect our artillery crew unless it included armored turrets, which might be it's own thing, and the combat armor should hopefully do just as well.
DESIGNS
3 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar, FallacyofUrist
Plans?
0 - Fallacy's Plan:
Celestedemorte
A larger, stronger, more powerful frost tower that effects a pillar of air rather than a disk of air. This creates a massive version of the convection effect that we have been constantly observing around our firewalls and steam engines and fireballs and fire wasps and every single tiny little thing that we do with all this fire in cold climes. This creates a massive Massive MASSIVE wind force as untold millions of tonnes of air are compelled to move down as quickly as they are able, and with all their friends doing the same thing, that is very quickly indeed. This will, in short, rip their storm coulds out of the heavens, and all the pathetic insects shall plummet from the air with them. And, as fortune would have it, it seems that as the water grows colder, the number of storm clouds is reduced.
Enduring this insane force is no small feat. The worked-crystal tower's walls are ten centimetres thick and must be transported in great panels by rails and cavalry teams before being assembled by leaning them against each other and bound together with rapidly grown vines. A great copper pole, 5 centimetres in diameter and running along one corner of the pyramidal structure and sunk into the ground renders the tower and its surrounds immune to lightning as we have learned that lightning loves metal. Finally, there is a 1-centimetre thinck shell around the structure of summoned crystal, that can easily be renewed. Within, the traditional elements of the tower of forever frost have been combined with circuitry to create a massive multistorey circuit to better unify the magic, inhibiting magical seepage and wastage resulting in a much more efficient tower and magems are included to make its operation more consistent. Access is granted by a ladder through a hole in the centre of the crystal foundation slab and requires that a tunnel be duge which benefits from crystal supports.
DESIGNS[/quote]
0 - Exploding Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
3 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar
0 - Black crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485660#msg7485660):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
Revisions:
0 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Energetic Transfusion (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
Plans?
2 - Fallacy's Plan: FallacyofUrist, RAM
Lightning Resistance - The main feature of Combat Armor. Using techniques derived from our extensive experience with anti-magic (Equalizer, AM Charms, AM Bombs, etc.), we can turn most/all of the sudden energy from lightning strikes into magical energy. We already turn magic into other forms of energy (fireball, etc.), and have extensive experience with absorbing magic into fixed points, so this shouldn't be hard. The magic is dissipated via humming/glowing, and if that's not enough, there can be some slots for AAA Magegems on the armor (that can be drained/replaced) to hold any overflow.This is overambitious and a waste of an opportunity.
DESIGNSRAM, you forgot to include Fallacy's vote change from his plan to Combat Armor, so I just fixed that for you.
0 - Exploding Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
4 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar, FallacyofUrist
0 - Black crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485660#msg7485660):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940):
Revisions:
0 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Energetic Transfusion (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
Plans?
1 - Fallacy's Plan: RAM
The second modification is tougher crystal. We make further changes to Crystal's structure and change it to be less "perfect". It retains its hardness, but will no longer be as brittle. In fact, if this modification goes well, Crystal should be less brittle than the best steel.It would be wise to not limit the improvements strictly to brittleness. The fact that we still use metal at all means there is more to be done with the material than fixing its brittleness. It should not be "we try to make it less brittle", it should be "we try to improve the durability so that it's at least equal to steel in every way".
Combat Armor should make Moskurg's lightning practically useless. The lightning will simply be dissipated by the armor, and as our magitech is now largely lightning-resistant, their lightning will no longer have the effect it used to have. Our crews can continue manning cannons to shoot down carpet riders and airships even as lightning hits them.This still makes mention of energy transmutation.
TL;DR: Crystal plate armor that uses a transparent-crystal faceplate, crystal, and a method to transfer lightning into magical energy based on anti-magic. Lighter, no more weak-spots for arrows and other lucky hits, better protection in general, self-repairing/easy-to-repair, and protects against lightning. See above lines for a bit more detailed description of benefits.
Well, energetic transfusion was meant to be posted as a design.
DESIGNS
0 Exploding Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
1 Energetic Transfusion (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): RAM
14Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar, FallacyofUrist
0 Black crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485660#msg7485660):
0 Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940):
Revisions:
1 Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
Vote-blocks
0 Fallacy's Plan(ES,CW,BFT):
RAM, you forgot to include Fallacy's vote change from his plan to Combat Armor, so I just fixed that for you.Do people honestly fall for such blatant attacks on someone's character? You also "fixed" the empty slots, which, owing to their consistency, were completely harmless, and made adding new designs easier. Please do not 'help' so much in the future. If you actually want to help consider adding other people's designs to the list, it is difficult to do it properly on the same post as the design and... Actually, how about a rule that votes and designs can't share a post. The amount of hate generated by proposing that would be hilariously ironic. Anyway, people are rather impatient and are always foolish enough to vote for their own ideas so they always votebox right on their design post. Which is difficult to do right, so they just don't votebox. Which is really the better way to do it, but it leaves the votebox needing to be filled. Which should be the duty of the next person to vote. As a payment in order to have the right to vote it is very fair. And yet it so often doesn't happen. But anyway, given how much you hate clutter, I got rid of those messy dashes for you.
DESIGNS
0 Exploding Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
1 Energetic Transfusion (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): RAM
14Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea,Kadzar, FallacyofUrist
0 Black crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485660#msg7485660):
0 Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940):
Revisions:
1 Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
Vote-blocks
0 Fallacy's Plan(ES,CW,BFT):
DESIGNS
0 - Exploding Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
1 - Energetic Transfusion (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): RAM
4 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar, FallacyofUrist
0 - Black crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485660#msg7485660):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940):
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
Vote-blocks
0 - Fallacy's Plan(ES,CW,BFT):
That's it's immediate benefit, yes. But it is not the main purpose. The main purpose is a stepping stone into magical energy generation from mundane means. An alternate route to the "Meteoric Generator". It would lead to a cost reduction in mage gems, and most importantly, it acts as a medium between natural forces and magical forces. Since our whole gig is mageitech, a better melding of regular machinery and magical energy has any number of applications. The whole lightning rod thing is just what makes it worthwhile to delve into this line of research.
And helmacon, as for energetic transfusion, my problem is that it seems a bit niche for a Design. Crystal Armor should fulfill the same role while also greatly increasing the combat effectiveness of our troops as well as improving crystal in general. Energetic Transfusion may lead to charging our stuff with lightning, but that would be relying on Moskurg casting lightning to charge our stuff.
, what blatant attacks on somebody's character? he merely pointed out that you used an older quotebox? it is a thing that happens.It looks for all the world like an extremely insideous approach whereby someone implies that someone else keeps failing and present yourself as being helpful. IT is a systematic effort to marginalise someone and essentially cause them to be socially deleted. I would prefer it if the thread focused upon ideas rather than the people presenting them. However there is a consistent trend of ideas that I see as being very successful in voting and very ineffectual in outcome, so I vehemetly oppose them, with publically stated reason that people can argue against. These ideas tend to come from Chiefwaffles, who has stated that I am personalyl attacking them. I am not, I am making rational arguments against leading proposals. I am also, sadly, forced to point out the argument tactics that are used against me becaue they are exteremely insideous so ignoring them is not a practical option. Sadly, it is even possible to use them without noticingm so it isn't even as though anyone is necessarily seeking to harm anyone here.
DESIGNS
0 - Exploding Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
1 - Energetic Transfusion (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): RAM
5 - Combat Armor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485621#msg7485621): Chiefwaffles, Andrea, Kadzar, FallacyofUrist, Andres
0 - Black crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485660#msg7485660):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480940#msg7480940):
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - No revisions until after the Design phase: Andres
Vote-blocks
0 - Fallacy's Plan(ES,CW,BFT):
As for ideas. I just remembered a big problem with the new armour design. It goes from conductive armour to nonconductive armour. It sonds good, but in practie, a human with two thin nonconductive layers is usually more conductive than the air. So nonconductive armour is probably more dangerous than the current metal armour. Lighnting doesn't hit things and ounce, it goes through things and causes damage on the way. Protection relies upon making it go somewhere else. Resistant armour doesn't do that unless the occupant is in an air-tight(well, electrically-tight, actually) enclosure with significantly greater resistance along its most conductive path than the surrounding air has, and air is actually quite resistant. In short, the new version of the armour does not actually protect against real lightning. But this is fantasy lightning, so I guess it will work regardless.((I can't say whether this would normally be correct or incorrect since I'm not that great at physics, but what I do know for sure is that your science does not apply.))
Arstotzkan soldiers are braver and do not scream when lightning strikes - likely because they are instantaneously cooked inside their welded-shut armor coffins. Their fellow soldiers get incredibly upset by this, bemoaning about 'realism' and 'faraday cages'. Moskurgs just laugh in their filthy gutter language, and our men vow revenge against those who would so blatantly flout reality.((By making our crystal armour non-conductive, lightning will bounce off them or not hit them at all. That's science as far as Wands Race goes. Magic is like that.))
Reminder that Andres has my vote for this turn. Just for the Design.I'm willing to cut a deal with you bird people.
If the steam rifle wins with a vote from either RAM, Kadzar, or Voidslayer, (or Andres if he switches back) then said person can direct my vote next design phase, either for bird cavalry, or whatever else you think is needed (Barring frost towers)
Glory to Arstotzka.
Any chance I can hold off on calling in that vote for another time. It's kind of got a huge lead at the moment.Reminder that Andres has my vote for this turn. Just for the Design.I'm willing to cut a deal with you bird people.
If the steam rifle wins with a vote from either RAM, Kadzar, or Voidslayer, (or Andres if he switches back) then said person can direct my vote next design phase, either for bird cavalry, or whatever else you think is needed (Barring frost towers)
Glory to Arstotzka.
No, sorry. The terms of the deal were for the next design. You knew this was a possibility when you took the deal. No refunds. I am not responsible for buyer's remorse.Any chance I can hold off on calling in that vote for another time. It's kind of got a huge lead at the moment.Reminder that Andres has my vote for this turn. Just for the Design.I'm willing to cut a deal with you bird people.
If the steam rifle wins with a vote from either RAM, Kadzar, or Voidslayer, (or Andres if he switches back) then said person can direct my vote next design phase, either for bird cavalry, or whatever else you think is needed (Barring frost towers)
Glory to Arstotzka.
Glory to Arstotzka.
Wands Race now has a discord! (https://discord.gg/wzakWFT)
To join, you need to post in the Deployment Zone with your preferred side.
Steam Engine: A highly expensive and enormously heavy steam engine. Uses a steam turbine to generate power. Uses PSF's and a steam recycler with enchanted gold etchings to manage heat. Expensive.It should be using Nickel Circuits and should be (mostly) made of Crystal (which should notably reduce its weight).
GM, how come our steam engine isn't cheap? It's made out of crystal now so it should be made cheaper by the Crystalworks. By extension, our Crystalclad and STV-1 should be Cheap and Expensive, respectively.
So would revising the crystalworks to be cheaper mean that things which use "fuck tons" of crystal also benefit from being one expense level cheaper?GM, how come our steam engine isn't cheap? It's made out of crystal now so it should be made cheaper by the Crystalworks. By extension, our Crystalclad and STV-1 should be Cheap and Expensive, respectively.
Its larger than most crystal things youre making, especially with the thicker walls and delicate turbines and circuitry. Cost wasn't limited by steel, which you have plenty of. Being made of crystal has made it lighter, though. It's Expensive, and so is everything else on the crystalclad. The Restless is also made of a fuck-ton of crystal, which takes a long time to print in the crystalworks.
Most notable is that the steam engine could be used by mundane soldiers, though you've not done so.
Actually, fuck that. I'm not sure why I was so hard on the steam engine. Youve had it for a long time and made a lot of improvements. The next time you design something that uses it you can upgrade the engine for free, too.Thanks.
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - No revisions until after the Design phase: Andres
0 - Do not use the revision credit this turn:
Revisions:I'm not set on this, but at this moment it seems like the best course of action. The Lightning Rod I'm not in love with, and if anyone comes up with a better way to counter their lightning/air advantage I'm game.
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles
1 - Lightning Rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
2 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon
1 - Lightning Rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles
1 - ETA: helmacon
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
2 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon
1 - Lightning Rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles
1 - ETA: helmacon
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
Revision: Lightning RodsAnything that turns mundane energy into magic energy is a design. Furthermore, we have no lightning rods are not something we have, so we cannot use a Revision on it. What are we revising? Nothing. Revisions are for revising things we've already made.
Lightning rods are cheap crystal spires using a telescopic design connected to a specially-designed Magegem.
When lightning hits the Lightning Rod, electricity flows through the conductive crystal to the Magegem, where the electricity is "used up" exciting the Magegem and turning into magical energy. The amounts of energy harnessed are far too little to be used for anything, but this method allows for the electricity to be neutralized without a grounding element. We don't need a large Magegem to use because of this.
As a lighting rod is small and made using machine Crystal, it should be extremely easy to manufacture and distribute. It can be connected to the ends of our ships, near our artillery emplacements, carried with our troops, and more. If time allows, a scaled-down version (with literally just the crystalwork formula for the rod tweaked for a minute) can be made to attach to Combat Armor.
Revision: Blastball1. Change the name to Pressure Blast.
Magic is, of course, a science. Things can be tweaked and adjusted with ease. But some things come easier than others.
Like the Fireball.
We've had the Fireball since the very beginning. We've experimented with it, and utilized it to its fullest potential. The Fireball forms the basis of nearly all Arstotzkan technology and society today.
We have experience with the Fireball. Our Mathemagicians know it inside and out; they know every detail of it and how exactly we utilize magic to create the various types of Fireballs.
We can utilize our extensive knowledge with the Fireball to make some simple changes to it. Today, the Fireball isn't as relevant as it once was. Moskurg's armor threatens to make fire practically obsolete, and our new methods of projectile propulsion require a new type of Fireball.
Enter the Blastball. It's merely a variant of our Fireball, but with the extreme majority of its magical energy going towards pressure and a general "explosion" instead of simply heat. This has multiple uses - when a large-enough Blastball is detonated in an uncontrolled explosion, it'll do much better against Moskurg's armor than anything that came before. When detonated in a controlled environment, it creates muuuch more pressure than ever before, making Blastball-propelled bullets extraordinarily fast, with great piercing capabilities, muzzle velocity, and range.
The Blastball is a variant of the Fireball, and the goal by the end of the year is to have a Blastball variant for each Fireball type - SPSF, PSF, and the SF. The SPSF Blastball variant is the most critical one, followed by the PSF and SF. The Blastball should immediately replace the Fireball in the AS-R1 rifle and, if time allows, the AS-HAC-1 should have some modifications made to accept use Blastball-propulsion instead of steam-propulsion. Outside of weaponry, the Blastball will be used against armored Moskurger targets.
TL;DR: Revise the Fireball to use mostly pressure instead of heat. SPSF Blastball variant is the most important, with the PSF and SF variants being the second most and least important respectively (but preferably all are done via this revision). The Blastball should be effective against Moskurg armor, and extremely effective as a magical propellant for bullets/shells whatnot. The AS-R1 immediately benefits from this, with a greatly increased muzzle velocity increasing stopping power and range by potentially huge amounts.
With our extreme amounts of experience with Fireballs and the tweaking thereof, this revision should be easier than normal.
Revisions:Ehh, stuff it, I want frost towers that float, not beach babies.
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
2 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon
1 - Lightning Rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon, RAM
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
0 Save the revision credit for later use:
0 I want to see the results of the most popular revision before confirming the second revision:
Energetic Transfusion
We have been working with magic for a very long time now. Thanks to our MathMagicians, we have come to understand what we have been doing exceptionally well. To put it simply, we take magical elements, sometimes called mana, and turn it into different kinds of natural elements, such as fire, or crystal. Theoretically, it should be fairly simple to invert the process.
Our first attempt, the Energetic Transfusion Array (henceforth abbreviated ETA) is primarily designed to work with lightning, as electrical energy is the most similar to magical energy. Both are rather nebulous concepts on their own, but more importantly, they can both be funneled down through and controlled by our circuits.
The ETA uses a small, thin strip of metal as a lightning rod to gather the electrical energy. The energy is forced down through an inverted summoning circuit, and dumped into a series of connected mage gems. This should collect the electrical energy, convert it, and store it safely away in the gems.
The first generation of ETAs are designed to be attached to our vehicles. They can be mounted anywhere on a crystal clad, set up on the tops of frost towers, or even ride between cars on the crystal trains.
The conversion process may not be 100% efficient, but our primary focus on the design is to create a working prototype, with less concern on size or efficiency.
Let's compare ETA and Lightning Rods. I've color-coded the comparisons so people don't have to go hunting for the comparisons themselves.
Revision: Lightning Rods
Lightning rods are cheap crystal spires connected to a modified AAA Magegem.
When lightning hits the Lightning Rod, electricity flows through the conductive crystal to the Magegem, where the electricity is "used up" exciting the Magegem and turning into magical energy. The amounts of energy harnessed are far too little to be used for anything, but this method allows for the electricity to be neutralized without a grounding element. We don't need a large Magegem to use because of this.
As a lighting rod is small and made using machine Crystal, it should be extremely easy to manufacture and distribute. It can be secured to our vehicles and the ground while being fairly portable. Its size can It can be connected to the ends of our ships, near our artillery emplacements, carried with our troops, and more. If time allows, a scaled-down version (with literally just the crystalwork formula for the rod tweaked for a minute) can be made to attach to Combat Armor.
With a nearby Lightning Rod, Moskurger lightning will strike it instead of its intended target, protecting our forces from harm.
You can't take Blastball away from me.Do you realise that if we make a gun powered by those, it would be a BBgun?
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
2 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon
1 - Lightning Rod (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon, RAM
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
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Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
2 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon
2 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon, RAM
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
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Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
1 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
3 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon, Andrea
2 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon, RAM
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
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Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
3 - Blastball (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486584#msg7486584): Chiefwaffles, helmacon, Andrea
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
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ETA wants to charge Magegems via lightning and protect our soldiers while Lightning Rods is just intended to protect our soldiers. This makes ETA more ambitious. (That and it's wasting the ambition so we rely on the enemy to recharge our stuff.)
That might be an interesting development of plant tech.
But at that point, why even have a soldier inside?
Revisions:
2 - Insulating Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487260#msg7487260): Chiefwaffles, Helmacon
Revisions:
3 - Insulating Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487260#msg7487260): Chiefwaffles, Helmacon, Kadzar
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
3 - Insulating Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487260#msg7487260): Chiefwaffles, Helmacon, Kadzar
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I voted for the Combat Armor so we could have lightning protection, so I consider this is essential:Creepy Crawly Crystals are also lightning protection, with the added bonus of potentially lighter and less flawed crystals while also offering more future expansion and having a better name and higher odds of success... True, it relies upon the utterly ridiculous notion of using insulation to protect against lightning, but that is the standard way of doing things in WandRworld.Quote
Oh, and please stop throwing away good voteboxes, the previous votes are very much relevant at this time...
Our cannons now no longer require water to operate, removing the rather complicated boiler attachments.
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon
1 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611): Andres
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
4 - Insulating Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487260#msg7487260): Chiefwaffles, Helmacon, Kadzar, FallacyofUrist
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
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Revision: Insulating CrystalMy big problem with this design is that it's too sciencey. Moving electricity to the ground? That's unnecessary. Just say that it insulates against electricity and let it bounce off/not hit at all. Moskurg has proven that such physics-defying thing is possible what with how their lightning spell works against our plate-armoured troops despite faraday cages. (Whatever those are supposed to be.) Making it simply so that it's "electricity doesn't work on it" means we don't have to bother with armour layering and it means we don't have to potentially worry about grounding and its potential problems that may in some way come up in the future.
Insulating Crystal is to be primarily used in layers. In instances such as Combat Armor, our Crystalworks shall create the insides of the Combat Armor out of insulating Crystal while ensuring a path from the head to the ground in conducting crystal. As a result, the occupant is virtually entirely protected by lightning and other similar environmental hazards, and the electricity harmlessly flows to the ground.
TL;DR: Use our experience from the failed attempt in Combat Armor to make insulating crystal. This should be easy given we already gave it some effort as a part of Combat Armor. Should typically be incorporated in designs via layering conducting crystal on the outside, giving a path to the ground, with insulating crystal protecting the occupant/design/tech/whatever. Should be applied to Combat Armor and preferably everything else.
Layering - While it should be acceptable anyways in Wands Race, apparently it's not the best idea to just make the whole armor out of insulated crystal. But if we just insulate the inside, the occupant is protected against electricity while the electricity can still path through the conductive crystal to ground. This method obviously should be applied to crystal armor first, but can be used with pretty much any design - the Crystalclad, steam engine, our cannons, etc.
If Evicted doesn't want to deal with the science he can just say "you incorporate insulated crystal into your designs and they're now lightning-resistant." The science behind it is simple: Ground electricity while protecting the important stuff.((Ok.))
Layering doesn't add any real difficulty because of how easily we can combine/manipulate different types of crystal, as shown by how we integrated Crystal Glass into Combat Armor.
Point is that layering is simple, straightforward, and doesn't add any difficulty.
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon
0 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611):
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
5 - Insulating Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487260#msg7487260): Chiefwaffles, Helmacon, Kadzar, FallacyofUrist, Andres
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Pretty much yes. I haven't relooked at the list, but I knew what that was going in. Summoned water would be extremely valuable. It has always had huge potential for hygiene, concealed camps, crossing deserts, logistic trains, sea voyages... ... ... ... ... ... ... ... ... The extent to which ready access to water would help any army is pretty much mind-exploding. If it isn't permanent then it would be potentially problematic to drink it, but even then, the number of lives that can be saved just from clean socks can't be underestimated.
Adding a note to C.C.C. to note distribution.
Future Design: AS-HA-2I really dislike this design. The actual shape just doesn't make sense to me, it doesn't get us explosive ammunition, it tries to put something too big for trains onto something that doesn't go on tracks, and it wastes the free engine bonus on something that really doesn't need it. A proper fighting vehicle, a new ship, or a gyrocopter would all be good candidates for the engine, but not this thing.
FUTURE DESIGN NOT NOW: BlastboatThis seems like it would be better done with some kind of variant of Fire Wall with Concussion mixed into it rather than than C-balls. C-balls are good for explosions, but what you're looking for seems like some kind of continuous effect, which is what Fire Wall is. Definitely not a bad idea, though. The fact that our circuits means we can have continuous effects running forever means this could definitely be a possibility.
This is a small row boat sized ship made of crystal with a hardened bottom. A super high powered blastball spell is cast under it, shooting it up into the sky. Done repeatedly it can stay aloft for a while, but more importantly it is very fast to fly up, where it can unload several armed men directly onto enemy airships!
It's a first generation rocket powered airship.
FUTURE DESIGN NOT NOW: BlastboatThis seems like it would be better done with some kind of variant of Fire Wall with Concussion mixed into it rather than than C-balls. C-balls are good for explosions, but what you're looking for seems like some kind of continuous effect, which is what Fire Wall is. Definitely not a bad idea, though. The fact that our circuits means we can have continuous effects running forever means this could definitely be a possibility.
This is a small row boat sized ship made of crystal with a hardened bottom. A super high powered blastball spell is cast under it, shooting it up into the sky. Done repeatedly it can stay aloft for a while, but more importantly it is very fast to fly up, where it can unload several armed men directly onto enemy airships!
It's a first generation rocket powered airship.
Glory to Arstotzka.
FUTURE DESIGN NOT NOW: BlastboatI feel that we would be better with a pulse-jet than an orion drive. It would be more focused and controllable.
This is a small row boat sized ship made of crystal with a hardened bottom. A super high powered blastball spell is cast under it, shooting it up into the sky. Done repeatedly it can stay aloft for a while, but more importantly it is very fast to fly up, where it can unload several armed men directly onto enemy airships!
It's a first generation rocket powered airship.
ScootgunThe blast spell would improve it. Really, this is just crystals and fireball. It is a revision. Actually, so is the cart.. the scoot-gun would totally work as a revision! Oh, wait, the repeating spell is sort of... well, we have loads of circuits, and it is pretty much a continuous fog... Really, this is all existing magics...
We build an open wagon from crystal, add an extra two pairs of slightly-raised wheels on triangular stalks front-and-back for stability, stick our smallest cannon on it, add a metal rod to attract lightning instead of the cannon, and then put three pulse-jets at the back to make it go-fast.
Pulse-jet
A crystal tube with two necks with cages on one side and a tightly-fitting cork loose within the cages. A repeating boomball spell is remotely detonated between the two necks. The boomball pushes the front cork into the neck and [atmospheric medium] out the back. The sudden absence of the boomball pulls the rear cork into the neck and pulls [atmospheric medium] into the front. This produces a jet of [atmospheric medium] in one direction in frequent pulses.
This design was a fairly obvious attempt to produce fireball-based propulsion. it started with a one-sided tube, but the fireball would suck the tube backwards after pushing it forwards. Then we tried a mechanical cork system to close it, but the cork kept getting pushed out. At that point we realised that the cork would be pushed closed if we had the correct mechanisms to do so, which was pretty easy with summoned parts.
Certainly having access to water is useful, but do you really think it is more important than a lightning counter? The reports haven't made any specific mention of us needing water, and I imagine that our supply trains mitigate any critical needs for it. It really just seems low priority right now.The trains have lots of things to carry and water is heavy and bulky. Ships need to return to port to get it. This would give our ships much better navigable range, improve morale, make us less exposed to skirmish stage if that is still a thing, improve health and recovery, add extra ammunition transportation and increase the ability of our forces to skirmish by freeing them up from having to expose themselves by trafelling to water sources. It is basically a small-large bonus to pretty much everything. Provided that it is potable. If it is not potable then it misses out on a lot of goodies, but we do have permanent conjuration of crystals so it is not that far-fetched.
Revisions:
1 - Conjure Water (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565): RAM
0 - Beachfront Frost Tower (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485565#msg7485565):
0 - Anti-Magic Mist (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485810#msg7485810):
1 - ETA (http://www.bay12forums.com/smf/index.php?topic=163277.msg7485580#msg7485580): helmacon
0 - Crystal Durability (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486611#msg7486611):
0 - Creepy Crawly Crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Furthest Forever Frost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Antimagic Bomb Concussive (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Lead Overlayed Crystal Ordnance (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
0 - Big Dummies (http://www.bay12forums.com/smf/index.php?topic=163277.msg7486626#msg7486626):
5 - Insulating Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487260#msg7487260): Chiefwaffles, Helmacon, Kadzar, FallacyofUrist, Andres
0 - Scootgun (http://www.bay12forums.com/smf/index.php?topic=163277.msg7487653#msg7487653):
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it tries to put something too big for trains onto something that doesn't go on tracksWell, yeah. That's the point. This is without a doubt something that we would not get penalties for. We got a -1 to effectiveness on a tracked APC when Evicted misinterpreted the Restless design. Now that we'll have a better engine and experience with engine-powered land vehicles, this part wouldn't be a problem.
For a revision next turn, assuming the armor works well and our infantry turn out to be usable again, we should really revise magegems so that they're cheaper so that we can field more rifles.
We can make a high-powered variant, too, but, as it is now, they're limited to being Very Expensive for non-mages. So reducing the expense of magegems should net us some increased fire-rate and help in other areas where gems are used. And, at this point, making a more powerful magegem would just give us a more portable though maybe not as powerful artillery piece that requires National Effort.For a revision next turn, assuming the armor works well and our infantry turn out to be usable again, we should really revise magegems so that they're cheaper so that we can field more rifles.
I would rather get them more powerful. same effect for the rifle because we can use smaller ones, but it allows us to play with higher power spells.
MYARK
3 - Send to Northern Sea: Chiefwaffles, helmacon, Andrea
I'll post my own version of Gyrocopter, of the "fantasy helicopter" kind (as in, it can hover)I feel that the barrel design would not work very well. It is basically a directed explosion, which would be unstable and suffer from negative pressure after exploding. This would be made much worse if, as I suspect, magical pressure does not create material. So it would actually create a massive vacuum at ground zero. There would still be propulsion, much of the vacuum wold be filed from the sidez while most of the exposion would be directed backwards, but it'll be crazy rough. Additionally, the efficiency would be dependant upon how far the burst makes it from the tube, so you would want larger explosions, and thus heavier tubes, and thus more weight to lift. I would suggest using my pulse-jets instead as they are basically the same thing but with a consistent direction of flow and less pressure requirements... They are also easy to make aside from the repeating spell, which you can get from continuous fog...
...
Our blastball offers us a solution: at the end of each blade of the rotor, there is a barrel open on one side. inside the barrel, a blastball is cast, many times.
...
I still need to think of the best way to direct it
...
Input is welcome.
An alternative to jump/flight packs is summoning temporary wings on our soldiers with (single-use) Magegem-powered wands/items. Plays into our life/summoning magic and can be designed based on one or two Magegems in its design, versus the definitely-energy-intensive blastball alternative. But we also arguably have more experience to use for a blastball-related method. We'll see.I think we should go with the flight packs. They would be using a miniaturised version of our future Kinetic Drive Engines which makes them easier to develop. Angel wings would not be as easy to develop.
I am not convinced that wings would be more efficient. They still require energy to function, unless they don't but then that applies to anything. We know that fireballs are powerful and can be miniaturised. A decent pulse-jet probably produces a more focused air-flow so it comes down to efficient lift generation. If we produce a pressure-differential wing then it would be equally effective flapping or fixed, so it is just a matter of how to get air-flow over it. I rather suspect that fixed hawk-wings with a pulse-jet would be more efficient than flexible hawk-wings. Still, there is the issue that flexible wings would use muscular energy rather than magical energy, but the wings or airflow would need to be huge to account for the difference in weight between hawk and soldier, so the energy to flex them would be similarly huge and it is unlikely that they could be maintained for more than a couple of minutes before exhaustion sets in.An alternative to jump/flight packs is summoning temporary wings on our soldiers with (single-use) Magegem-powered wands/items. Plays into our life/summoning magic and can be designed based on one or two Magegems in its design, versus the definitely-energy-intensive blastball alternative. But we also arguably have more experience to use for a blastball-related method. We'll see.I think we should go with the flight packs. They would be using a miniaturised version of our future Kinetic Drive Engines which makes them easier to develop. Angel wings would not be as easy to develop.
The energy consumption of the KDE is a non-issue. One of the advantages of our circuits is that continuous effects remain indefinitely, without consuming any extra energy. Thus, a flight pack can be used for a theoretically unlimited amount of time while angel wings would only last for a limited amount of time.
Finally, since KDEs would be made out of crystal, they'd be more durable than wings. A small concern but a concern nonetheless.
Glory to Arstotzka.
It's the difference between "Passive" and "active" spells. passive is stuff like "stay this temperature" and active is stuff like "activate a fireball".
the circuit doesn't require a mage for use
It's the difference between "Passive" and "active" spells. passive is stuff like "stay this temperature" and active is stuff like "activate a fireball".It may just be me, but that seems horribly ambiguous in context. Not requiring a mage is different from not requiring an ongoing source of new magic. And we are using circuits to produce active spells, so... I really don't see how that statement could confirm anything.
the circuit doesn't require a mage for use
When did they get temperature controlled metal? That would give them a hard counter to our frost towers too..
ORDERS
1 - Deploy the R1: Andres
MYARK
1 - Jungle: Andres
ORDERSWe lost there last time, not sure if anything has changed, but at least they don't have a sea bonus. Of course, they can just counter with almond reeker...
1 - Deploy the R1: Andres
MYARK
1 - Jungle: Andres
1 - Moutain: RAM
0 C.H.O.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489122#msg7489122):
Range. HC1-E's can't reach at 45 degrees like the HA1 can, but could maybe penetrate if they hit it at 60-75 degrees up? They lose a LOT of power travelling straight up.So, what if we increased the range of our cannons as well? So the HA1 could hit their airships as far away as possible, preventing that them from "plinking and chipping at [our] forces non-stop".
None of your cannons can hit it when it's at stand-off range, though, and it can plink and chip at your forces non-stop, especially with lightning.
0 - C.H.O.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489122#msg7489122):
1 - Blastshell [A: +Range] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
1 - Blastshell [B: AM Resistance] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
[...]They would help us immensely at sea, letting us hit them at our full artillery range, and coordinating attacks. With our faster ships and longer range, we would never even have to engage them directly. [...]Our problem at sea is range, not effective range. Cannons won't be able to shoot farther with more power by mounting an optic, therefore we will still be unable to hit their airships.
0 - C.H.O.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489122#msg7489122):
1 - Blastshell [A: +Range] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
1 - Blastshell [B: AM Resistance] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
1 - AS-CC40 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489582#msg7489582): Andres
Moskurg was already struggling to sink the Crystalclad ships with their out-dated ballistas, relying heavily on lightning strikes and War Pegasi to keep the ships suppressed. The lightning rods do a good job of keeping the lightning from hitting troops immediately, buying time for the ships to either get out of range or shoot down the carpet-bomber casting the spell. The Alsamma Safina is still virtually immune to anything the ships down bellow can throw at it, standing out of range and spamming their accurate Spear of Allah until the lightning rods are gone or until the crew dies, but the Sirocco has a much harder time. Inferior to the the Crystalclad in both armor and weaponry, they're used exclusively to sink suppressed Crystalclads and to launch carpet-bombers. The sea is mostly a deadlock, but Myark manages to push the advantage in Arstotzka's favor. Surprisingly accurate with the R1, he excels at shooting down the fast-moving War Pegasi even at Long Range, and his Wand of True Light can make the weaker-hearted Moskurg sailors turn tail. The tornadoes are harder to use on the open sea, and though Moskurg manages to capsize a few Crystalclads it's not enough.This is the report for the battle on the seas.
There is no mention of us getting outmaneuvered.Not on sea, but on the ground through the sea.
The advantage is still in Moskurgs favor, however, as their control of the adjacent oceans means they get to choose when and where they can launch surprise invasions against Arstotzkan lines. Able to stay out of range of HA1 artillery and move faster than the troops on land, they often sneak behind Arstotzkan lines and wreak havoc. Supply lines suffer, and it's not uncommon for the Restless crystal train to not show up at all as the train tracks are an easy target for sabotage. The naval advantage makes a large difference here.In the Plains:
At the end of the day, it's Moskurgs ability to land troops behind Arstotzkan lines that gives them the advantage. Arstotzka might have been able to push them back, but without a way to stop incursions from the coast their lines are ragged and bent and they must concede anther section of plains to Moskurg.
We need two things regarding the sea:The CC40 solves the issue of our cannons not being able to hit their airship. Did you not read the part where the HA1 has an altered mounting that allows it to shoot at their airships? That mounting would allow us to aim at, hit, and destroy them. It would logically also find use on the ground to destroy their airships.
1.) The ability to shoot our weapons at their airships.
2.) The ability to have our weapons pierce their airships' armor.
The AS-CC40 doesn't solve any of that. Furthermore, it leaves us unimproved on land where we only advanced in one theatre. Without a practical design helping at land, we'll only lose further.
Also reminder that the Crystalclad can fit HA1s; they just don't equip them now because the expanded range isn't useful at sea where we can't use our flares.
Our ships are better than theirs in every way.The deciding factor everywhere we attack has been their naval advantage. Take that away and the war would've swung in our favour. Moskurg will recognise that and inevitably make improvements to their ships to keep their naval advantage, especially after seeing how well we did the last time. We need to ensure dominance or it won't matter what ground advantages we get this turn, their naval advantage would simply win them the battle again. Furthermore, a naval advantage on our side would itself give us an advantage on the ground, so not designing something to directly help us on the ground will still be of benefit.
0 - C.H.O.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489122#msg7489122):
2 - Blastshell [A: +Range] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles, Andrea
1 - Blastshell [B: AM Resistance] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
My spell for summoning their god is a serious suggestion. I do not expect to kill it, but temporarily removing the source of their magic from the place from which it is providing their magic ought to kill off most of their air-force and we oughtto have the firepower to at least drive a deity back from whence it came provided that it has a physical form. And we DO have all the required technologies.I could see thus backfiring horribly. You summon God in the mountains! Moskurg has advanced 4 sections in the mountains.
0 - C.H.O.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489122#msg7489122):
3 - Blastshell [A: +Range] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles, Andrea, Andres
1 - Blastshell [B: AM Resistance] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
0 - C.H.O.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489122#msg7489122):
4 - Blastshell [A: +Range] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles, Andrea, Andres, FallacyofUrist
1 - Blastshell [B: AM Resistance] (http://www.bay12forums.com/smf/index.php?topic=163277.msg7489260#msg7489260): Chiefwaffles
Future Revision: Thorough Frost Towers: We've made a modification to the way our frost towers cool the area. Basically, instead of cooling in an expansive method from itself(it projects cold from itself), it instead generates cold directly in the area(cold simply appears instead of being pushed out from the tower), meaning the Moskurgers will be frozen inside their armor despite its fixed temperature. We also expect to gain some experience from this relevant to our impending aetheric plane based teleportation system.We would need some way to protect our troops from the effects of this tower, otherwise this would easily kill them as easily as they would the enemy. Lowering internal body temperature by as little as 10 degrees will kill a regular human ((source (https://www.betterhealth.vic.gov.au/health/healthyliving/hypothermia))) and our frost towers decrease temperature by a lot more than that.
I think at this point it's better to just design the Frost Towers into something useful. While it is extremely annoying that they just hard countered the entirety of frost towers, countering their counter will lead to them countering our counter of their counter.The idea should not be discounted. If we need a quick win, such as to deny them resources or gain some for ourselves, the frost tower revision would be a great way to get us that. If we send Myark somewhere, we can do this frost tower to make up for his absence on the battlefield. They'd design a counter the next turn, but we'd only need those frost towers for a turn anyway.
Remember radios in the 1st Arms Race?
We're better off using the Frost Towers as a jumping point for some other thing. Like RAM's pseudo-wind thing which I still don't agree with, but that's the kind of thing I'm referring to.
Amber GemsI have been proposing plant magic = gems for a while now. This seems maybe better than mine. Depends upon how effective amber gems are. Could be that customising them makes them awesome, or that they lack the structure to be awesome. I am guessing that they would have awesome special abilities but lower capacity unless they have bugs in them...
Grow mage gems inside sap bearing trees to reduce the expense and make more "mana dense" (twice as much?) gems. I can make some fluff if anyone thinks this is a good idea.
Amber GemsI have been proposing plant magic = gems for a while now. This seems maybe better than mine. Depends upon how effective amber gems are. Could be that customising them makes them awesome, or that they lack the structure to be awesome. I am guessing that they would have awesome special abilities but lower capacity unless they have bugs in them...
Grow mage gems inside sap bearing trees to reduce the expense and make more "mana dense" (twice as much?) gems. I can make some fluff if anyone thinks this is a good idea.
So we should include insects inside? I mean we can already summon wasps.Amber GemsI have been proposing plant magic = gems for a while now. This seems maybe better than mine. Depends upon how effective amber gems are. Could be that customising them makes them awesome, or that they lack the structure to be awesome. I am guessing that they would have awesome special abilities but lower capacity unless they have bugs in them...
Grow mage gems inside sap bearing trees to reduce the expense and make more "mana dense" (twice as much?) gems. I can make some fluff if anyone thinks this is a good idea.
So we should include insects inside? I mean we can already summon wasps.Amber GemsI have been proposing plant magic = gems for a while now. This seems maybe better than mine. Depends upon how effective amber gems are. Could be that customising them makes them awesome, or that they lack the structure to be awesome. I am guessing that they would have awesome special abilities but lower capacity unless they have bugs in them...
Grow mage gems inside sap bearing trees to reduce the expense and make more "mana dense" (twice as much?) gems. I can make some fluff if anyone thinks this is a good idea.
mage gems 2.0. AI included.
magic based cryo sleep for when we get to space.
Why not amber petrify an entire mind controlled bird and have it act as a control system? Besides the horror when we realize we can do it to people.
Tornadoes - Uh. I don't really know how to easily solve this on the personal level. APCs could help, or just a counter to their tornadoes in a more direct way.My Fireball revision should give our wizards the punch they need to disrupt and destroy their tornadoes. It's working with fireballs, so it's likely to succeed and only requires a revision instead of a full design. Should also guarantee that Myark wins all duels with Al-Mutriqa.
GM, we got a 6+1 on the effectiveness. Shouldn't that have at least given us an explosive payload as well?
1 - Better Magegems: Chiefwaffles
2 - Better Magegems: Chiefwaffles, Andrea[/quote]
We can not hit the air ships because of the angles involved. That's why we designed a gun specifically to shoot at more extreme angles.
The most difficult part about blastshells, as it turns out, is the power density. We HAVE the technology and know-how to build the shells, but our magi-tech isn't quite there to make them feasible.With increased power density and our existing know-how on how to build the desired shells, it should be trivial to make the shells.
2) Sure, you make a variant of the shell that explodes on impact. Still Very Expensive, and still BLOS, but now you have explosive ammo.Just posting here to reinforce my point: We already know how to make all this stuff and the only new thing in the revision is the better Magegems. The variants are all just cost reductions and direct consequences of better Magegems.
2 - Better Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490741#msg7490741): Chiefwaffles, Andrea
2 - Better Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490741#msg7490741): Chiefwaffles, Andrea[/quote]
Crystal Optics: helmacon
Revision:Better Magegems are important for all sorts of magical stuff. Like the Silencer we'll hopefully do for our next design. Or better shells. Or Silencer Shells.
3 - Better Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490741#msg7490741): Chiefwaffles, Andrea, FallacyofUrist
1 - Crystal Optics: helmacon
Myark:
1 - Send to Western Sea - FallacyofUrist
The blast ball conjures smoke, heat, and exhaust in a small volume, then it rapidly expands.
Currently you can only conjur this in air.
A blast ball would more rapidly expand in a vaccuum, because the pressure differential is greater.
Blastball does not form a vacuum.Whole conversation please. This lacks context.
From the Discord:Quote from: evictedSaint (Discord)The blast ball conjures smoke, heat, and exhaust in a small volume, then it rapidly expands.
Currently you can only conjur this in air.
A blast ball would more rapidly expand in a vaccuum, because the pressure differential is greater.
Revision:I edited in an emphasis on the explosive variant in the revision, helmacon, so I added your vote to Better Magegems. And I'm voting for Myark to the Western Sea because we have to reassign him now (no longer fighting in the Northern Sea) and I'm trusting Fallacy here without checking what the Western Sea is bordering.
4 - Better Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490741#msg7490741): Chiefwaffles, Andrea, FallacyofUrist, Helmacon
0 - Crystal Optics:
Myark:
2 - Send to Western Sea - FallacyofUrist, Chiefwaffles
Just thought it was worth bringing up.we should ask the GM if the fireball is actually explosive or if it is just a ball of hot gas that spreads on impact or something.
Don't get too caught up on specifics. Don't forget that it's all dice and judgement behind the scenes of designs and revisions.
RAM, Evicted never said Blastballs produce any notable amount of smoke.They produce smoke, I wish to advance our explosives from gunpowder to smokeless powder. Because this is exactly the sort of ridiculous arbitrary attempt to make modern technology that doesn't fit into our abilities or needs that has been all the rage lately.
Also, what's the point of gunpowder?
Despite its name, smokeless powder is not completely free of smoke;[2]:44 while there may be little noticeable smoke from small-arms ammunition, smoke from artillery fire can be substantial.Note how we have gotten zero indication of smoke ever being a problem in this entire time we've had artillery, or even blastball artillery.
With no steam cloud or movement required on their part, their often unseen and unheard beyond the report of their rifles.That's right. Evicted clearly and explicitly states that our rifles do not produce any visual indicators of being fired. He even said no steam cloud. He wouldn't list this as a benefit if there was just a smoke cloud replacing it. He doesn't even mention a muzzle flash.
I mostly wanted to respond to the smokeless thing because I'm afraid that there's a miniscule chance where if I don't, Evicted may go "Huh, why doesn't it make smoke clouds?". Again, miniscule chance, but it exists.Yeah, now this is the thing that I will not go along with. You are free to have your own philosophy on the matter, but Imma be open about stuff.
Revision:
5 - Better Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490741#msg7490741): Chiefwaffles, Andrea, FallacyofUrist, Helmacon, Kadzar
0 - Crystal Optics:
Myark:
3 - Send to Western Sea - FallacyofUrist, Chiefwaffles, Kadzar
Revision:Phew! Got here just in time. Man this vote was close!
6 - Better Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490741#msg7490741): Chiefwaffles, Andrea, FallacyofUrist, Helmacon, Kadzar, Andres
0 - Crystal Optics:
Myark:
4 - Send to Western Sea - FallacyofUrist, Chiefwaffles, Kadzar, Andres
For our next revision, I'm thinking we should do this:We really, truly have better things to do than using a Revision phase on heavier crystal. We'll need to do something about their tornadoes next turn since we're not doing anything about them this turn.
1 - Chiefwaffles' Thesis - FallacyofUrist
GM, now that magegems are produced by our crystalworks, do they become an expense level lower?Haaaaaaah.
Awesome! Exactly what we set out out do. I'll post my thesis soon.
Evicted, two questions:
I'm assuming we can't equip all our Expensive HA1s with Expensive Blastshells?
And was there enough size reduction so we can equip the Expensive Blastshells in smaller cannons?
Oh, and we needed two A gems to power a SPSF-C before, right?
2 - The Connection between Sub-Reality and Reality and the Application of Sub-Reality Ambient Energy in Magegems (Chiefwaffles' Thesis): FallacyofUrist, Chiefwaffles
3 - The Connection between Sub-Reality and Reality and the Application of Sub-Reality Ambient Energy in Magegems (Chiefwaffles' Thesis) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7491649#msg7491649): FallacyofUrist, Chiefwaffles, Kadzar
3 - The Connection between Sub-Reality and Reality and the Application of Sub-Reality Ambient Energy in Magegems (Chiefwaffles' Thesis) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7491649#msg7491649): FallacyofUrist, Chiefwaffles, Kadzar
1 - The Wand of Fireballs: Revisted (http://www.bay12forums.com/smf/index.php?topic=163277.msg7491710#msg7491710): Andres
What if we just summon wasps directly inside their armor.What if we just summon wasps directly inside of them?
What if we just summon wasps directly inside their armor.What if we just summon wasps directly inside of them?
Future Design: AS-R2 Hybrid RifleDon't call it a "Hybrid Rifle". Just call it an R2. The R stands for Rifle. The simplicity makes it a much more aesthetically pleasing name. Putting Hybrid in the name just because it uses more than a single kind of technology would be pointless, otherwise we'd have to call our axes "hybrid axes" for being part stick and part chopping edge. Same goes for the cannons. Just call them cannons and maybe what kind of cannons they are, such as heavy or medium or light.
A magazine is placed inside the AS-R2 in order to store 4 bullets at a time. After a bullet is shot out, we use our bolt-action breech-loader to have a lever arm be flipped by the user, forcing a new bullet from the magazine into the barrel to be then fired out when ready.Bolt-action is fine. The rest, less so.
Ammunition is loaded via a clip. Four bullets are bundled together via being clipped onto a thin and small crystal bar. Clips are stored on the person and are small+light. They can be very easily and quickly loaded into the magazine from a slot in the top of the gun. The bullets are pushed downwards into the magazine while the crystal bar stays outside, and is then discarded.
Clips are stored in a stylish crystal ammunition "pouch" that will now come standard in Combat Armor. Hopefully.
The Magegem clip has been modified to allow for 2 AA Magegems, and we have optimized both the barrel to maximize pressure and the Blastball's energy usage to allow for 1 AA Magegem to support two SPSF-Cs. We use both our extensive Fireball experience here, and use a slightly less powerful Blastball thanks to the barrel optimizations allowing for increased muzzle velocity from the same pressure.
We considered combining the Magegem and bullet clips, but doing so would make reusing Magegem clips after recharging harder.
The AS-R2's operation is simple. A soldier clips in the Magegem and bullet clips. They can then fire once, quickly pull the lever in roughly two seconds, then fire again. They can repeat this to fire four bullets per clip. They then take out the Magegem clip to store it on their person for later recharge then insert new clips.
The new scope combined with greater accuracy will allow for sniping of the likes we've never seen before. At Extreme range, their commanders will be nearly instantly hit by a sniper using the scope on their AS-R2. Our advances can be shielded from ballistae by having AS-R2 users snipe the ballistae operators. Lightning (and tornadoes) can be easily stopped by sniping the mages. The extremely improved rate of fire will make our longbows effectively obsolete wherever they can be replaced. The AS-R2 will be an extremely versatile weapon of many users, from standard ranged to close combat to sniping to much more.
Clip-loading/Bolt-action - We already essentially have bolt action for breech loading. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7480114#msg7480114) We just add an internal magazine loaded via clips of 4 bullets. A bullet is pushed into the breech every time the bolt is opened by the user. Drastically[/I] increasing rate of fire.
2x Magegem Clip/Improved SPSF-C Effiency - We make a single clip holding two wired-together AA Magegems. By decreasing the power needed for the same muzzle velocity through optimizing the barrel and increasing the efficiency of the SPSF-C in general via our experience with fireballs, we make each AA Magegem power 2 firings. So one Magegem "clip" should power 4 bullets being fired out, matching our 4-bullet clip.
Mathemagics first came into being from crystals. I imagine that we can do a LOT with the basic elements of the crystal spells. I am inclined to think that we could summon somethign with a much higher density than anything related to our current crystals. I wouldn't preclude that it could be a form of crystal, but crystals have a massive tendency to be low-density. I am inclined(And I promise I had this idea last night, before C.W.'s heavy crystals, I am not just making a copy proposal for antagonism, not that there is anything wrong with making proposals inspired by other proposals, just please avoid making them objectively worse versions of the same thing and then take all the votes...) to propose weightite, and extremely dense and hopefully rigid material that is produced from its own version of the crystalworks. I would expect it to be at least twice as heavy as lead. The main point of this would be to use as ballast. We could build ballast beams for ships and cannon-platform foundations to secure our stuff to such that it wouldn't fly off during inclement weather. A tornado would have trouble lifting a lead beam, something with two or three times the density ought to be able to act as ballast enough to chain whatever we want to it and just wait for the nades to pass. It'd also work great for ammunition but we would probably spend two revisions going from steel munitions to weightite core-crystals body, then going all the way to discarded sabot ammunition using some sort of distance-triggered conjuration effect. I very much doubt that we would want to shoot anything much heavier than lead without reducing the launch-heft somehow.Revising crystal for the purpose of making a heavy material is a waste of a revision. The revision can instead be going into improving our Fireballs to blow up the tornadoes, not only dealing with that specific threat, but also giving us bigger Fireballs.
As to summoning wasps inside of things? I have been trying to set up long-range, coordinate-based summoning rituals for ages now. If you want I could dig up the wasp ritual. I packed in a lot of self-amusing extras that may not be to everyone's tast. Or maybe I can find the metaconjuration thing for conjuring fireballs spontaneously at long range?
have you thought about a fire selector?Too fiddly in practice and ultimately not worth the increased reload speed.
as in, a dial or control that allow us to change the power of the blastball used.
when sniping at long range they would use maximum setting, but at lower range they may want to reduce magic enery consumption, to get more shots while they don't need extreme muzzle velocity.
Clearly, doesn't work well with the integrated magazine.
Is there any reason to believe that small arms will be useful? Cannons can be weighed down enough to survive a tornado, somewhat, especially if they regenerate. Infantry lack the range, mobility, power, and survival to do anything about a high-altitude airship with tornadoes. We could beuilf a high-speed vehicle to close range and evade tornadoes. We could build something heavy and slow and hope that the airships just sit still and wait to get into range. We could attack the underlying principals of their flight and let gravity exterminate entire armies. We could try to fight them in the air where they have all the advantages, but at least we could, theoretically reach them.Handguns in sufficient numbers would murder their carpets. Snipers let us kill their officers and mages. There are not tornadoes everywhere, always, and infantry still plays a role in combat. Buffing our infantry makes us win fights more easily.
...
We could even try digging tunnels and hiding underground in the hopes that they don't have enough fire to expend all the oxygen at the entrances, not that oxygen depletion can be relied upon to exist...
But a handgun?
0 S.W.W.:Let the vote-wars commence.
0 Don't S.W.W.:
Don't call it a "Hybrid Rifle". Just call it an R2. The R stands for Rifle. The simplicity makes it a much more aesthetically pleasing name. Putting Hybrid in the name just because it uses more than a single kind of technology would be pointless, otherwise we'd have to call our axes "hybrid axes" for being part stick and part chopping edge. Same goes for the cannons. Just call them cannons and maybe what kind of cannons they are, such as heavy or medium or light.
Bolt-action is fine. The rest, less so.
Instead, make it a magazine. Magazines are generally more useful than clips, but that's not all. In the magazine are bullets. Simple. The bottom of the magazines will contain AA magegems. Connecting those magegems are circuits. The circuits go up to the top of the magazine, not connected to anything. When the magazine is loaded into the gun, the circuits connect with the gun. When the trigger is pulled, the gun - using the connection attained via the circuits - takes energy from the magegems to fire a bullet. When there are no more bullets, remove the magazine and store it. Take note of how in the firing of the gun, the soldier has to put in and take out only a single magazine, compared to putting in and taking out two clips (one with bullets, the other with magegems). This reduces design complexity and makes reloading faster.
The revision of the SPSF-C is unnecessary and will probably result in failure. ((GM said no to this kind of revision.))
I still like my idea of weighted crystal shells. It's a minor crystal tweak (trivial) + material swap (trivial). Reduces the expense of our shells while potentially even making all of them a bit better. Also kind of helps with our supply lines, since mages could summon shells. (It wouldn't be that effective, but summoned shells > no shells and we'd still be relying on actual machined shells.)Mathemagics first came into being from crystals. I imagine that we can do a LOT with the basic elements of the crystal spells. I am inclined to think that we could summon somethign with a much higher density than anything related to our current crystals. I wouldn't preclude that it could be a form of crystal, but crystals have a massive tendency to be low-density. I am inclined(And I promise I had this idea last night, before C.W.'s heavy crystals, I am not just making a copy proposal for antagonism, not that there is anything wrong with making proposals inspired by other proposals, just please avoid making them objectively worse versions of the same thing and then take all the votes...) to propose weightite, and extremely dense and hopefully rigid material that is produced from its own version of the crystalworks. I would expect it to be at least twice as heavy as lead. The main point of this would be to use as ballast. We could build ballast beams for ships and cannon-platform foundations to secure our stuff to such that it wouldn't fly off during inclement weather. A tornado would have trouble lifting a lead beam, something with two or three times the density ought to be able to act as ballast enough to chain whatever we want to it and just wait for the nades to pass. It'd also work great for ammunition but we would probably spend two revisions going from steel munitions to weightite core-crystals body, then going all the way to discarded sabot ammunition using some sort of distance-triggered conjuration effect. I very much doubt that we would want to shoot anything much heavier than lead without reducing the launch-heft somehow.Revising crystal for the purpose of making a heavy material is a waste of a revision. The revision can instead be going into improving our Fireballs to blow up the tornadoes, not only dealing with that specific threat, but also giving us bigger Fireballs.
Is there any reason to believe that small arms will be useful? Cannons can be weighed down enough to survive a tornado, somewhat, especially if they regenerate. Infantry lack the range, mobility, power, and survival to do anything about a high-altitude airship with tornadoes. We could beuilf a high-speed vehicle to close range and evade tornadoes. We could build something heavy and slow and hope that the airships just sit still and wait to get into range. We could attack the underlying principals of their flight and let gravity exterminate entire armies. We could try to fight them in the air where they have all the advantages, but at least we could, theoretically reach them.
...
We could even try digging tunnels and hiding underground in the hopes that they don't have enough fire to expend all the oxygen at the entrances, not that oxygen depletion can be relied upon to exist...
But a handgun?
1.) The AS-R1 is called "Hybrid Rifle". I'm just keeping the name.1. The R1 shouldn't have had "Hybrid Rifle" added to its name. The R2 shouldn't have it just because the R1 had it and in fact it should be excluded.
2.) They have magic powering the rifle's mundane way of shooting projectiles. Hybrid.
1.) I'll think about the magazine part. I still don't really like it though.1. What's not to like about it? It simplifies the reloading process. That meaning less moving parts - meaning greater reliability and higher chance of design success - and increased reload speed. We could incorporate magazines into things besides bolt-action rifles, such as pistols, assault rifles, and submachine guns. It's logistically easier, because instead of having to make, transport, and keep track of two separate types of clips, you just have one kind of magazine.
2.) When did he say that regarding the SPSF-C? We have extreme experience in this kind of thing, and it's just a very small revision within the scope of the design directly intended to improve an aspect of the design.
1) No.
I still like my idea of weighted crystal shells. It's a minor crystal tweak (trivial) + material swap (trivial). Reduces the expense of our shells while potentially even making all of them a bit better. Also kind of helps with our supply lines, since mages could summon shells. (It wouldn't be that effective, but summoned shells > no shells and we'd still be relying on actual machined shells.)Our blastshells are bottlenecked by the cost of magegems. If all our magegems were cheap, our blastshells would be cheap. Making blastshells out of crystal would still have them be Expensive because a vital component in their design - magegems - are Expensive.
1. The R1 shouldn't have had "Hybrid Rifle" added to its name. The R2 shouldn't have it just because the R1 had it and in fact it should be excluded.
2. Magic is how we propel all our guns. None of our guns use non-magic propellant. Please stop sticking "hybrid" on anything that does not purely use magic. It's really annoying to see it included in the names of all our guns and I really hate the idea of looking at our list in the future and seeing "hybrid tank, hybrid rifle, hybrid helicopter, hybrid cannon, etc." all because they happen to use fireballs to power them. Please, just drop the name and save it for when it would be actually meaningful. Just as an example, using "hybrid" in the name of a gun that is also a sword would be a meaningful use of the term.
1. What's not to like about it? It simplifies the reloading process. That meaning less moving parts - meaning greater reliability and higher chance of design success - and increased reload speed. We could incorporate magazines into things besides bolt-action rifles, such as pistols, assault rifles, and sub-machine guns. It's logistically easier, because instead of having to make, transport, and keep track of two separate types of clips, you just have one kind of magazine.
By the way, I forgot to mention last time, but I hope you don't mean to make our combat armour have pockets. It would make more sense to give our soldiers stuff to wear over the armour - like bandoleers and jackets - instead.
2. Read here (http://www.bay12forums.com/smf/index.php?topic=163277.msg7490815#msg7490815) for my question and this was his response:1) No.
With the blastshell, there are two in-design revisions that could've been done, one of which we tried to go for. The first in-design revision could've been making magegems more powerful so we could outfit smaller shells with the designs or make the HA1 ones cheaper. (We did not try to go for this one.) The second in-design revision that could've been making the PSF-C exert a constant force rather than a brief force. (We did in fact try to go for this one.)
If adding an explosive payload would've made the shell too expensive, couldn't the excess success of the 6+1 have gone to achieving one of these two revisions? (The R1 got a 2 to effectiveness but we still got the Fireball revision.) If not, which stats and in what circumstances allow for these in-design revisions to be completed or to spontaneously happen? (A low complexity/ambition design might be it, but to my understanding high complexity/ambition designs just result in lower bonuses/higher DCs.)
Our blastshells are bottlenecked by the cost of magegems. If all our magegems were cheap, our blastshells would be cheap. Making blastshells out of crystal would still have them be Expensive because a vital component in their design - magegems - are Expensive.
Honestly, the expense system is a load of crap. A wooden shield runs the risk of being a NE and a top-of-the-line ship has the chance to be Cheap.And this obviously doesn't just apply to rifles.
It'd be easier to make judgement calls, but now we wind up with things using Expensive components that somehow end up cheap.
You can just "make rifles cheaper", yeah. They'll get cheaper despite the gems.
Another thing to consider is that summoned crystal disappears in the presence of anti-magic. Only machined crystal is immune to it. The idea of conjuring crystals is a good one, but the Conjuration magic needed to make it work wouldn't be summoning, it would be teleportation. They'd need to get already-made machined crystal ammo rather than make it themselves.
All that said, I support the idea of a kind of heavier crystal, but only if it's heavy as a compromise to increase its durability. Even then, we currently have little need for crystal of a more durable quality and there are more pressing things which require a Revision.
Glory to Arstotzka.
It's not a big deal. I just like having names that are more than one word. "AS-R2 Rifle" doesn't have the same ring to it.It shouldn't be called an "AS-R2 Rifle", it should just be called an "AS-R2" and that actually has a pretty good ring to it. ((The AK-47 is not called an "AK-47 Assault Rifle" or anything like that, it's just called an AK-47 and it's better for that.))
1.) It's still more complicated involving the process of recharging Magegems. While it is possible to make a single magazine/clip containing both Magegems and bullets, remember that Magegems are reusable while bullets are not. We can make the Magegems detachable/removable/whatever, but in the end it's still adding complexity and still rigid if we ever upgrade our magegems/improve efficiency.I don't see how it would make it any more complicated to recharge. Instead of taking out the magegem clip from the gun to recharge the magegems, you take out the magazine from the gun to recharge the magegems in it. That magegems are reusable and bullets aren't doesn't really matter. Our men wouldn't be forced to throw away their magazine just because they once held bullets or anything.
Our mages can already very easily make crystals of any shape.This, to my knowledge, is not true. As I understand it, they can only make lances, axes, and caltrops.
It shouldn't be called an "AS-R2 Rifle", it should just be called an "AS-R2" and that actually has a pretty good ring to it. ((The AK-47 is not called an "AK-47 Assault Rifle" or anything like that, it's just called an AK-47 and it's better for that.))Sure. But I'm still finding a word to replace Hybrid.
I am willing to trade you a favour to drop "Hybrid" from your designs and revisions unless it's in an actually meaningful way, i.e. in a manner similar to how I described.
This, to my knowledge, is not true. As I understand it, they can only make lances, axes, and caltrops.Okay, let me change that.
Future Revision: Crystal Weight/Durability SelectionSeems... unnecessary.
This is a revision of our crystalworks. Since we invented transparent crystal, our crystalworks has made different kinds of crystal. Transparent crystal was the first crystal variant, but the crystal now used to make our magegems is another example. Now, we give our crystalworks a new capability - allowing it to change the weight of our crystal to alter its durability and vice-versa.
Let's say, for example, that 10 cm of our crystal weighs 10 kg and has 10 units of durability. Currently, our crystalworks can only make that kind of crystal. With this revision, our crystalworks can now make that crystal weigh less or more for less/more durability. It could, for example make crystal where 10 cm weighs 5 kg and thus has only 5 units of durability, or it can make that crystal where 10 cm weighs 20 km and has 20 units of durability. It's not limited to those types, being capable of making 10/3/3 crystal, 10/7/7 crystal, 10/15/15 crystal, and more.
Sure. But I'm still finding a word to replace Hybrid.That defeats the purpose of my request. I'm not going to give you any favour if you do something like swap the name to something equivalent like "Combination" or something.
Seems... unnecessary.We can only modify the crystal to a single set as is. For example, if we were revising our plate armour to use crystal and to use a heavier, more durable version of crystal, our crystalworks would from them on be able to produce that new heavier, more durable crystal but that's it for new types of crystal. Similarly, if we want to revise something to use crystal instead of metal and we want the crystal to be lighter, we would get a new kind of lighter crystal, but that's the only new kind of crystal we get.
Precedent (Combat Armor) has shown we can very easily modify crystal as needed. A revision like this wastes an action doing nothing when we can already modify the nature of crystal easily.
That defeats the purpose of my request. I'm not going to give you any favour if you do something like swap the name to something equivalent like "Combination" or something.Not combination. "AS-R2 Infantry Rifle" or "AS-R2 Precision Rifle" or "AS-R2 Self-loading Rifle". Something like that. I want a more formal name to use in situations, even if "AS-R2" is used the majority of the time.
We can only modify the crystal to a single set as is. For example, if we were revising our plate armour to use crystal and to use a heavier, more durable version of crystal, our crystalworks would from them on be able to produce that new heavier, more durable crystal but that's it for new types of crystal. Similarly, if we want to revise something to use crystal instead of metal and we want the crystal to be lighter, we would get a new kind of lighter crystal, but that's the only new kind of crystal we get.If you make immediate benefits clear and explicit, then maybe. I'm sure Evicted isn't a particularly big fan of getting nebulous improvements and being expected to apply benefits wherever it seems to apply.
This revision obsoletes that kind of revision, giving us crystal of any weight or durability we want. It means anything which uses crystal would be improved by using whatever type of crystal would be optimal for them. This is best for guns and engines as they could user lighter or heavier crystal for their parts, resulting in a design with optimal weight/durability no matter what.
It also means we need to do less when we make designs and means we need to revise less. Right now, if we design a tank and we want to make its crystal armour more durable than our standard crystal, doing that crystal would increase design complexity. With the crystalworks revision, we'd waste no time on developing a new type of crystal, we'd just find the optimal weight/protection for its crystal armour and apply it. This crystalworks revision also means that designing/revising faster/more durable tanks wouldn't be required - we'd just make the same kind of tank but with lighter/heavier crystal for its armour.
Let's say, for example, that 10 cm of our crystal weighs 10 kg and has 10 units of durability. Currently, our crystalworks can only make that kind of crystal. With this revision, our crystalworks can now make that crystal weigh less or more for less/more durability. It could, for example make crystal where 10 cm weighs 5 kg and thus has only 5 units of durability, or it can make that crystal where 10 cm weighs 20 km and has 20 units of durability. It's not limited to those types, being capable of making 10/3/3 crystal, 10/7/7 crystal, 10/15/15 crystal, and more.I would just like to say that those numbers are terrible. I assume that they are just hypothetical examples, but it needs to be nipped in the bud before anyone starts citing the specific numbers mentioned.
If we could get a material that is, say, four or five times as dense as steel, then that would be useful for ammunition and ballast. Assuming that it has any half-decent material properties, then it would also be great for heavy armour and extreme-resistance needs. And given that this is all based upon conjuration, and we have already seen how easy it is to tweak things with the wasps into fire wasps, it should be no more than a design to get a superior original material. The hard work of making it permanent has already been addressed so it should be easy.The numbers were just hypothetical examples.
Crystal on the other hand would be based upon the original crystals. Getting them to the density of steel would be difficult, and they would not necessarily keep their proportional strength. No dount it would be an excellent replacement for steel, but we do already have steel, and the lack of depleted uranium bullets and titanium armour is more of a hole than the lack of rigid steel.
As for the theory? It is not terrible. Adjusting crystals would help. I doubt that we would get a fair trade. We are probably already pushing the limits of how light it can get with anywhere near this level of strength, but who knows. As for heavier? I feel that heavier would be better done with other things.Crystal is a wonder material made of magic. We can assign it whatever properties we want as a result so long as we put in the Revision to make it so. Making a new material is unnecessary, does not benefit from our crystalworks, and would not get a bonus due to us never having worked with it and due to not getting the +1 that all crystal-related rolls get.
If we could get a material that is, say, four or five times as dense as steel, then that would be useful for ammunition and ballast. Assuming that it has any half-decent material properties, then it would also be great for heavy armour and extreme-resistance needs. And given that this is all based upon conjuration, and we have already seen how easy it is to tweak things with the wasps into fire wasps, it should be no more than a design to get a superior original material. The hard work of making it permanent has already been addressed so it should be easy.
Crystal on the other hand would be based upon the original crystals. Getting them to the density of steel would be difficult, and they would not necessarily keep their proportional strength. No dount it would be an excellent replacement for steel, but we do already have steel, and the lack of depleted uranium bullets and titanium armour is more of a hole than the lack of rigid steel.
Fair-day cageWe can maybe get experience from the frost towers as a large edifice and conjuration on the basis of arbitrarily imposing our will to directly make things exist... and also circuits help, but we really need to formalise that into ritual magic for massive undertakings.
An intricate metal box formed of untold thousands of subtle wire patterns, studded with innumerable gems and intricate spell-work. It accumulates the weather-based desires of all the surrounding soldiers and uses them to summon forth their ideal weather conditions, which typically involve the absence of lightning... national effort wish-granting magic
Did I mention how I love that we even have our own slurs for the enemy here? Honestly, it's the community that nights these arms race games.((Moskegger))
((What's the kegger slur for us?))
control over where and how lightning strikes. They can't force it to perform impossible tasks, but they can encourage it to flow through an Arstotzkan soldier rather than down a lightning rod.Just for my own peace-of-mind, I am just going to say that it is easier to get lightning to travel horizontally than to go through a human when there is a nice, tasty metal rod sitting next to them just oozing with conduction and capacity. I dare say it would even be easier to get lighting to go through an S-bend. There, I have said it, now I can happily go back to playing in a fictional setting!
DevumesWe don't mine magegems. Our crystalworks now make them.
These small flowering annuals have had their nature magically attuned to gems. By carefully making an incision and implanting a gem into the bulb prior to planting, the plant channels minerals and magic from the environment into the gem and causes the gem to grow at a miraculous pace(for gems). Thus, when the bulb is harvested, the gem has become much larger. These large gems can be used for all existing gemcraft, allowing larger versions or cutting these larger gems to make smaller gemcrafts more numerous. With this we will finally be free of the yoke of being forced to mine for new gems, we simply need to preserve enough to maintain a steady harvest.
Of course, one can also apply dogwood staves to accelerate this effect...
GM, would our commanders prefer an APC to get our infantry into the fight more safely or would they prefer accurate bolt-action rifles with the choice of a scope?
We have a mage gem bonus, but I think we should concentrate on making an APC.I'm sorry, why are we even considering steel? Steel should be a banned word in Arstotzka at this point. It's been well established that Crystal is a very good conductor of energy, electrical or magical. And we also have the electricity-resistant form of crystal (which needs extra precautions to resist lightning). The only thing you could say Steel beats Crystal at is in brittleness, but the difference is rather minor and beat practically by every other advantage of crystal.
If we have steel external armor with cooling circuits and crystal inside it should allow it to survive a large amount of damage by lightning. We would need one or two mages inside the thing to power and repair it but even a slow one with heavy armor carrying like 8-10 soldiers would be devastating. Extra armor would only add weight also, steel and crystal should both be cheap enough, and allow it to not be knocked around by tornadoes or be penetrated by bolts or flying debris.
As an alternative, some kind of strong magic shielding spell might be good, but that veers into new magic territory.
DESIGN
1 - AS-PSD-1 Kinetic Resistor "Blastshield: Chiefwaffles
0 - AS-LFV-1 "Protector":
Based on the last battle report, I wound say an APC is not at all necessary. I think we ought to make an armoured tank using that engine credit we have gathering dust in the corner.
Also, idea.
The thesis was on replicating the link with the aether that our mages naturally posses. Given a few improvements to our mind magic, it might be possible to make a sort of "mage crown" that links aether gems into the mind of a normal solder, letting them act as a mage despite the lack of a natural magical connection.
DESIGN
1 - AS-PSD-1 Kinetic Resistor "Blastshield: Chiefwaffles
0 - AS-LFV-1 "Protector":
1 - AS-R2: Andres
DESIGN
1 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2: Andres
Quick question: Do antimagic charms prevent lightning from being directed through a soldier instead of into their lightning rod?
The magegems are AAA which aren't yet capable of providing enough SPSF-Cs for 4 bullets, but that's what the Revision phase is for. We were planning to increase their capacity anyway.As far as I can tell, the design doesn't actualyl function at all unless there is a specific, and successful, revision. Also, it is a revision that has already been done in the previous turn. I would expect to experience diminishing returns from repeating the same effect, thus I feel we ought to do something more dramatic to improve the gems. Also, most of that design is pretty mundane. The magazine might be a bit ambitious for a revision, but the lenses and barrel are probably revisable, and I doubt that we are getting aerodynamic bullets easily without a justification for it. aerodynamics is very difficult and it is non-magical so we are trying to do it with dark/middle-age resources. I feel that if we want to start on aerodynamics we should first build a hydrodynamic hull that works mostly in two dimensions and offers highly visible wakes and eddies.
DESIGN
0 Devumes:
1 Linked Mage Gems: RAM
0 War Wagon:
0 AS-PSD-1 Kinetic Resistor "Blastshield":
1 AS-LFV-1 "Protector": Chiefwaffles
1 AS-R2: Andres
0 Underwater Naval Cannon Engine:
We have an advantage in melee. When we engage in melee, we win more often. Of course, our advantage here is much smaller than our artillery advantage. If Moskurg introduces an infantry-helping design, then we lose our melee advantage. But the main problem is that a huge portion of our troops die before they make it to melee, decreasing the effect of our melee advantage.We have a small advantage in melee. We win more often, but the margin isn't significant. We keep wasting a huge portion of our troops running into a fight where they have a small advantage rather than staying back behind cover killing the enemy infantry where said enemy infantry can't kill them back.
We have a small advantage in melee. We win more often, but the margin isn't significant. We keep wasting a huge portion of our troops running into a fight where they have a small advantage rather than staying back behind cover killing the enemy infantry where said enemy infantry can't kill them back.We have an advantage. That's my point. It's been clearly stated as a factor.
Rifles will greatly reduce the number of troops we lose attacking enemy infantry by reducing the distance they have to cover before they can engage with the enemy and by letting them take cover.Artillery does that.
Rifles will greatly increase the amount of enemy infantry our troops can kill compared to their current melee weapons or an APC.You're misunderstanding the point.
Developing the R2 would not only get us a general battlefield rifle for our troops to use, but also give us a true sniper rifle. Moskurg relies on its wizards to cast their lightning, their tornadoes, and to guide their ballista bolts. In all likelihood it'll be these wizards who will cast the spells which will counter our artillery. A proper sniper rifle would massively increase the amount of their wizards our men can kill, significantly reducing their anti-artillery spells and their regular stock of spells.We don't need a sniper rifle. We have extreme amounts of fairly accurate (but more importantly) and explosive artillery. It would be nice, but see my previous points. We need new advantages, not add to our artillery advantage. Artillery is "kill them from afar via shells". Sniper rifle is "kill them from afar via
A sniper rifle would also significantly lower enemy morale by taking out their officers, greatly increase Myark's killing power, and keep our heir safe by keeping him back, as opposed to designing a vehicle meant solely to take him into the thick of a battle where we only hold a small advantage over the enemy. If we're particularly lucky, Myark, combined with our anti-wizard squads, will be able to finally kill Al-Mutriqa. Snipers would also mean we have better odds of taking out Moskurg's heir, especially compared to an APC.We already are doing very well at taking out their officers.
Finally, developing the R2 will include the development of magnifying optics, which will be useful in scouting, spotting, and aiming in general. A very good invention to have.Flares already serve that purpose very well. Optics could also very easily be done in a revision to the Combat Armor's visor, which is more useful than a scope.
DESIGN
1 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
2 - AS-R2: Andres, FallacyofUrist
archersAnd that's another thing! Archers! Moskurg's adamantium means that archers simply aren't that useful anymore. It's just too tough to reliably pierce through. Swapping out our longbows with R2s will mean that we'll have a considerable percentage of our infantry having a much needed combat boost, once more allowing them to have significant effect against the enemy.
It doesn't matter how well our soldiers can kill Moskurgers. We need to get our soldiers there alive before they can start killing. And if your answer is "make it so they don't have to cross no man's land!" then that's literally what artillery does.You keep maintaining this contradictory stance. It's either "Our infantry need to kill Moskurgs, but they have to go over no man's land to do so. Let's give them APCs to do that" or "Our infantry don't need to kill Moskurgs. Our artillery kills the Moskurgs for them", but not both.
What if they counter our artillery? We need advantages which don't just build on artillery.I mentioned the possibility of them countering our artillery in my argument. They will in all likelihood do so by having their wizards cast a spell. An R2 - a proper sniper rifle that's accurate beyond Moderate range - will significantly increase our men's ability to do so. Not only that, but it'll cut down on them casting other spells as well, spells like the lightning which their carpet wizards continue to cast.
Flares already serve that purpose very well.This idea of "we have flares, so it's not that important to get optics" is so ludicrous I'm not going to waste any breath arguing over it. If that's not what you meant, I apologise, but please choose your words more carefully next time.
Optics could also very easily be done in a revision to the Combat Armor's visor, which is more useful than a scope.A waste of a Revision. It's more efficient to get magnifying optics as part of the R2, then we can just retrofit it into our visors.
And that's another thing! Archers! Moskurg's adamantium means that archers simply aren't that useful anymore. It's just too tough to reliably pierce through. Swapping out our longbows with R2s will mean that we'll have a considerable percentage of our infantry having a much needed combat boost, once more allowing them to have significant effect against the enemy.Or we can just use artillery.
You keep maintaining this contradictory stance. It's either "Our infantry need to kill Moskurgs, but they have to go over no man's land to do so. Let's give them APCs to do that" or "Our infantry don't need to kill Moskurgs. Our artillery kills the Moskurgs for them", but not both.
Currently, our infantry DO need to kill Moskurgs and thus DO need to cross no man's land, getting hit by the enemy as they run across it. Better the R2 than the APC because while they might both reduce no man's land casualties in their own way, the R2 almost completely does away with melee casualties whereas an APC will at most reduce them.
Charging across no-man's land is still pretty lethal for both sides despite their new armor
I mentioned the possibility of them countering our artillery in my argument. They will in all likelihood do so by having their wizards cast a spell. An R2 - a proper sniper rifle that's accurate beyond Moderate range - will significantly increase our men's ability to do so. Not only that, but it'll cut down on them casting other spells as well, spells like the lightning which their carpet wizards continue to cast.That's literally what our artillery is already doing. This won't help in any way because it's already being done excellently.
This idea of "we have flares, so it's not that important to get optics" is so ludicrous I'm not going to waste any breath arguing over it.That's not what I said. But let me restate my point then.
A waste of a Revision. It's more efficient to get magnifying optics as part of the R2, then we can just retrofit it into our visors.Not possible because this is not how retrofitting works. Retrofitting is if we upgrade a design already used somewhere else or if we make something very similar to an existing design used somewhere else, or if we make something that another design that we already included slots for in another design.
DESIGN
2 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
2 - AS-R2: Andres, FallacyofUrist
For the rifle, firing speed isn't the real issue right now, it is cost and accuracy.Read into the design. The R2 isn't just RoF, it also aims to improve upon the accuracy of the R1 and give it a scope. That solves the accuracy. The improvement of rate of fire also makes up for the lack of decreased cost. It's still more bullets downrange, it's just that the increase is due to better guns rather than more guns. It's probably even the superior option in this regard as the resighting our troops will have to do won't be as severe.
DESIGN
2 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
2 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres, FallacyofUrist
DESIGN
2 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
3 - Catgirl Assassins: RAM, FallacyofUrist, Andres(tentative)
DESIGN
2 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
2 - Catgirl Assassins: FallacyofUrist, Andres(tentative)
DESIGN
2 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
3 - Catgirl Assassins: RAM, FallacyofUrist, Andres(tentative)
DESIGN
3 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer, Kadzar
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
3 - Catgirl Assassins: RAM, FallacyofUrist, Andres(tentative)
I didn't want to vote for another Chiefwaffles design, but we do need something to protect the prince, and, though I was thinking of writing up a proposal for prefabricated crystal bunkers, I think a tank would probably work better.The Protector is not a tank, it's an APC. Its purpose is to go right up to the enemy and unload its troops to fight in melee. All the Protector will do is protect the prince as he travels into the battle, then let him go into a melee where we only hold a small advantage. The R1 would keep him well out of the thick of the fighting entirely.
DESIGNWe must band together to fight this evil of design.
4 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer, Kadzar, helmacon
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
3 - Catgirl Assassins: RAM, FallacyofUrist, Andres(tentative)
Also our heir is a wizard so he would likely be piloting and powering the thing and aiming the guns, not jumping out.They are more assassin than ambush predator, the detection spell should not be an issue. And they are stealthy and ought to be able to use weapons and armour as normal. I guess some stealth armour would need to be revised in to actually make use of that. I didn't really specify that they can use weapons, but I did mention that the claws were a backup weapon so hopefully the assumption that they can still do what they normally would with their hands is intact, and if they get a flaw that says otherwise then there is not much as can be done about that.
So what powers are we giving the cat assassins? What I read is silent movement, climbing and good senses at night. When the enemy has a spell that can detect ambushes.
DESIGN
4 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer, Kadzar, helmacon
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
4 - Catgirl Assassins: RAM, FallacyofUrist, Andres(tentative), Draignean
DESIGN
5 - AS-LFV-1 "Protector" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271): Chiefwaffles, voidslayer, Kadzar, helmacon
0 - AS-PSD-1 Kinetic Resistor "Blastshield" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497271#msg7497271):
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7497288#msg7497288): Andres
4 - Catgirl Assassins: RAM, FallacyofUrist, Andres(tentative), Draignean
So before Evicted rolls the designs, I'll ask one more time:Give the cannons grapeshot. It's a very simple addition that gives them better close-range firepower. They're IFVs so they'll need it, especially since they won't have explosive ammunition.
Does anyone have any last-minute feedback for the Protector?
1 - Cannon Silencer - FallacyofUrist
I w-was soooo close...
Cannon Silencer: Using a special coating of very thin specially made crystal around the barrel of any of our guns from the largest to the smallest, we can vastly decrease the amount of noise they make when they fire. This lets them be fired at a slightly higher speed given that our men no longer need to hunker down before firing a gun, but more importantly it makes the AS-R1 far more useful for sniping by making it much harder to tell where that shot came from, increasing their usefulness for our future Catgirl Assassins or Catboy Snipers.Quote from: Hail Cat2 - Cannon Silencer - FallacyofUrist, RAM
0 - Satin Flares -
Caterpillar tracks are impossible. We can do it with magic, sure, but the materials simply do not exist to make something sufficiently flexible and durable. Even linked crystal plates would be hoping for too much. It is back to the issue of conveyors. It is the year 1000ish, conveyor belts are not happening unless magic is intervening. If we want to make a shiny new plant with bark that is just right for conveyors? A little bit of stretchiness, zero permanent degradation, largely impervious to cutting or piercing outside of special efforts used in construction... Such a thing would have value in reinforcing armour, spall protection, clean socks, invulnerable flags, weather-proof sails... It is not something that we can't do if we invest the magic into doing it, but it is quite impossible through mundane means. So, basically, this is a design for a new material. Or maybe we want flexible rubber-crystals from a revision...
2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
1 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles
I w-was soooo close...This is a bad version of a silencer. I will improve upon the base concept.
Cannon Silencer: Using a special coating of very thin specially made crystal around the barrel of any of our guns from the largest to the smallest, we can vastly decrease the amount of noise they make when they fire. This lets them be fired at a slightly higher speed given that our men no longer need to hunker down before firing a gun, but more importantly it makes the AS-R1 far more useful for sniping by making it much harder to tell where that shot came from, increasing their usefulness for our future Catgirl Assassins or Catboy Snipers.Quote from: Hail Cat1 - Cannon Silencer - FallacyofUrist
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.That's not "a thing that jut tells you if you are walking into a trap." That's a very general use spell.
Our cannons are magical.It is extremely obvious what it means by magical. Men waiting in ambush with weapons, whether those weapons are magic, magic-based, or mundane, is a non-magical ambush. A magical ambush is one that is entirely magic. Like making a place explode when people walk by.
A sniper waiting for a target to enter a sighted location is generally regarded as different from an ambush. Don't ask me why but it seems mostly a matter or range and numbers. It seems silly to differentiate them like that, but magic has more respect for semantics and implications than physics does..."This is wrong. Don't ask me why, but it is."
"Warn us if we are about to be attacked by Arstozka" and "Locate all enemies within small arms range to useful precision" are extremely powerful spells. The equivalent would be churning dragons out of Summon Wasp. Or using summon fog to make adamant-eatingly corrosive gas...More RAM Assumptions-Based-On-No-Logical-Or-Empirical-Basis™.
Snipers do not need to ambush, they can hunt just fine, completely different.It's obvious the similarity between sniping and ambushing and it feels like one would have to act dumb (in the figurative sense, of course) to pretend that similarity doesn't exist.
Snipers can act as distractions for infiltrators. Snipers pick off a few then retreat. Hunting parties run out. Then some feline females sneak in and suddenly the Kegger airships develop an interest in unassisted skydiving...
So, sure, they have spells, spells can do stuff, but it isn't really relevant.What?
They could use the same spell to precisely plan out exactly where all our cannon shells are going to land and set up all their stuff in the safe spaces between the eventual impact points. That doesn't mean that it is particularly plausible that they would be able to do so within a practical timeframe.They already do that. Their spell that does it is just buggy. Probably because of that roll labeled "Bugs".
2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
2 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea
2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
3 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea, Draignean
I'm not super into the giga works, but the silencer us just plain bad.Quote2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
4 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea, Draignean, helmacon
2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
4 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea, Draignean, helmacon
1 - Aether-Enhanced Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499773#msg7499773): Kadzar
2 - Cannon Silencer: FallacyofUrist, RAM[/quote]
0 - Satin Flares:
5 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea, Draignean, helmacon, Urist Mc Dwarf
1 - Aether-Enhanced Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499773#msg7499773): Kadzar
2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
5 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea, Draignean, helmacon, Urist Mc Dwarf
1 - Aether-Enhanced Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499773#msg7499773): Kadzar
1 - Improved Magegem Storage Capacity: Andres
That's basically what my revision does; it's just fluffed so that it isn't just saying "make this better in some abstract way" and to get a bonus from the Prince's thesis. But I'm fine with making any modifications you think necessary to work.Quote2 - Cannon Silencer: FallacyofUrist, RAM
0 - Satin Flares:
5 - Crystalworks Mk2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499098#msg7499098): Chiefwaffles, Andrea, Draignean, helmacon, Urist Mc Dwarf
1 - Aether-Enhanced Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7499773#msg7499773): Kadzar
1 - Improved Magegem Storage Capacity: Andres
It would make +R and +E shells cheap, makes +RE expensive, and give us a powerful completed technology to work from.
Glory to Arstotzka.
1) same stuff smaller scale1. Ok, but what material? Stone, metal, or crystal? If it's made out of crystal, the new crystalworks should drive its price down, giving us Cheap Crystalworks Mk. 1, which means you'll have to decide what the Crystalworks Mk. 1 does when it's Cheap.
2) your generals assure you the war will be over in three years
3) k
2) your generals assure you the war will be over in three years
We can only advance a maximum of one step each year, regardless of how overpowering we are, likely for logistical reasons involving setting up and securing new supply routes.
2) your generals assure you the war will be over in three years
What? Which general made the treasonous claim we would not instantly win this year!
BJORN
2 - Plains: RAM, Chiefwaffles
Future Revision: Central Power (Requires Aethergem)When I started reading what this was supposed to do I had guessed that it was meant to reduce the number of apprentices necessary to perform civilian duties to 0, effectively making the AAAA cheap and giving us more apprentices to work with. That, in truth, is probably what Central Power should be trying to do. Our Crystalworks are not bottlenecked by power input.
In Arstotzka, the need of the people for magitech is growing. Citizens are beginning to see the use of older steam engines no longer in use by the military. Several paranoid citizens and some of the more upper-class citizens in Arstotzka have begun placing defenses on their properties.
This all requires magical energy. Power. Up until this point, we've had apprentices during their time at the Academy power devices around the city, but this is obviously quickly becoming unfeasible.
Our construction corp will oversee the construction of a crystalline tower in the middle of Arstotzka. The tower isn't particarly large or tall, but it's just tall enough to qualify as a tower.
In this tower we will place as many Aethergems as we can. Expense is not a concern, as we will only be needing one tower. The Aethergems shall be linked together via crystal wiring. Underground and/or above ground, crystal wiring will extend from the tower to the homes of the citizenry, factories, and government buildings. The citizens will be able to power their magitechnology without requiring the gift of magic, and our institutions and buildings will operate at increased efficiency without a reliance on clumsy human apprentices.
The immediate benefits are clear. First, the Crystalworks will operate at a much greater speed. The removal of apprentices from the equation mean we can pour as much power into the plant as the circuitry allows. Instead of being bottlenecked by the input of power, the Crystalworks will work at maximum capacity.
...
The idea of the above revision is to 1.) WIN THAT CULTURE UPDATE. 2.) Upgrade Crystalworks (if needed; hopefully with the Mk. 2 the Crystalworks bonus should actually start working now.) and 3.) Do more stuff?
BJORN
2 - Plains: RAM, Chiefwaffles
MYARK
1 - Desert: Andrea
BJORN
3 - Plains: RAM, Chiefwaffles, Helmacon
MYARK
2 - Desert: Andrea, Chiefwaffles
BJORN
3 - Plains: RAM, Chiefwaffles, Helmacon
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
BJORNAnd I doubt Bjorn's going to get wounded into the plains. The enemy would have to counter a significant portion of our artillery advantage (probably more than just explosive shells) and strengthen an existing advantage of theirs to do so. We have the Protector, which will work great in the desert, and a ton of things that just got reduced in Expense. Moskurg would have to do a lot with very good rolls to even get a "very minor victory".
3 - Plains: RAM, Chiefwaffles, Helmacon
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Don't allow women into army (for non sexist reasons, I swear!): Chiefwaffles
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Don't allow women into army (I'm a sexist, you see): Chiefwaffles
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
in this age, isn't the remaining 90% mostly stuck producing food for the rest?Not with dogwood wands. We have a fair amount of surplus we're not tapping into. Also, we already have female wizards.
Also, we already have female wizards.Source? I don't doubt you I just did not think that this was a thing.
Also, we already have female wizards.Source? I don't doubt you I just did not think that this was a thing.
Expense Credit: Arstotzka's Academy of Adequate Apprenticeship
The Academy has done a good job of training new apprentices in the mystical arts of mathemagics, but the limiting factor isn't the training - it's the enrollment. For a fine as the Academy is, it could house so many more burgeoning young mages than it currently does. Clearly, we need to find more apprentices.
The AAAA is proud to offer its very first military scholarship! By scouring the nearby villages and towns for youngsters with even the most remote hint of magical or mathematical talent and offering them a scholarship to attend the very prestigious Academy, we can almost double the amount of apprentices we can field. The only catch is that the individual must agree to serve two years in the Arstotzkan Military after their three-month education, but afterwards they're free to return to their villages and use their magic to improve the quality of life for their friends, neighbors, and family.
We get more sign-ups once we remove the mortality rate of apprentices from the flyer, but mathemagical talent is rare to find. Still, the halls of the AAAA are soon bustling with young men and women who will one day serve Arstotzka proudly on the front lines.
Glory to Arstotzka. Expensive
Note: you've about tapped all the magic users in your country. Newer ones are being born all the time and coming of age, but at the moment the only ones you don't have are the ones who've declined the offer.
Through the magic of "spend more money on it", the Crystalworks has recieved a bump in quality.
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres, voidslayer
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
1 - No orders this turn, let culture take it's natural course: Voidslayer
I really do not like any of those orders, also we should totally have Myark work with our heir to push the plains, we can maybe get a double front in the desert.Your objection seems to be a cultural one, but the one where we turn the heir into an Arstotzkan is completely strategic. It would be a massive blow to Moskurg morale. Please vote for it, or at least don't vote against it.
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres, voidslayer
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
1 - No orders this turn, let culture take it's natural course: Voidslayer
1 Let widows join as mundane troops for revenge: RAM
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres, voidslayer
ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
2 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles
1 Let widows join as mundane troops for revenge: RAM
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer
MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres, voidslayer
ORDERS
2 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
2 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles
1 Let widows join as mundane troops for revenge: RAM
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
1 - Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
1 - Make sure he learns to use an AS-R1.
MYARK
2 - Desert: Andrea, Chiefwaffles
3 - Plains: Andres, voidslayer, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 1 - Introduce her to catgirl culture: FallacyofUrist
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
3 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops)
2 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist
QuoteBJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
MYARK
2 - Desert: Andrea, Chiefwaffles
3 - Plains: Andres, voidslayer, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 1 - Introduce her to catgirl culture: FallacyofUrist
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
4 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea
2 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist
1 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
1 - Bjorn; Make sure he learns to use an AS-R1.
Andrea agreed on Discord to vote for No Orders, so I'm adding it to the votes for him. I also added Fallacy's added Bjorn-related orders to ORDERS instead of BJORN. Even though we almost definitely won't need to roll for it, they're still orders.
BJORNFallacyofUrist, you're at once voting to convert the heir and to not give orders. That is contradictory.
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
MYARK
2 - Desert: Andrea, Chiefwaffles
3 - Plains: Andres, voidslayer, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 1 - Introduce her to catgirl culture: FallacyofUrist
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
4 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
1 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
1 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
MYARK
3 - Desert: Andrea, Chiefwaffles, helmacon
3 - Plains: Andres, voidslayer, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 1 - Introduce her to catgirl culture: FallacyofUrist
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
4 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
1 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
1 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
Oh man, I can't wait to roll each of those eight orders at a disadvantage.
VoidSlayer! Do the right thing! Vote to send Myark to the desert so we can truly cement victory!
Oh man, I can't wait to roll each of those eight orders at a disadvantage.someone add me to no orders please.
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
MYARK
4 - Desert: Andrea, Chiefwaffles, helmacon, VoidSlayer
2 - Plains: Andres, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 1 - Introduce her to catgirl culture: FallacyofUrist
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
5 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea, helmacon
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
0 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
0 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
MYARK
4 - Desert: Andrea, Chiefwaffles, helmacon, VoidSlayer
2 - Plains: Andres, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 2 - Introduce her to catgirl culture: FallacyofUrist, RAM
Addendum - 1 - Retrocon a catgirl culture, complete with ancient epic poems of glorious bloodshed and fishnet-bags filled with human heads: RAM
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
5(4) - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea, helmacon
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
1 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
1 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist
MYARK
4 - Desert: Andrea, Chiefwaffles, helmacon, VoidSlayer
2 - Plains: Andres, FallacyofUrist
ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres, RAM, FallacyofUrist
Addendum - 2 - Introduce her to catgirl culture: FallacyofUrist, RAM
Addendum - 1 - Retrocon a catgirl culture, complete with ancient epic poems of glorious bloodshed and fishnet-bags filled with human heads: RAM
1 - Allow women into our army to double our troop count (http://www.bay12forums.com/smf/index.php?topic=163277.msg7500689#msg7500689): Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
5 (4 against widows order) - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea, helmacon
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
0 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
0 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
2 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres, Chiefwaffles
1 - Name it "AS-R2 Service Rifle": Chiefwaffles
1 - Name it "AS-R2": Andres
Also, did you make any changes other than the name?-I removed much of the mentions of it being "easy". Such mentions don't seem to make any of our designs any easier to design and they end up being an eyesore after seeing them pop up so much.
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
Double-down on artillery: "Weightite"
The enemy has made it clear that the skies are against us, and we will stand firm and show them that the ground is mightier by far. We need to pierce through their defences. It is clear that they must be straining the limits of what air can do, so we must produce a weapon that can defeat the winds. This weapon must be forceful and yet small, to maximise its momentum and minimise the wind's purchase upon it. Additionally, it must be supplied in large quantities, and further, with our mastery of conjuring, we ought be able to summon it directly into our weapons. The solution to the small size and great force is weight. The solution to summoning it rapidly enough to act as ammunition, is simplicity. Crystals are too complex to be summoned at such a rate and too stable to be pushed to the extreme weight that we require.
So it is that we introduce the "Summoning Cap". This platform is derived from the design of the crystalworks. It is a structured platform dedicated to our new Weightite material, purpose-built as a single circuit to rapidly produce bullets directly within the chamber of our largest artillery. Given the great weight of the bullets, the majority of the inner-workings have been reduced in size, allowing more armour around the detonation chamber allowing a more powerful explosion to propel a heavier bullet.
The specifications for this material are:
: primarily the ability to summon it rapidly enough to, at most, half our rate of fire, though an increase in rate of fire due to the lack of reloading is hoped for. Given the simplicity of the material's "just make it heavy" nature, it should be viable.
: Secondarily we hope for weight. We aim for ten times the mass of lead and will perform preliminary considerations according to this. If we can make something even heavier, then so much the better. If it fails to meet this goal, then it should meet design requirements even if it is only two or three times the weight of lead.
: Our third priority is for it to share the crystalworks' immunity to antimagic. Basing it off of the same technology should facilitate this. They are, after all, both material conjuration effects.
: As an addendum, it must perform as ammunition. Liquids or goo would, most likely, be ineffective, but test-fire them first to be sure...
While the material's other properties are unspecified, we would expect for it to be extremely resistant to all effects, and thus might see future use as armour.
Additionally, it ought to be possible to dump bullets in the bottom of ships, to add more ballast if they become unstable.
Celestedemorte
A larger, stronger, more powerful frost tower that effects a pillar of air rather than a disk of air. This creates a massive version of the convection effect that we have been constantly observing around our firewalls and steam engines and fireballs and fire wasps and every single tiny little thing that we do with all this fire in cold climes. This creates a massive Massive MASSIVE wind force as untold millions of tonnes of air are compelled to move down as quickly as they are able, and with al their friends doing the same thing, that is very quickly indeed. This will, in short, rip their storm coulds out of the heavens, and all the pathetic insects shall plummet from the air with them. And, as fortune would have it, it seems that as the water grows colder, the number of storm clouds is reduced.
Enduring this insane force is no small feat. The worked-crystal tower's walls are ten centimetres thick and must be transported in great panels by rails and cavalry teams before being assembled by leaning them against each other and bound together with rapidly grown vines. A great steel pole, 3 centimetres in diameter and running along one corner of the pyramidal structure and sunk into the ground renders the tower and its surrounds immune to lightning as we have learned that lightning loves metal. Finally, there is a 1-centimetre thinck shell around the structure of summoned crystal, that can easily be renewed. Within, the traditional elements of the tower of forever frost have been combined with circuitry to create a massive multistorey circuit to better unify the magic, inhibiting magical seepage and wastage resulting in a much more efficient tower and magems are included to make its operation more consistent. Access is granted by a ladder through a hole in the centre of the crystal foundation slab and requires that a tunnel be huge which benefits from crystal supports.
Living magic
We create a spell that expresses a will of its own and can subsist indefinitely from ambient or otherworldly energies and perform some form of two-way communication. This would have no immediate benefits, but the potential applications would be impressive. We would derive this spell form our existing wasp spell which does much the same, but in a more mundane form.
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
2 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles, Andrea
Design: Crystalworks [6, 5-2, 4]
...
Our apprentices have been reduced to little more than glorified powersources, charging arrays of magegems that in turn power gold-etched circuits strung together with thick crystal power conduits. These circuits in turn produce a pre-inscribed crystal design written into the circuitry. These circuits are interchangeable, able to be slotted in and out of the assembly line as needed.
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
2 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles, Andrea
0 - Manticore (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
1 - Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
2 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles, Andrea
0 - Manticore (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
2 - Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
2 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles, Andrea
0 - Manticore (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
2 - Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar
2 - Mind of Madness: VoidSlayer, FallacyofUrist
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it.
RAM-MAP-943 "Pashmad" Mobile Artillery Position
The protector demonstrated clearly that a slow vehicle is as bad as no vehicle. We need to close range with the enemy and they are too mobile for half-measures to work. We need something aggressive, fast, and dangerous. Fortunately, our crystals are light, with some ingenuity, we can maintain significant armour while massively improving performance.
The first and most obvious issue is weight. Things keep breaking. We revise the armour to contain complex structures. It ends up being formed of innumerable little pyramids, inspired by hawk eggs, that lose strength per volume, but are much stronger for the same weight, and hopefully regeneration rate. While we actually reduce the thickness, and thus leave the vehicle potentially vulnerable to sustained artillery, the armour should still be capable of deflecting an initial hit and its speed should make for a very difficult target. There have also been hints that the new structured armour is much better at insulating against heat.
Then there is the force on the wheels, to reduce this we further take weight off of it. We start with a protector and split the wheels into two axles with their own power plant. We then thicken the axles and transmission to make them more resilient. We then separate these two assemblages from the rest of the vehicle and implement a suspension system using crystals. The axles are guided by heavy crystal beams that pass through grooves on the axle to prevent nonvertical mobility. The craft is then suspended over the axle by a thick layer of innumerable fine crystal spikes. These spikes crush as the wheels encounter shocks, allowing them to rise gradually instead of lifting the whole vehicle, and then the very fine crystals all regenerate simultaneously, pushing the wheels back to their original position. If the crystals break too much then the vehicle can be slowed or they can just continue with the hopes of nothing catastrophic happening.
Finally the wheels are made wider and sturdier to handle uneven terrain and a lead keel is added to improve stability. The armament is replaced by a single centrally-mounted cannon of a type deemed appropriate by the commander, but noting the need for mobility. The central gun allows the wheels to be moved further towards the edges, to further enhance mobility, and a central pair of unpowered wheels are added to inhibit getting stuck. Steering is assisted by a large crystal sail summoned at the back as appropriate.
1 AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): AndresI removed Chiefwaffles' vote from the Titan, as they were voting twice. If they legitimately intended to vote twice, then I apologise.
3 The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist
0 Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Andrea
0 Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
2 Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar
0 RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503):
0 (http://):
0 (http://):
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
1 AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
3 The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist
0 Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
0 AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996):
0 Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
3 Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea
0 RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503):
0 (http://):
0 (http://):
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): AndresRe-added my vote to the Titan. I intended to vote twice, but it's understandable that one could think it was an error.
3 - The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist
0 - Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
0 - Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
3 - Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea
0 - RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503):
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
The entire device is heavy enough and enough power is lost from the conversion to the wheels that the Protector could probably outrun an unencumbered man on foot, but not a horse.Normally, the weight wouldn't be a problem. But our transmission sucks. So much so that it's causing significant losses of power between the engine and wheels, notably slowing down the Protector.
Titan is useless. "Multiple decks" was enough to make that clear so I stopped reading. Even if it can move, it is not moving quickly. It is a massive target for their firepot ballista, they don't even need lucky strike. They can just lob rocks at it and the weight of rocks will eventually crush it. We already have stationary fortifications... AND a national effort for that matter...Rude.
the weight of the rocks will eventually crush it.Seriously?
I do not see where the Manticore becomes faster, and thus able to engage their airshipsIt's pretty obvious how it becomes faster. It fixes the transmission, thus radically increasing the speed. The transmission in the Protector, as I said, was what was limiting its speed in the first place.
The frost towers were noted as being fixed fortifications.Semantics. The towers are not of any use for defensive purposes.
We cannot shoot down their long-ranged artillery.We don't need to if we can just make things on the land (which decides who wins) that can just ignore their artillery.
Any vehicle we build needs to either have longer range then them, or be faster then them.No they don't.
Their airships seems to be plenty fast. And I would not say that the air filtration is any more likely on the Ttan than Protector."This is a stupid design because I'm deciding that it's stupid."
Now, if it were made the first priority, then I might concede that air filtration might prevent fire from being effective.There's also the part where we don't even need air filtration to make their fire largely useless. They would have to uniformly cover every inch of the Titan with fire, even the sides, to start asphyxiation. And then the fire would run out before the air supply inside the Titan runs out.
Rocks, however, would be effective against anything with a flat top, which the titan would appear to possess, or they could use lead balls instead.And I feel that they would only need a few hours, maybe a couple of days, to get a large enough section heavy enough, but they do, in fact, have weeks or months if they need them.Oh, a few days?
They are faster than it and have more range. Our lack of speed and range has us at a technical disadvantage and if we don't address it then we are fighting n uphill battle to upgrade our thick, slow armour to the point that we can somehow deal with being unable to engage their best forces at all.They outrange us with two weapons:
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
4 - The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist, helmacon
0 - Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
0 - Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
3 - Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea
0 - RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503):
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
"A malignant incorporeal supernatural intelligence is summoned to the battlefield to assault those foolish enough to project their minds outwards. Any attempt to control or perceive at a distance with magic and the mind will result in an assault on the senses sure to drive the wizard mad."Ah yes, malignant incorporeal supernatural intelligence. Something we have literally zero experience with.
Because they are too slow and lack range. Their fortifications are weaker than the titan's, but they still function as a strongpoint, so no, not semantics, they are defensive structures, literally and practically. Yet, as you said, they are not of any use. It is not that they are not defensive structures, because they quite clearly are, and they function in that capacity, it is that defensive structures, such as the Titan, are not of any use. So you yourself are saying that that the Titan is useless unless it is at least moderately fast, and a multiple-deck tank is not going to be fast. It is somewhat unlikely that it could cover a single terrain section in the span of a year. And almost certain that it will take years to get to the desert from the crystalworks in our homeland. No doubt the G.M. will not be that strict, but we really wouldn't have any avenue to complain if they deemed that it can only be deployed to a territory if it is adjacent to that territory and has spent a full year in its current territory. It is basically a Ratte, with inferior transmission, suspension, engines, and tracks. We have better fuel, but that won't get us the same speed and the ratte's claim of 40kph is a bit ambitious for something that was never made...The frost towers were noted as being fixed fortifications.Semantics. The towers are not of any use for defensive purposes.
They are pretty certain to attempt something that can penetrate armour. Land doesn't "decide who wins" any more than air does. It is the lines, and they CAN stop the Titan. Firstly, the Titan will never meet specifications. It is asking for at least two new technologies along with completely unprecedented scale and enough minor details on top of that for another design. Secondly, they can just pile broken shells on top of it. Bursting shells will kill anyone who tries to clear it. Our range has been reduced to the extent that they are very much able to shell us at present. with complete immunity. Or they could sneak up to the thing and use an antimagic spell to turn it off...We cannot shoot down their long-ranged artillery.We don't need to if we can just make things on the land (which decides who wins) that can just ignore their artillery.
If we can annihilate them when they get close and their long-range stuff does nothing against them, we win. For example, see this combat phase where we just won everywhere except the jungle and where we won at sea even though their airships outrange our Crystalclads.We took massive losses at sea, that was just a zerg-rush, the sea proves that they can mess us up as it stands. The desert was a coin-toss, and assuming that the Titan can even get there, AND prove more effective than the Protector even though the latter was less of a prototype, then it will still lose because it is just more of the same and they will counter it. Far more likely one of those things will not be true and assuming the enemy does nothing then it will be another coin toss.
Well now you are being wilfully ignorant. I am sorry to be so blunt, but that is the simple truth of it. I am very clearly pointing out that it factually did not happen the last time that it was attempted. It WAS tried and it DID fail. It has been said that insanity it doing the same thing and expecting a different result...Their airships seems to be plenty fast. And I would not say that the air filtration is any more likely on the Ttan than Protector."This is a stupid design because I'm deciding that it's stupid."
You can't just pick and choose what parts of the design you want.
... really?Now, if it were made the first priority, then I might concede that air filtration might prevent fire from being effective.There's also the part where we don't even need air filtration to make their fire largely useless. They would have to uniformly cover every inch of the Titan with fire, even the sides, to start asphyxiation. And then the fire would run out before the air supply inside the Titan runs out.
You do realize that we still outrange their ballistae, right?It i lead balls, that does not take much revision, they could mix it with armour penetrating rounds if they liked, and they probably will.
Also switching to lead is a revision they'd have to explicitly do.
(http://i.imgur.com/O6HUti5.png)Thankyou, this confirms quite nicely that it will shatter into a mound of heavy material that cannot be easily expelled. That is quite exactly as I predicted. Thankyou for comprehensively confirming my point. Not also that this is against protectors, with more of a "deflect" philosophy. The Titan has "decks". It is basically a giant landing strip for enemy munitions. They can probably land boarders and infiltrate the thing and use it against us for a turn before game balance destroys it if they are so inclined...
1.) Lightning. Causes surface damage OR penetrates straight through the hull and fries the crew. Choose one.They are faster than it and have more range. Our lack of speed and range has us at a technical disadvantage and if we don't address it then we are fighting n uphill battle to upgrade our thick, slow armour to the point that we can somehow deal with being unable to engage their best forces at all.They outrange us with two weapons:
1.) Lightning. Useless against the Titan.
2.) Tornadoes. Useless against the Titan.
Their airships have zero weapons useful against the Titan and are in the air. If they get close to the Titan, they're dead. So we can easily capture things uncontested.
Aethergems are without doubt a Design.And suddenly you talk sense! Yes, adding a new mechanism of magic generation to our army is, indeed, a design of its own. If we could also recognise that "building a super-massive object is most of a design, putting it on land instead of the sea is most of a design, transmission is a revision, tank tracks are probably a full design, Air filtration is definitely a design... Although it would be better if they were based on antimagic charms and not on magems though. Adding a battery capacity can only serve to weaken the power gathering aspect. It is easy enough to put magems on a charging circuit or to put a power generator directly onto a dedicated circuit. Making them as powerful as possible serves our purposes much better than compromising them by incorporating a storage function.
Because they are too slow and lack range. Their fortifications are weaker than the titan's, but they still function as a strongpoint, so no, not semantics, they are defensive structures, literally and practically. Yet, as you said, they are not of any use.
It is not that they are not defensive structures, because they quite clearly are, and they function in that capacity, it is that defensive structures, such as the Titan, are not of any use. So you yourself are saying that that the Titan is useless unless it is at least moderately fast, and a multiple-deck tank is not going to be fast.Quite literally never said that. Please don't make up things.
Yes, Mind of Madness benefits from conjuration, as it is a conjured entity, and Hawk taming, which is a mental effect. It is ambitious, no doubt, but not to an extreme degree. I could certainly see it failing, but in the absence of anything else I want to support...It's ambitious to an extreme degree.
Honestly, I think we have sufficient momentum to keep winning for at least this turn
Arstotzka manages to gain ground. It's not by a huge degree, but the battle does go solidly in their favor.And this was with both Myark and Bjorn there.
I would love to see an anti-weather spell, for instance. Or one that simply prevents them from casting as opposed to fighting the weather, which would be harder to counter. We need to be more diversified.Hard counters are an unfun consequence of the nature of Wands Race. They arise because Wands Race is the only game that actually allows for notable amounts of hard counters thanks to the less-grounded design possibilities.
And while the Titan is a good idea, like RAM said, you're fitting 3 designs or more into one. That doesn't work, even if we have every prerequisite necessary, and it'll be useless when they counter crystal.If they counter crystal, we will lose once. The Titan has no bearing here.
CW, I really have a hard time believing that your concern is serious when you refuse to compromise any part of your design to push it through. I made multiple concessions to you, but because you're more concerned with Your ideas getting through than a design you think will help, neither will likely be happening.
If you haven't noticed, this is a team game. You can't just strong arm all your ideas through and expect everybody to just go along.(Emphasis mine)
Again, your concession is literally just the Manticore, but in a revision.This is just insulting. We spent a good bit of time debating the merits of our respective designs on the discord, and couldn't come to an agreement. Then, I came back with a compromise. I would vote for your design if we did the manticore in two steps through the revisions. This wasn't good enough for you. You wanted one of the revisions to do your anti magic stuff too. Again, I compromised. I offered a stripped down version of the Manticore. Stripped out all the atmosphere control, access panels, ammo fabrication, all the bells and whistles. Just the basics. Just what makes the Manticore the manticore. Treads, transmission, and gun. But this still wasn't good enough for you. This was too much. So I graciously concluded our negotiations and placed my vote where I thought it would be better used.
First - we should not spend both revisions on it. We need our revisions for other things. I don't know if you want this, but I just want to state this.First. I agree with you. Ideally we would not spend any revisions on it, but I don't think that's likely. One revision will have to do.
Second - If it's not functional this turn, then that gives Moskurg a massive chance to turn the tides.
Third - This is a hard counter! Hard counters can almost definitely be easily countered due to the nature of the game. We'll spend tons of time on this to hard counter their wind magic, then they spend a revision to get their wind magic working again, effectively getting a free turn in the process because we wasted ours.
remember when you (RAM) said making a Falcon larger was impossible?Could you please cite the relevance of this? I am really not comprehending it. At a glance you seem to be equating it with the Mind of Madness spell. I don't really see the relevance. We have absolutely no experience with giant animals. We have experience with modified summons, which is not the same as modified natural animals. As summoned critter comes into being according to specifications. A natural critter comes into being according to specific designs and modifications must occur without rendering the critter nonviable at any point in the process and must enforce themselves over an actively manifesting design. If we didn't have conjuration, then I would suggest that giant falcons would be easier to make from existing falcons rather than making them out of nothing, but we are- It doesn;t seem right that I would have said that it was impossible though, just a new research field would be difficult and probably fail. Low odds off it working right and... Hrmm, the post your link sent me to didn't say that anything was impossible at all, odd, it seems that you are just making things up, by the Titan-load...
Any vehicle we build needs to either have longer range then them, or be faster then them.No they don't.
If we can annihilate them when they get close and their long-range stuff does nothing against them, we win. For example, see this combat phase where we just won everywhere except the jungle and where we won at sea even though their airships outrange our Crystalclads.
Now I just leave it here with no explanation and see if people think that I have offered some grand insight or if I am just spinning my wheels uselessly. Now, granted, it is a very VERY strong shift in emphasis, but does it really contradict?Honestly, I think we have sufficient momentum to keep winning for at least this turn
Let's see.
Jungle: We lost.
Desert: We had a tie. We only won by coinflip.
Plains: We win, but in Evicted's words:QuoteArstotzka manages to gain ground. It's not by a huge degree, but the battle does go solidly in their favor.And this was with both Myark and Bjorn there.
Seas: We won, but that's not really the focus here.
If they counter crystal, we will lose once, then revise crystal to be better than it was before, making their hard counter useless while benefitting ourself. This does not change based on the Titan.We could spend this design doing something that is not made of crystal. Or developing a mixture of materials even? Weightite is still an option...
EDIT: And this if Evicted lets them counter Crystal. As I said, hard counters are unfun and it should be obvious to anyone what countering crystal or anything like that would do - just endless hard counters.
And how am I fitting three designs into one?
The Titan is "make a huge land vehicle, give it treads, give it cannons." How that is that three designs?
With their troops lightly armored and massed, our theatre commander decides to start off with a sudden, powerful charge from our heavy calvary. They can't maintain formation in the dense undergrowth, but there's enough of them it doesn't matter. Gleaming lances of magic crystal are clutched in the hands of each horseman, but just before they slam into the enemy troops they all vanish into a puff of smoke. It's a shock to the horsemen as their weapons disappear from their grasp, leaving them unarmed in the midst of enemy spearmen. It's not even close - only one in ten make it back to our lines. Our men are dead silent as our wounded and decimated calvary are shuffled off the field. That battle went poorly, but now we know they have some new brand of magic that dispels our crystal weapons.Well, we could have called that. I mean, it is antimagic, defeating magic is its whole thing! It is not as though our crystals had been previously demonstrated to completely ignore the antimagic fields of our antimagic charms... Oh wait...
Massive in size in every way.I cut out all of the stuff that I thought we already had, and thus would not require effort within the design. And honestly, I could see us spending two designs on the size ofthe thing. One for something that big at sea and another for supporting it on land.
Layered resistive crystal makes it invulnerable to lightning strikes.
I recall that we never did get around to making resistive and conductive crystal variants. The overambitious armour project skipped it and I do not recall picking it up again.
Caterpillar treads
Transmission is improved
crystal wiring (or just sending the magical current through the walls if necessary/possible).
these two are probably pretty minor. It just says "improved" without any specifications so it is not like we are designing a modern gearbox here. And the crystal wiring is likely already working, just a risk of the scale being too much.
Magegem LightingI do not recall if they have sufficient radiance to work for this without modification, and you already have a room full to just under national effort of the things... and then again, low power means no light, so an antimagic field is lethal instead of merely disastrous. As is exhausting its power.
Internal Detonation Engines working in parallel
I expect that this will further pressure the transmission, but it might not be that bad...
Control Panels & Piloting
This seems like more technical stuff that we don't have yet. In theory it is just checking the power-levels of the circuits and whether the circuits are complete or not. But I do not believe that we currently have a means of determining whether a circuit is complete based upon a magem. An apprentice could probably pulse it to check if it is working, but it is yet more complexity to sort out.
upgrade it to include air recycling (also enchantment style). Seal the Titan to air. The strength of Crystal combined with this should allow the Titan to go fairly deep underwater, provided all hatches and whatnot are closed securely.
I recall it being explicitly stated that circuits required ongoing power additions in order to function. Scrolls may be different? This whole "enchantment" thing seems to be made-up, but feel free to cite a source if it isn't. Air recycling is, well, we could do recycling with convection, but it wouldn't make it any more breathable, and you specifiy that it is a closed system. Air that is actually made to be perpetually breathable is another matter. I feel that it is a design of its own. And I do not believe that water-tight hatches are a thing that we have ever actually done. It is rather more difficult than you might expect, but mathematically-perfect crystal shapes can likely solve it without too much difficulty.
HA1 battery on the top filled with numerous cheap HA1s configured for indirect fire. Platform with the HA1s can be lowered into the hull and have a bay door close over it, sealing and protecting them from harm if necessary.
Umm, and these are watertight hatches? That cover an entire artillery battery? That is rather more difficult than screwed-closed doors for personnel. It could be merely a part of a design, but it would be the primary focus. And then we have the matter of suddenly knowing how to do mechanical lifts and doors.
Portholes (with hatches of course) on all sides of the ships accessible from the inner decks are equipped with cheap AS-HAC-1s for point defense. Numerous AS-HAC-1s on top deck for anti-air. Ship-of-the-line-style configuration for HC1-Es exists mostly on front and a bit on left/right to allow for up-close siege potential.
Portholes don't offer the range of motion for close-area defence, and the air defence is more lifts and hatches or just waterproof or what?
Ugh, I already deleted the bit on engines, but I figure that you are assigning about 100 times the engines of Protectors for a vehicle that is about a thousand tomes the mass. That equates to a tenth of the speed, but this is meant to be faster... So, engine upgrade from nowhere?
Wherever the Titan is, we shouldn't need a camp
A mobile kitchen an plumbing doesn't sound like much, but it sort of is.
Protector Garages - Has space for a handful of Protectors to deploy from the Titan. Mostly used for side-missions, smaller assaults, scouting, etc.
Well this should just be a Protector-sized ramp, and watertight door... But the complexities of a landing bay are easy to underestimate. I would say that this is probably not quite a whole revision, but it could pull a surprise...
Its magic capacity is estimated to be roughly equal to that of an AA Magegem, or higher if possible.This bit still needs to be removed.
1 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres
4 - The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist, helmacon
0 - Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
0 - Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014):
0 - AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319):
4 - Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea, Andres
0 - RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503):
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
2 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres, helmaconI still have doubts about the Manticore's speed, but you have convinced me that it might have potential to be fast enough.
4 - The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist, helmacon
0 - Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
1 - Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
1 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
1 - Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
2 - AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319): helmacon, RAM
4 - Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea, Andres
1 - RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503): RAM
1 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503704#msg7503704): RAM
1 - Summon large, dangerous plant (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503806#msg7503806): RAM
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
The charge capacity of the Aethergems is the least important aspect. If we must sacrifice a component of Magegems to ensure proper expense, then we can sacrifice the charge capacity for the charge rate and expense.
2 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres, helmacon
4 - The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist, helmacon
0 - Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
1 - Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
1 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
1 - Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
2 - AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319): helmacon, RAM
5 - Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea, Andres, Draignean
1 - RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503): RAM
1 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503704#msg7503704): RAM
1 - Summon large, dangerous plant (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503806#msg7503806): RAM
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
The Titan has been properly dumped. But there is still the Aethergem. Which would not be a terrible design except that the Gemerator is purely superior. Please never vote for the popular choice just because it is popular. It means that you will never be free to choose what you actually want.
I still say we should work on summoning incorporeal monstrosities. Now is the time to work on a while new school of magic.
Target expense is Expensive (though Cheap would be super duper nice.) Expense should be made somewhat easier thanks to the Crystalworks Mk. 2 and the fact that we make Magegems out of Crystal Glass now.This bit needs to be removed.
2 - AS-R2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502955#msg7502955): Andres, helmacon
4 - The Mind of Madness (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974): RAM, VoidSlayer, FallacyofUrist, helmacon
- ? VoidSlayer's version: ?
- ? Fallacy's version: ?
0 - Demondium (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502974#msg7502974):
1 - AS-LFV-2 "Titan" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7502996#msg7502996): Chiefwaffles
1 - Weightite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
1 - Celestedemorte (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
1 - Living magic (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503014#msg7503014): RAM
2 - AS-AMA "Manticore" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503319#msg7503319): helmacon, RAM
5 - Aethergem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503415#msg7503415): Chiefwaffles, Kadzar, Andrea, Andres, Draignean
1 - RAM-MAP-943 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503503#msg7503503): RAM
1 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503704#msg7503704): RAM
1 - Summon large, dangerous plant (http://www.bay12forums.com/smf/index.php?topic=163277.msg7503806#msg7503806): RAM
Trader:
1 - Just give him Crystal Lances, Crystal Axes, and one of our many squad-destroying Wands of Fireball, if he can learn to use it: FallacyofUrist
With the use of fog, this is actually a relatively simple design, perhaps about as complicated as the Aethergem. It may have some issues, mainly because of the complexity of infusing a mind, even a simple one, into fog, but we do have two revisions. Hopefully we won't need to use either of them.How the hell is this a "relatively simple design"? That is some insane stretching.
If this succeeds, we will be able to completely counter Mokurgian weather magic and divination magic, both of which rely on sending out a mind. Possibly, this may even counter their anti magic if it projects a mind also, but that's less certain.It will not completely counter Moskurger weather and divination magic.
Moskurg: I hit you with my wind attack!Except we will not be able to void Moskurg's magic in one turn, and even if we do, Moskurg will spend way less effort at undoing then we spent in doing it.
Arstotzka: Nuh-uh! I have a wind attack shield! I'm immune to wind attacks!
Moskurg: I hit you with my anti-shield wind attack!
This may be a hard counter, and as much as some of us hate counter chains, we have a high advantage right now, and if we neutralize Moskurg's own core spells, we may win this war shortly. Glory to Arstotzka. Finally, note that the Aethergem is not terribly useful on the field, and while it may develop to something useful, it won't be useful immediately, preventing us from pressing our advantage.1.) The Aethergem is useful immediately. It greatly increases the amount of magitech we can field by a lot. Again, right now if we devoted every single mage we had to manning HA1s, we'd only be manning a third of them. Every single new spell or piece of magitech will make this worse. We can pre-emptively stop this with the Aethergem.
That is fair, although you said yourself that you were influenced by a desire to break the tie. "Strategic" voting is one of these things that plagues voting systems. It bizarrely plagues preferential systems where it should be mostly a fallacy(Although political parties using voting recommendations in order to have a bargaining commodity even if they don't win anything is somewhat plausible.) and it is more prevalent in clearly "first past the post" systems where it can actually influence things directly. ... This is something that I may get a bit aggressive about, and I apologise for that. I endlessly want to rant about voting flaws and I can't imagine that many want to hear it. So sorry for overstating the issue.The Titan has been properly dumped. But there is still the Aethergem. Which would not be a terrible design except that the Gemerator is purely superior. Please never vote for the popular choice just because it is popular. It means that you will never be free to choose what you actually want.
Well that's a wee bit condescending.
However, even without that factor, the Aethergems can be installed into all existing mage gem using devices without changing their function in any way or changing the design in any way.This, however, I believe to be incorrect. The Gemerators ought to be perfectly capable of recharging magems. Thus, it is as compatible with the current system as the current system is. we just pass the magems onto gemerator-powered recharging circuits instead of apprentices. The aethergems on the other hand, hybridise. If they can achieve useful levels of recharging without losing effective storage capacity, then excellent. If, however, they have lower capacity than a magem, then they likely will not be compatible with our cannons, which require a certain level of power in order to fire, and the aethergems may not have the storage for a single shot. If that were the case, then we are back to recharging arrays for magems, but the recharging arrays are weaker because the powering device is less focused in its purpose. If, on the other hand, the aethergems do not lose any storage capacity, then we can only assume that their generating capacity is much lower that what the gemerators would have been, because they presumably need to make some sort of sacrifice to maintain dual functions. You can only fit so many circuits and spells into a gem before it runs out of space or magic, or explodes... So the aethergems lose you the extremely high-end generating capacities. Lots of times we have withnessed designs that suggest entire rooms of magems. Most of these would be entirely replaces with generators. If the generators were aethergems then they need more of them because storage is basically an insignificant issue and generation is the whole point. I am very confident that most uses where you would actually want to incorporate an aether gem into the design you are primarily seeking generation capacity, and such you will be wasting a massive amount of storage capacity that you never needed.
That is fair, although you said yourself that you were influenced by a desire to break the tie. "Strategic" voting is one of these things that plagues voting systems. It bizarrely plagues preferential systems where it should be mostly a fallacy(Although political parties using voting recommendations in order to have a bargaining commodity even if they don't win anything is somewhat plausible.) and it is more prevalent in clearly "first past the post" systems where it can actually influence things directly. ... This is something that I may get a bit aggressive about, and I apologise for that. I endlessly want to rant about voting flaws and I can't imagine that many want to hear it. So sorry for overstating the issue.The Titan has been properly dumped. But there is still the Aethergem. Which would not be a terrible design except that the Gemerator is purely superior. Please never vote for the popular choice just because it is popular. It means that you will never be free to choose what you actually want.
Well that's a wee bit condescending.
This, however, I believe to be incorrect. The Gemerators ought to be perfectly capable of recharging magems. Thus, it is as compatible with the current system as the current system is. we just pass the magems onto gemerator-powered recharging circuits instead of apprentices. The aethergems on the other hand, hybridise. If they can achieve useful levels of recharging without losing effective storage capacity, then excellent. If, however, they have lower capacity than a magem, then they likely will not be compatible with our cannons, which require a certain level of power in order to fire, and the aethergems may not have the storage for a single shot. If that were the case, then we are back to recharging arrays for magems, but the recharging arrays are weaker because the powering device is less focused in its purpose. If, on the other hand, the aethergems do not lose any storage capacity, then we can only assume that their generating capacity is much lower that what the gemerators would have been, because they presumably need to make some sort of sacrifice to maintain dual functions. You can only fit so many circuits and spells into a gem before it runs out of space or magic, or explodes... So the aethergems lose you the extremely high-end generating capacities. Lots of times we have withnessed designs that suggest entire rooms of magems. Most of these would be entirely replaces with generators. If the generators were aethergems then they need more of them because storage is basically an insignificant issue and generation is the whole point. I am very confident that most uses where you would actually want to incorporate an aether gem into the design you are primarily seeking generation capacity, and such you will be wasting a massive amount of storage capacity that you never needed.
Spoiler (click to show/hide)
Oh to be so sheltered from the greater depths (or heights?) that I could think these things could so easily be explained. What the spell pulls is not some intelligence made from the things of this world, but something from outside, where the power we wield originates, for good or ill.
It is meant to be a somewhat new area of magic, not summoning existing living or non living things but instead that which should not be.
Hey! You can't just change the rules on a whim like that! Designs should be voted as-is. It's very unfair to try to change the rules just so you can get what you want.troll confirmed, or at least a complete lack of self-awareness. The number of times Chiefwaffles has changed a design after people have already voted for it is ridiculous. If "you have already voted for it but it is different now but *I* think it is better like this so of course you still want to vote for it" is fair game but "These designs are extremely similar, so people who vote for one reasonably want to vote for the other over the alternatives" is not then I am going back to voting with big numbers. If there iszero consistency then I can live with that, but you don't want to see where that ends...
It is not insane to think that extrapolating "summon a mobile mental effect" from "Summon things with mental abilities" and "mental effect" is relatively simple in a world where extrapolating "animal grows big" from "plant grows quickly" is relatively simple...With the use of fog, this is actually a relatively simple design, perhaps about as complicated as the Aethergem. It may have some issues, mainly because of the complexity of infusing a mind, even a simple one, into fog, but we do have two revisions. Hopefully we won't need to use either of them.How the hell is this a "relatively simple design"? That is some insane stretching.
We are making a living thing out of fog. We'll be lucky if we can even make it living, let alone be able to attack other minds. A living thing out of fog! Right now, we know how to:B is untrue. They are not copies. The fire wasps demonstrated that we can modify our summons and that we can summon things that do not exist.
A.) Make simple modifications to simple physical brains for basic training such as "us good, them bad".
B.) Summon copies of existing living things, such as wasps.
This does not "relatively easily" translate into making an intelligence, however simple it may be, out of fog then giving it the ability to somehow magically attack the minds of other magic users.It doesn't need much intelligence, it just needs to detect minds and attack them, which is what the wasps do. It doesn't even need to attack, it can just naturally radiate a scrambled taming effect.
We could maybe do a theoretical-style "fog intelligence" design if we really wanted to, but now's the worst time for theoretical designs.Now is an EXCELLENT time for theory. We have the time to pull it off and they may do something to turn around the current situation. We can go for a quick win, and maybe fail, and be back to the struggle, or come out with advanced theories and get a secure win further down the line.
This is a lie. Evicted let their antimagic completely negate our conjuration, all of our starter "spells" and everything derived from them. Evicted then let them make temperature-proof metal that radiated pleasant temperatures, thus completely negating all of our starter "wand" and everything derived from it. We, after a VERY long time, PARTIALLY countered their hard-counter to conjuration. Their hard-counter to fireball and frost towers is alive and well and seems to be without any easy counter. You want maybe to do rust magic? New schools are easy! Just remember the plants.If this succeeds, we will be able to completely counter Mokurgian weather magic and divination magic, both of which rely on sending out a mind. Possibly, this may even counter their anti magic if it projects a mind also, but that's less certain.It will not completely counter Moskurger weather and divination magic.
I cover on this below too, but I will address it here.
Evicted will not let us, even if we roll three 6s on this design and devote multiple revisions to it, completely counter Moskurg's whole shtick.
This is the equivalent of the following:A: I hit you with my fire attack!QuoteMoskurg: I hit you with my wind attack!Except we will not be able to void Moskurg's magic in one turn, and even if we do, Moskurg will spend way less effort at undoing then we spent in doing it.
Arstotzka: Nuh-uh! I have a wind attack shield! I'm immune to wind attacks!
Moskurg: I hit you with my anti-shield wind attack!
1.) The Aethergem is useful immediately.Assuming that it still has the required capacity.
It greatly increases the amount of magitech we can field by a lot.Assuming that it has the generation ability to do so.
Again, right now if we devoted every single mage we had to manning HA1s, we'd only be manning a third of them.This is true, and it is why the Aethergems are not bad. Though they are still inferior to the alternatives.
Every single new spell or piece of magitech will make this worse.We could become less reliant upon gems, I mean, it is completely ridiculous to imagine it in reality, but in WandRWorld sound attacks will shatter crystals, gems included. We need some alternatives to all these crystals.
3.) Hard counters are just not a good idea. They're not.You are simply wrong here. They keep hard-countering us. It keeps working for them. You are just, simply, wrong.
Waaaay too many assumptions about how easy everything is. Plenty of hard counters are well beyond the scope of revision to fix. Please provide us with the revision that will get frost towers AND fireballs working against adamantine. It hard-countered both, lets see the simple revision to undo it!
Let me give you a rundown of what will happen:
1.) We spend a design and multiple revisions making this hard counter.
2.) Moskurg will spend their design and revision making something else actually helping them.
3.) If the hard counter works and if Moskurg's likely-non-hard-counter doesn't work, then we will win for exactly one combat phase.
4.) Moskurg will spend a revision undoing our design + revisions while they make their other revision.
Furthermore, massive hard counters don't work.Blatantly untrue. They put a design into using wind to resist, not hard-counter, our bullets. And it worked. We are currently outranged by the enemy, they can attack us with impunity. We could spend a design on weightite to overcome it, but that is a design. A revision of "shoot more good" will not overcome this new wind magic.
What Moskurg did last combat phase was clearly an attempted hard counter, and they spent a design on it. Yet we still won using artillery. Our hard counter will not magically make their weather magic useless because Evicted cares about balance. It will, again, be giving Moskurg a free design.
I recognize the need to man all our artillery. That would be nice, except Moskurg's going to complete their artillery counter next turn, and then where will we be? Mind of Madness will stop that artillery counter and let us push forwards.Not if we fix the Protector, which uses canons. And it's going to be exponentially harder for them to increase the effectiveness of the spell.
Question: Does the Aethergem include a means of using it to power a HA1? Will it even generate enough power to do so, repeatedly?
If the Mind of Madness won't stop Moskurgian magic completely, that's what our revisions are for. If we have two of them, we could likely stop Moskurg's magic in its tracks. I think we can win this game if we go this route.Honestly, some small part of me wants Mind of Madness to win so I can be proven right. But I'd rather have Aethergems win in the first place so I don't have to be proven right. Because it seems like I just can't convince you any other way.
Balance, balance. Odds are it'll work, but Evicted will make it Very Expensive. That's okay, we can send Myark to the desert to use it.See top part in response to the quote before this one.
Moskurg's likely non-hard-counter... I think they're going to complete their Winds of Ruin to neutralize our artillery first. If we have the mind of madness, we can preemptively counter their upgrade.See above. It's going to get exponentially harder for Moskurg to counter our artillery with that spell.
What does it matter if we get into a counter chain? We're currently superior, if Moskurg spends all their time countering us, we'll take their homeland in the meantime. Also, I don't think one revision will suffice to kill the Mind of Madness, because balance.I mentioned why it was bad multiple times, actually.
The Mind of Madness
A malignant incorporeal supernatural intelligence is summoned to the battlefield to assault those foolish enough to project their minds outwards. Any attempt to control or perceive at a distance with magic and the mind will result in an assault on the senses sure to drive the wizard mad.[/spoiler]
It's... not summoning ghost wasps.Was this ever relevant? The ghost wasp thing was speculation.
It's summoning an omnipresent fogmind able to drive wizards that cast spells in it crazy and to magically detect when wizards cast spells. When all we know how to do is A.) Make fog and B.) Make copies of already living creatures (with some simple modifications like "tons of fire") and C.) Simple modifications to simple existing physical minds.- Fog is one variant. In my mind the lesser variant because fog is vulnerable to wind. The other option is an admittedly ambitious incorporeal entity.
Yes, the protector relies upon cannons, so a hard counter to them would nullify it. Well, not completely, it could still move pitifully small groups of infantry around to use their hard-countered rifles... Or they could come up with yet another hard counter to crystals because it wasn't enough the last time...I recognize the need to man all our artillery. That would be nice, except Moskurg's going to complete their artillery counter next turn, and then where will we be? Mind of Madness will stop that artillery counter and let us push forwards.Not if we fix the Protector, which uses canons. And it's going to be exponentially harder for them to increase the effectiveness of the spell.
Personally, I feel that recharging a magem in an hour would be optimistic, a day would be pessimistic, a week would be something that we ought to be prepared for, five minutes would be a thousand birthdays at once, and "enough to maintain a third of our current rate of fire" would be something that we can potentially hope for, but really shouldn't. So, by my own admittedly humble assessment, they will not do more than trivially reduce the number of apprentices. And they will need to be swapped out over and over again in order to maintain decent rates of fire, which mean we may as well use magems and some separate generator. So, while technically true, the above statement is colossally missing the point. They will generate enough power, but may require reworking the cannons to get enough of gems into it to fire, because aethergem might have less capacity than magems. And it may take too long to be practical.Question: Does the Aethergem include a means of using it to power a HA1? Will it even generate enough power to do so, repeatedly?"Will it even generate enough power to do so, repeatedly?"
This is a matter of time. The Aethergem is not a battery. It generates power. It will generate enough power. Worst case scenario (other than really awful rolls of course) is that a practical amount of Aethergems isn't enough to power the HA1.
In which case, we still decrease the amount of apprentices it needs to man a HA1, still greatly increasing the number of artillery pieces we can field.
And at this moment our tech uses circuits, which are extraordinarily simple to power via Magegems, and thus Aethergems. HA1 emplacements don't explicitly have slots for Magegems, but we can very easily jury-rig a way to use Aethergems with HA1s, even if that means gluing them to the barrel.Pkay, just to be clear, gluing them to the barrel won't work, but that was just a figure of speech? But the need of circuits to make use of magems reinforces the irrelevance of whether the battery and generator are the same unit or split into separate units so that we can have dedicated storage and generation and thus change the ratios without making new revisions to do so. Unless we want to upgrade both simultaneously as one design? But that really isn't a thing for reasons I hopefully won't need to point out.
But we also have lots of tech already using Magegems, and thus lots of tech which we can easily use Aethergems into without any existing consideration.Assumng that Aethergems have the same performance. If the same number of aethergems as were formerly magems do not have the power to fire a single shot, then it is not compatible. If they do not have enough generation ability in the likely small numbers that are currently employed as magems, then they are not an appreciable upgrade. There are lots of ways in which it could require an extensive rework to get anything out of them.
"My design is broken, just spend a revision to fix it" "Spending revisions to fix designs is bad, for vague reasons that I am not going into but are very real so long as they don't apply to me"If the Mind of Madness won't stop Moskurgian magic completely, that's what our revisions are for. If we have two of them, we could likely stop Moskurg's magic in its tracks. I think we can win this game if we go this route.Honestly, some small part of me wants Mind of Madness to win so I can be proven right. But I'd rather have Aethergems win in the first place so I don't have to be proven right. Because it seems like I just can't convince you any other way.
Since 1.) The Protector is broken and needs a single revision to fix it. 2.) The Protector and AS-R1 are nearly useless close-up (where the Protector should be) because of their anti-magic; we can revise anti-magic resistance in.
And it's always a good idea to not have to use Revisions to fix a Design.
I really don't get the thought here, but I am inclined to agree that if it works, and we do have two revisions to burn on it, that we win. But it does seem sort of cheap...Balance, balance. Odds are it'll work, but Evicted will make it Very Expensive. That's okay, we can send Myark to the desert to use it.See top part in response to the quote before this one.
Yes, they would need a "lucky hail" spell that has the artillery get deflected by hailstones enough to miss. They would really need something dynamic to just endlessly perfect the spell. Not like we didn't go the hard-yards refining our fireball spell into something that would let an apprentice fry a whole squad.Moskurg's likely non-hard-counter... I think they're going to complete their Winds of Ruin to neutralize our artillery first. If we have the mind of madness, we can preemptively counter their upgrade.See above. It's going to get exponentially harder for Moskurg to counter our artillery with that spell.
And you were wrong multiple times. which is what happens when you realise that you can't argue with reason and try to just shout people down.What does it matter if we get into a counter chain? We're currently superior, if Moskurg spends all their time countering us, we'll take their homeland in the meantime. Also, I don't think one revision will suffice to kill the Mind of Madness, because balance.I mentioned why it was bad multiple times, actually.
In a counter chain, Moskurg wins.Oh, wonderful! An effect is driving us insane when we extend our minds beyond ourselves, let counter it with a spell to extend our minds beyond ourselves!!! Even if it worked, they would need to maintain it, which would be expensive, and thus they would fail and the artillery would get through in the downtime.
Why? Because we spend a design to make it, and they can spend a revision to undo it. We lose a design, they lose a revision; who wins?
And watch!
Fake Moskurger Revision: Mindshield
Our mages work, using our mind magic that we have extensive experience in, to collectively shield their minds from outside attacks.
Fake Moskurger Revision: FansAssuming that we use the mist version. The incorporeal version is better.
Ourstupid acrobatHeir has figured out another mundane use of our magic - fans! We simply use wind magic amplified by a device to make giant streams of air from a distance! It's merely an enchanted piece ofour stupid unthermodynamic metaladamantium!
We can use this to blow away their mist easily without exposing our minds.
Fake Moskurger Revision: Mindshield Variant BPermanently?
We use our experience in mind magic to simply revise a variant of Read Mind to "Strengthen Mind", allowing one to resist attacks.
And so on.And so on...
RAM, remember how I said you constantly make up things?Has anyone noticed that they have never once justified this statement? Yes, really blatant, so blatant that it leaves no trace...
It's somehow getting even more blatant.
EDIT: After making the mistake of skimming through some of RAM's post:WHAT artillery hard counter? They blew wind at artillery shells. How is wind versus metal "hard" from Team Wind? It was only ever going to deflect, and some shells were always going to get through it. Is there any actual evidence that it was ever intended as a hard counter? Not to the people who are not looking at the enemy thread at least... But hey, we don't have to make up stories about hard counters that don't exist, we can just pretend like "we have yet to figure out and design by which we can achieve this" is the same as "we could have easily fixed it any time we liked, with a simple revision, we just didn't feel the need to restore the thing that single-handedly kept us in the war for several turns and would very obvious be more effective at greater altitudes". Lets just revise up an antimagic charm with an "off"switch on it. We press the switch, and their adamantine turns into cuttlefish!
Their hard counters haven't worked. Notice how we're still winning via artillery even though they spent a design and revision on an artillery hard counter? And notice how we haven't even bothered to try undoing their frost tower hard counter.
"My design is broken, just spend a revision to fix it" "Spending revisions to fix designs is bad, for vague reasons that I am not going into but are very real so long as they don't apply to me"When anyone can tell this is, as always, blatantly untrue. Like, if you actually read the supposed "hypocrisy" I said, which is:
And it's always a good idea to not have to use Revisions to fix a Design.
Not if we fix the Protector, which uses canons. And it's going to be exponentially harder for them to increase the effectiveness of the spell.Note how, unlike what RAM pretends it to be, this statements work together.
Personally, I feel that recharging a magem in an hour would be optimistic, a day would be pessimistic, a week would be something that we ought to be prepared for, five minutes would be a thousand birthdays at once, and "enough to maintain a third of our current rate of fire" would be something that we can potentially hope for, but really shouldn't.Note how RAM is using this as evidence, yet it's literally just baseless assumptions. And I mean "baseless". There is no base to this statement. You're just saying "Well, I bet this is going to be bad, so therefore I'm right at saying it's bad!" like in nearly every argument you've made recently.
Obscuring Mist: Cloaks a squad in a fog cloud, hiding their numbers and equipment, and making them harder to hit at range.
Variant (Channeled Fog): A denser form of Obscuring mist, continuously generated.
Revision: Channeled Fog [5]And I don't believe they've ever actually countered this. It's just not particularly useful. But even if I missed something and it's not viable because of wind (if you do want to say this, please bring evidence for once), do you know how we can fix that? More mist. Do you know what makes a lot more mist? Towers of Mist.
Rather than just casting a cloud of mist and moving it about at will, our Mages have learned how to continuously conjure the fog. This means the cloud will grow larger and larger the longer they stand still, and moving will leave a trail of fog. This leaves more ambiguity as to how many men are hidden in the mist, and natural wind can't dispell the fog quickly enough to leave the men uncovered. Only time will tell if the Moskurg's control of the weather will be enough to dispell our cover.
...
...
Let me know if you think there's a part of this that's too ambitious. But I like it. And also let me know if I'm missing any other tweaks/designs that need to be retrofitted.
More complex crystal structures can be made, such as resistive and non-resistive crystal layering and more complicated shapes.
RAM:I said that the aethergems were fundamentally a good idea, but flawed. I made a better design, and argued for it., I frequently pointed out why they were inferior to the alternative. But I do not recall saying that they were bad, just flawed and could be improved upon. Please cite a specific quote where I said that it was a bad design. For contrast on how I define this, I regard the Titan as a bad design. THAT would have been a waste of an action.
I'm actually convinced at this point that you seemingly oppose everything I type on principle. It feels like whenever I post anything in this thread it's only a matter of time before RAM comes to make up more stuff trying to "counter" it.
The problem is that I feel almost obligated to show why the stuff you post is blatantly false.And yet you do not do so. Please cite precisely when you showed "why" a post of mine was blatantly false. On the few occasions that you have done so I have actually been quite receptive. Like when you pointed out that the falcons were actually modified permanently, and not just suppressed temporarily. On that occasion you actually made an argument and actually got a result. Mostly you just make completely baseless accusations. Such as saying that what I post is blatantly false.
But that's at the cost of my time and the general state of the thread.The whole thread choosing designs, I try to argue for why designs should be chosen. If there were any actual content to any of your arguments then we could maybe resolve something. If a point has been argued I am willing to drop it, but nothing is addressed...
Sure, most people can probably see right through your stuff, but there's always that miniscule chance that someone may have their opinion shifted by your baseless assumptions.You keep making these empty claims about my flaws, nd yet have no evidence to back it up. Surely if my offences are so abundant you can find at least one that you can go into a respectable amount of detail on?
I'm fine with arguing/discussing this kind of stuff with other people, but really. Other people don't just make up stuff to counter every single sentence of what feels like every post I make. Like for a recent example, I disagree with Fallacy, but at least he makes an effort to actually support his arguments.Exactly, I have no issue debating with Fallacy for exactly those reasons. I and Fallacy both support our arguments. You do not. Please post a quote of you supporting an argument against me and me being unreasonable about it. The thread is not going anywhere, feel free to grab a quote, any quote. The thread isn't deleting itself in a hurry, you really ought to be able to find one somewhere.
Okay, that is fair, completely lacking in foundation, the protector was obviously too ambitious and was always going to need revisions to be a tide of armour rolling over the fields. The fact is we got lucky that the G.M. decided to just ignore parts of the proposal. But still, I am willing to believe that you know little enough about what a design can actually achieve that you thought that you were submitting something that would work as you wanted in its initial form. It is worth pointing out that the average roll of a 6-sided die is 3.5. "3" is as close to average as is possible. "-1" is a consequence of the design. So you are lying or wrong about it being "just bad luck" as that is not, in fact, bad luck. That is a design going exactly as one could reasonably expect. Protector got a ridiculously average roll and came out with features just completely absent and still works about at well as can be expected. And it did not win the turn for us, because it was the wrong design at the wrong time. Which is exactly what I claimed it to be. but you are correct that, assuming that you were mistaken about the protector's ability to be a functional design, thus did not explicitly design it to need a revision, that you asking to revise it is not evidence of you operating under the idea of designing to require the use of revisions.Quote from: RAM"My design is broken, just spend a revision to fix it" "Spending revisions to fix designs is bad, for vague reasons that I am not going into but are very real so long as they don't apply to me"When anyone can tell this is, as always, blatantly untrue. Like, if you actually read the supposed "hypocrisy" I said, which is:Quote from: ChiefwafflesAnd it's always a good idea to not have to use Revisions to fix a Design.Quote from: ChiefwafflesNot if we fix the Protector, which uses canons. And it's going to be exponentially harder for them to increase the effectiveness of the spell.Note how, unlike what RAM pretends it to be, this statements work together.
Using revisions to fix a design is unavoidable. We generally shouldn't make designs with the intention of also using revisions that turn to fix the design. It's always a good idea to not have to use a revision to fix a design is true - we shouldn't intentionally put ourselves in situations where we have to use a revision to fix something.
But the Protector is buggy only because of a poor bug roll. We had a [3-1] for the bug roll, which is mostly just bad luck.
And it's always a good idea to not have to use Revisions to fix a Design.You do not actually specify any intent. You specify a situation. Specifically that of having to use a revision to fix a design. A situation that we now find ourselves in if we need to use a revision to fix Protectors. We obviously don't, protectors are kind of pointless, they get about as much as they can out of their role in the current circumstances so no revision on them would help significantly, but if we did need one then that would be the situation that we find ourselves in as a consequence of their design. It is just really sad that you do not understand the word "blatant". When your entire argument rests upon a very specific interpretations of a very vague sentence then that is not blatant.
I honestly don't trust that Evicted would ever be willing to make the Protector Cheap on the first design regardless of what we do. Also, usually Cheap/Expensive don't really make a difference for bigger things.So you expected it to be expensive, and regard a 3 as a bad roll. 3 is as good as precisely half the possible options, that is a very likely thing to happen. It was, in fact, by your own standards, very likely that your estimations would not be met. Your estimates were "expensive" at best. You even specifically mentioned the "First design" with reference to "Protector" thus implying that there would be future "Protector" designs. And yet apparently this is not an example of designing to require a revision? Even though you plainly regard the next step up from "expensive" to be requiring of a revision:
So here's a list of the flaws I could see at a glance:So you do not believe that cheap is possible. You believe that very expensive requires a revision, and you do not think it is appropriate to make designs that require revisions... So you do not believe that expense rolls exist? I am really having trouble figuring out if you are deliberately lying or really don't understand something about this situation, by your own statements the only possible outcome was a single specific expense level, as though expense levels are certain. Do you perhaps think that The G.M. was unjustified in giving the design anything less than a +2 on the expense roll?The ones in bold should probably be fixed first. I think we should prioritize the expense, but revisions fixing more than one problem would be great and may be possible. The Protector is (probably) useful as it is, and fixing a non-expense related part would probably not do much at Very Expensive.
- It's Very Expensive!
- No anti-magic resistance?
- Poor propulsion - The engine's great, but the small wheels can easily crack and sink into the ground. The lack of suspension means no cannon fire on the move. The gears make turning a very slow + arduous process and are prone to breakage at high speed. And more. We could probably fix all this with a single revision.
- It's slower than a horse. Related to above (gears/suspension/wheels and the like) and could probably be fixed with a single revision along with the above.
- Magegem battery only allows up to 1 minute of unpowered operation
- AS-HAC-1 emplacement provides no protection to operator, requires an apprentice operating it, and doesn't support armor making the operator very vulnerable. Also only useful for anti-air.
- IDE can't be retrofitted to other designs. We should probably just implement it in future designs; I don't think a retrofitting revision is worth it.
- Small amounts of ammo. Not a huge deal since the HC1-E is a pretty big cannon and can do a lot with small quantities of ammo.
Anti-magic resistance is annoying, but not the end of the world. Their anti-magic still needs to be consciously cast by a wizard with the spell and our soldiers can always just wait it out or depart the vehicle when disabled.
The wheels/gears/suspension/mechanical propulsion stuff is all annoying, but we can live with it. On the bright side, a single revision could potentially fix all of this and radically progress our knowledge of engineering in this area. Seriously. It's a huge opportunity - suspensions, gear turning, better wheels.
Maybe we could implement treads.
And for another example, let's take another look at your post:I clearly stated that it was my personal opinion. It is very very clear. How vague can "Personally, I feel that" be on this issue? I made a very clearly personal judgement on what was plausible and used it as an example to explain my own thought on the matter. And it is not baseless, it is based upon my personal assessment of the situation, and I made that very clear. I don't even regard that as "bad" as you are accusing me of. I regard those rates as being pretty good. Well, the optimistic one, and the pessimistic one is generally bad, but that is what pessimistic is. Really, you are citing the exactly how clear, concise, and descriptive I can be at my best and saying that I refuse to provide tangible arguments. These are the figures that I think are likely and why I think they are not good enough., And, as it turns out, wer, by some miracle, got even better results, they can barely be considered batteries anymore and still haven't lost any storage capacity. I blame the G.M. for being too soft. That said, they still do not generate charge quickly enough to keep pace with our firearms. So it turns out that even a success well beyond my expectations was insufficient for our purposes.Quote from: RAMPersonally, I feel that recharging a magem in an hour would be optimistic, a day would be pessimistic, a week would be something that we ought to be prepared for, five minutes would be a thousand birthdays at once, and "enough to maintain a third of our current rate of fire" would be something that we can potentially hope for, but really shouldn't.Note how RAM is using this as evidence, yet it's literally just baseless assumptions. And I mean "baseless". There is no base to this statement. You're just saying "Well, I bet this is going to be bad, so therefore I'm right at saying it's bad!" like in nearly every argument you've made recently.
Also in response to the "A mist cloud would likely be blown away":I have already stated that a tower of fog would result in a giant "shoot here" arrow stretching up into the sky above the conjurer. Wind, surprisingly enough, does blow fog. True, channelled fog does, indeed, persist, due to its continuous generation, but it is still blown and it thus still completely fails to obscure the location of the person creating it.
Nope.
See our "channeling mist" spell which explicitly works against wind by being continuously generated, which is the same thing a Tower of Mist would be doing. Actually, I just know you'll say "NUH-UH" then make up another thing saying that technically it doesn't work. But let me pre-emptively prove you wrong:Obscuring Mist: Cloaks a squad in a fog cloud, hiding their numbers and equipment, and making them harder to hit at range.
Variant (Channeled Fog): A denser form of Obscuring mist, continuously generated.Revision: Channeled Fog [5]Well I do so love making things up, lets make pretend that the G.M. said something like this:And then let's all share a delusion that channelled fog is, in fact, affected by wind. Or, you know, maybe it just likes being downwind, because our apprentices smell nice... How many times do you have to outright lie about me making things up without ever doing anything to support your claims before your slanderous tastes are satisfied?@EvictedSaint: How effective is our channeled fog against their wind spell? Is it still getting blown away or are we capable of maintaining constant cover on our troops?
It's about even. The fog is continuously generated from the casting mage, so as long as the troops trying to hide are downwind it will more-or-less cover them.Rather than just casting a cloud of mist and moving it about at will, our Mages have learned how to continuously conjure the fog. This means the cloud will grow larger and larger the longer they stand still, and moving will leave a trail of fog. This leaves more ambiguity as to how many men are hidden in the mist, and natural wind can't dispell the fog quickly enough to leave the men uncovered. Only time will tell if the Moskurg's control of the weather will be enough to dispell our cover.And I don't believe they've ever actually countered this. It's just not particularly useful. But even if I missed something and it's not viable because of wind (if you do want to say this, please bring evidence for once), do you know how we can fix that? More mist. Do you know what makes a lot more mist? Towers of Mist.
Aethergem ShellsThis definitely seems like it could work. Though a problem is that if we use an Aethergem to power the propulsion effect, Evicted could say the Aethergem won't explode at the end as it's discharged. But if Aethergems do explode when discharged, then that'd be great because the Aethergem shell (Blastaether Shell? Aetherblast Shell? Yes; Aetherblast Shell!) seems like it'd be a great choice.
Aethergems seem to explode when violently damaged, so why not load a bunch of them onto the tip of one of our Blastshells? They can power the shell to blast towards the enemy like a Blastshells+R then cause a massive explosion when they hit the target, similarly to a Blastshells+E. Even better they can power the blast effect throughout the arc, making them not lose accuracy at long range. Using half the gems of a Blastshells+R/E, this should be both cheap and more effective then any current shell.
0 HA1-b "Mundane" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504739#msg7504739):
0 Arstotzkan Equipment Update (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504757#msg7504757):
0 Aethergem Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504773#msg7504773):
0 Academy Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Temporary Wizards (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Weightite works (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Save the credit:
conductive and resistive crystals and layered construction is not that easy.
Revision: Crystalworks Mk. 2 [4+1](Lower emphasis mine)
...
More complex crystal structures can be made, such as resistive and non-resistive crystal layering and more complicated shapes.
Oh, wow, I did not notice that. Huh... It... still doesn't actually work that way. I mean lightning that is, either coat yourself in a resistive layer, and I mean air-tight, especially at the bottom, so that any path through you also goes through highly resistive materials, or coat yourself relatively casually(An open cage is fine)in something highly conductive, so that There is always an easier path than the one through you, and even with their arrow-lightning it should still just be a matter of a single layer of resistant coating that lightning will deflect off of, but still, I did not spot that we could do that now. I guess I will have to find some way to make use of it...More complex crystal structures can be made, such as resistive and non-resistive crystal layering and more complicated shapes.(Lower emphasis mine)
P.S.Unneeded explicitly personal attack is unneeded.
Congratulations! You were actually right about something! Can you tell the difference?
I'm... pretty sure that's not how electricity works.Oh, wow, I did not notice that. Huh... It... still doesn't actually work that way. I mean lightning that is, either coat yourself in a resistive layer, and I mean air-tight, especially at the bottom, so that any path through you also goes through highly resistive materials, or coat yourself relatively casually(An open cage is fine)in something highly conductive, so that There is always an easier path than the one through you, and even with their arrow-lightning it should still just be a matter of a single layer of resistant coating that lightning will deflect off of, but still, I did not spot that we could do that now. I guess I will have to find some way to make use of it...More complex crystal structures can be made, such as resistive and non-resistive crystal layering and more complicated shapes.(Lower emphasis mine)
Titled "Heretics Fallacy", this frightening spell allows user to exert greater control over where and how lightning strikes. They can't force it to perform impossible tasks, but they can encourage it to flow through an Arstotzkan soldier rather than down a lightning rod."They can't force it to perform impossible tasks" means essentially that they can path the lightning through the air to the armor. But to counter resistive crystal layering, they'd have to fundamentally break some very fundamental laws of how electricity works. Way more-so than they currently are.
0 HA1-b "Mundane" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504739#msg7504739):These two revisions will be very useful to us. Together, it would completely counter the effect of their range-dampening magic, giving us complete artillery dominance once more. Because of the increased firepower the revision also gives us, said artillery dominance would be utterly devastating, enough to defeat anything they throw at us next turn and then some.
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I agree, I felt sort of bad about it, but there was a good reason for it too. You see, your statements are reliable incapable of determining accuracy and inaccuracy. If you are just a troll, then good for you! Well done! Advanced troll achievement gained!P.S.Unneeded explicitly personal attack is unneeded.
Congratulations! You were actually right about something! Can you tell the difference?
RAM comes to make up more stuff trying to "counter" it.If any of these statements were justified, then they would be legitimate criticisms. They are not. They are just slander. They look like a malicious attempt to sideline someone by spreading false rumours. You have often claimed all of these things. "Enough repetition makes something true" perhaps? Not once have you actually presented an argument to justify them. If you are not going to establish what, specifically, I am presenting as false evidence, then these are purely insults, and far more perverse and malicious than than any mere slight on your character.
the stuff you post is blatantly false.
your baseless assumptions.
I'm fine with arguing/discussing this kind of stuff with other people, but really.
Other people don't just make up stuff
at least he makes an effort to actually support his arguments. You, on the other hand...
as always, blatantly untrue.
if you actually read
RAM pretends
Either RAM conveniently ignored this, or just doesn't understand this.
RAM comes to make up more stuff trying to "counter" it.It is nice to finally see an attempt to argue something. You are sadly wrong here. As I posted shortly afterwards, there is a direct quote from The G.M. that the fog is blown by wind. Channelled fog is generated at the point of origin continuously and then obeys the wind. A fog tower would produce enough fog to cover an entire region. It would, however, not cover the region, it would only cover the parts that the wind blew it towards. Likely toward the tundra.
Also in response to the "A mist cloud would likely be blown away":
Nope.
See our "channeling mist" spell which explicitly works against wind by being continuously generated, which is the same thing a Tower of Mist would be doing. Actually, I just know you'll say "NUH-UH" then make up another thing saying that technically it doesn't work. But let me pre-emptively prove you wrong:Obscuring Mist: Cloaks a squad in a fog cloud, hiding their numbers and equipment, and making them harder to hit at range.
Variant (Channeled Fog): A denser form of Obscuring mist, continuously generated.Revision: Channeled Fog [5]And I don't believe they've ever actually countered this. It's just not particularly useful. But even if I missed something and it's not viable because of wind (if you do want to say this, please bring evidence for once), do you know how we can fix that? More mist. Do you know what makes a lot more mist? Towers of Mist.
Rather than just casting a cloud of mist and moving it about at will, our Mages have learned how to continuously conjure the fog. This means the cloud will grow larger and larger the longer they stand still, and moving will leave a trail of fog. This leaves more ambiguity as to how many men are hidden in the mist, and natural wind can't dispell the fog quickly enough to leave the men uncovered. Only time will tell if the Moskurg's control of the weather will be enough to dispell our cover.
RAM comes to make up more stuff trying to "counter" it.And here, again, you try to defend your statements. But can't help throwing out generalised slurs and consistently fail to have a valid statement. You are hinging your argument on me making unfounded statements about your design. I have not here made any unfounded statement about your design. I made it very clear that it was just my personal opinion as to what was likely. If I had cited it as fact then you would have had a point, but as it is I just presented what were very clearly my own opinions as to what we could expect and left it to others to discern if they agreed. You could have freely made your own personal opinions as to what the likely outcomes would be, that would have been a valid opposition, instead you just accused me of lying when my statement did not, in fact, contain any data that could have been reasonably construed as a lie even if it were completely inaccurate. <-and there is reasoning, not the finest ever, but an actual attempt to convey some justification for my position. Rather than just stating that my opponent is incompetent and failing to support the statement.Quote from: RAMPersonally, I feel that recharging a magem in an hour would be optimistic, a day would be pessimistic, a week would be something that we ought to be prepared for, five minutes would be a thousand birthdays at once, and "enough to maintain a third of our current rate of fire" would be something that we can potentially hope for, but really shouldn't.Note how RAM is using this as evidence, yet it's literally just baseless assumptions. And I mean "baseless". There is no base to this statement. You're just saying "Well, I bet this is going to be bad, so therefore I'm right at saying it's bad!" like in nearly every argument you've made recently.
Electricity doesn't just take the path of least resistance. It takes all paths. It's just that some materials are resistive enough to make the amount of electricity passing through negligible.That may be true, I wouldn't know, but negligible quantities are not important.
The problem with steel is that it's not a great conductorNot compared to copper, no, but compared to a human? It is actually quite rather good.
Observe the combat phase where Moskurg introduced their counter:Nope, they are breaking them completely right now. I am pretty sure that what that statement actually means is "lightning won't currently path through a window, up a flight of stairs, through a keyhole, along a curtain-rail, into a human head, and then down a drain. Which, ironically, would be more possible than ignoring a lightning rod. It would just need the right conductors in the right places to form the right path...Titled "Heretics Fallacy", this frightening spell allows user to exert greater control over where and how lightning strikes. They can't force it to perform impossible tasks, but they can encourage it to flow through an Arstotzkan soldier rather than down a lightning rod."They can't force it to perform impossible tasks" means essentially that they can path the lightning through the air to the armor. But to counter resistive crystal layering, they'd have to fundamentally break some very fundamental laws of how electricity works. Way more-so than they currently are.
TL;DR: Electricity largely goes through the path of least resistance. When a human is in conductive armor, electricity will largely go through the human instead of the ground. When the human is covered by resistive crystal, electricity will largely go through the ground instead of through the human.Which is why Faraday Cages are not a real thing.
Personally I think it's a better idea to just throw some Aethergems into Combat Armor and not bother with the splicing it directly into the soldier.I concede they may be more efficient ways to do that, but I dare say there is no cooler way to do it.
I'm sure we could do it, but it most certainly adds difficulty.
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1 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean
2 - HA1-b "Mundane" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504739#msg7504739): Voidslayer, Draignean
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1 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean
Voting for the Mundane, if anyone wants a flashier name, or has other suggestions, I am glad to change it.
Actually, Andres, could you have it so the AAA Blastshells work with the AS-HAC-1? Just so we can be one step closer to flak!There's really no point to upgrading the HAC-1 to use blastshells. Keeping the upgrade focused on the HA1 shells is the best way to go. Using the revision for my idea rather than resizing it will probably give us more experience with shells anyway, so it'll get us closer to flak than resizing the shells for the HAC-1.
And are there any other benefits to upgrading Magegems other than a step towards better Blastshells? I mean, overall it seems like this may be putting one revision (better Blastshells) into effect using two, when we could be doing much more.
2 - HA1-b "Mundane" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504739#msg7504739): Voidslayer, Draignean
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Revision: Better Magegems [3+1]
Sticking with the A-levels, a AAA battery should be able to power a couple flares. An AA battery should be able to power a SPSF-C all by itself, and an A battery should be able to power a regular PSF-C. Three A batteries can power a single PSF in all its glory.
2 HA1-b "Mundane" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504739#msg7504739): Voidslayer, Draignean
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1 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean
So what if, instead of fixed Aethergems the HA1-b used a removable rack of gems. They could have 3-4 racks recharging between shots, which would allow the thing to fire once every 2 minutes or so.
Also what about Lunar as the cannon name?
So what if, instead of fixed Aethergems the HA1-b used a removable rack of gems. They could have 3-4 racks recharging between shots, which would allow the thing to fire once every 2 minutes or so.
2 - HA1-b "Mundane" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504739#msg7504739): Voidslayer, Draignean
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Moskurg: I use my wind attack!
Arstotzka: Nuh-uh! I have an invisible shield that makes me immune against wind attacks!
I wouldn't say that's a hard counter. More of a soft counter.
To me, at least, a hard counter is basically what I said earlier. Like this:QuoteMoskurg: I use my wind attack!
Arstotzka: Nuh-uh! I have an invisible shield that makes me immune against wind attacks!
But if we're investing in fortifications, designing a living crystal wall or portable crystal fabricators would be the best way to go, in my opinion. Both techniques allow for very quick construction of really strong fortifications.
Or we could invest in the Protector. Which is a moving fortification!
living crystal wall or portable crystal fabricators would be the best way to go, in my opinion.Can I count on your vote? I suppose it would need to be updated a bit, maybe...
Communual spell: The living wall!
Blah blah blah: we mathemagically analyse fire wasp spell and extract the "life" and add it to a crystal wall.
Make attuned gems, let's say, emeralds, they all focus on the same spell and store magic for it.
Lots of wizards wielding gems, all likewise attuned, can all contribute to the same spell.
The spell is alive, it is a wall, it is crystal. 10 centimetres of steel should stop anything they care to throw at us, and the wall is alive, it gets thicker if it needs to and thinner if it can to save energy.
The wall is alive, it is perfectly capable of analysing attempts to dispel it and fighting against it as only a being formed of living and aware magic can. If it loses the fight, it just moulds itself around the antimagic and covers other places, or protects against attacks from above, or even grabs its own casters and places them out of the antimagic field.
Old magic: Summon living thing, channel a spell through a gem, mass-crystal summoning(caltrops and a wall that can 'move' by destroying itself at one point and creating itself at another sol ong as it maintains a single mass are pretty similar, but seriously, we have SO MUCH crystal expertise it isn't even sad anymore.).
New magic: Multiple people collaborating on one spell, dynamic crystal forms, maybe, not rally though, that stuff is old..., living 'magic': we have the magic wasps, which are alive, and made out of magic, but, I guess this is another step into meta so give that some acknowledgement I suppose...
If it works we can use if for ship armour.
Now, normally that would be a pretty big "if" but I have seen the G.M. pull some amazing backflips in order to get our stuff to work regardless of how messed up the proposal is
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1 - Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
1 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505162#msg7505162): Chiefwaffles
1 - Duststorm Equalizer: FallacyofUrist
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1 - Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
1 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505162#msg7505162): Chiefwaffles
1 - Duststorm Equalizer: FallacyofUrist
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Orders:
2 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
You very clearly have aMy off-hand list of hard counters:wrongdifferent definition of hard counters than me in that case, RAM.
Protector is a good example of a hard-counter to artillery that failed. It is too slow to catch the artillery so it just plods along however long it takes to break down. Breaking down isn't what ruins them, plenty of them don't break down, they just don't achieve their role of getting things to the battlefield because much of the battlefield moves faster than they do.Basically, things that render something else insignificant or nonfunctional. I really can't see how anyone could have a definition that diverges significantly from that. Maybe you actually disagree with how severe these things are? I mean, the artillery was not "that" hard of a counter, but it was pretty much consistently impossible to win after being hit by it. The rest of them are much more severe then just artillery blunting armies before they get into sight of each other. But probably the best examples of hard counters that work are adamantine and antimagic. They basically turn off entire schools of magic and antimagic is still working on conjuration and we have actually spent a design on that issue. Perhaps you want to revise the frost towers to cause rusting somehow? Oxidisation would kill crews faster than it would rust metal, but everyone knows that metal is weak to rust attacks, so I guess it would work that way... But how to turn a frost tower into a frozen rust tower?
Crystal layering is an example of a hard-counter to lightning that may or may not work. If the idea of "their lightning spells, which they have spent many designs on, suddenly have no effect on any of the forces that we send into its influence" is not a hard counter than I don't know what is.
Antimagic charms are a hard-counter to mind-reading that was very expensive but had a lot of potential. It worked, it still works.
Antimagic fields are a hard-counter to then entire school of conjuration that works just fine so long as they don't need magic to avoid terminal velocity. We managed to counter it with a full design, and only for a single field of conjuration. Webs, caltrops, wasps, and fog are all still basically useless against their ground forces. And also useless against their air forces too, which reflects that their air forces are a hard counter to all our hand-to-hand weapons. Basically everything short ranged, and our contact-explosives.
Their artillery was a hard-counter to our entire army. We didn't recover from that. Protectors are an attempt, but are basically insignificant. More to the point, they would be more than a single revision spent countering the enemy's hard counter. Does anyone else actually remember what happened when artillery first appeared? They sent enough spears into our ranks to half our effective numbers. I still kind of suspect that they invented flechette cluster munitions along with the design. We never broke that hard-counter, we just matched it with some theoretical stuff we had been working on.
Adamantine is a hard counter to fireballs and frost towers. It is VERY difficult to describe frost towers and fireballs as not being worth it. How, precisely, are we to counter adamantine's thermal immunity with a revision? If it has any chance of working I will probably vote for it. Now, normally that would be a pretty big "if" but I have seen the G.M. pull some amazing backflips in order to get our stuff to work regardless of how messed up the proposal is, so I am finally willing to ease up a little on complete nonsense that remains nonsensical in the context of magic. I will just accept that the design is about intent, rather than method. Even though coming up with magical methods seems like more fun and ought to get us bonuses...
To me, at least, a hard counter is basically what I said earlier. Like this:Now lets change some words around...QuoteMoskurg: I use my wind attack!
Arstotzka: Nuh-uh! I have an invisible shield that makes me immune against wind attacks!
Moskurg: I use my lightning attack!Perhaps you might be able to see why I am a little confused here? I am quite certain that you have proposed what is, quite specifically, a shield that makes someone immune to lightning. Or is that yet another thing that I am obviously just making up, regardless of how many sources I might site? Please either stop proposing hard counters or stop telling other people to stop proposing hard counters.
Arstotzka: Nuh-uh! I have a crystal armour that makes me immune against lightning attacks!
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
The Mundane is a variant of the HA1 that has spots for aethergem insertion and PSF-C generators in the firing chamber. It is VeryExpensive. Both the HA1 and the HA1-b perform separate roles.So if I'm interpreting this correctly, then we have a handful (Very Expensive) of HA1s that fire at a rate of 1 round/10 minutes, but require zero wizards to do so.
2 Aethergem Fitting (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505146#msg7505146): Chiefwaffles, Kadzar
0 Aethergem Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504773#msg7504773):
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0 Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
1 Magegem Capacity Upgrade (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504894#msg7504894): Andres
1 Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
1 Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505162#msg7505162): Chiefwaffles
1 Duststorm Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505224#msg7505224): FallacyofUrist
0 Growing Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505258#msg7505258):
0 U.N.C.L. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505430#msg7505430):
0 S.A.F.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505526#msg7505526):
1 Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
0 Forced Force Flourishes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506145#msg7506145):
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2 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
Crystal Ammunition Fabricator is obviously useless. We already are shooting as quickly as we can with the amount of magic we can generate. This is increasing the rate of fire when we already have ammunition shortages. Not ot mention that crystals are useless as ammunition. Our metal shells are being deflected by wind. Wind deflection is primarily based around density. A tonne of feathers is effectively lighter than a tonne of bricks because the feathers can never exert as much force or carry as much much inertia. Crystal ammunition will be easier to blow away, Such a revision would, in the current situation, be a downgrade.Nope.
Combat for 941Note the time. And A.) Ammunition shortages at this time (which was two combat phases ago) were only if the trains derailed. Which was only a problem because Al-Mutriqa was assigned to this theatre. B.) This was before we got Expensive Restless trains, which solve this problem and then some.
...
The derailed trains hurts Arstotzka here pretty badly - the trains are unarmed and full of valuable artillery shells (although they have the sense not to transport the gems charged, meaning no messy explosion). Without frequent supply drops, the HA1's must annoyingly fall silent every so often. This is a god-send for Moskurg soldiers who've taken to ducking in their trenches every time they hear a noise.
Design: Combat Armor [2+2, 3+6, 4+2]"Modest". The weight difference between complete plate armor made out of steel and complete plate armor made out of Crystal is modest. The weight difference between steel and crystal is only notable at much larger sizes, like the Crystalclad and maybe the Protector/Restless.
...
Essentially the same design, our armor is now made entirely out of crystal rather than steel. This results in a modest reduction in weight ...
0 - Aethergem Fitting (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505146#msg7505146):Also please stop removing the dashes.
0 - Aethergem Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504773#msg7504773):
0 - Academy Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 - Temporary Wizards (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 - Weightite works (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 - Magegem Capacity Upgrade (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504894#msg7504894):
1 - Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
0 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505162#msg7505162):
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0 - Growing Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505258#msg7505258):
0 - U.N.C.L. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505430#msg7505430):
0 - S.A.F.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505526#msg7505526):
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
0 - Forced Force Flourishes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506145#msg7506145):
0 - Save the credit:
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2 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
Nope?Crystal Ammunition Fabricator is obviously useless. We already are shooting as quickly as we can with the amount of magic we can generate. This is increasing the rate of fire when we already have ammunition shortages. Not ot mention that crystals are useless as ammunition. Our metal shells are being deflected by wind. Wind deflection is primarily based around density. A tonne of feathers is effectively lighter than a tonne of bricks because the feathers can never exert as much force or carry as much much inertia. Crystal ammunition will be easier to blow away, Such a revision would, in the current situation, be a downgrade.Nope.
1.) Literally nowhere has it been said that we "are shooting as quickly as we can with the amount of magic we can generate." Literally nowhere.Except:
Though Arstotzka now has more HA1's, they can't field them to their full potential as they need three mages to a cannon and they have just as many cannons as mages. Nearly every available wizard is pulled to HA1 firing dutyNo amount of calling me a liar will make me a liar. You, on the other hand, are lying. It is very obvious because you have been making proposals to increase our magic supply. You are well aware that we have a shortage of magic and are very obviously just calling me a liar for your own games, and it has long passed to point of being acceptable behaviour.
2.) "Ammunition shortages" is no longer a problem. This is the most recent time it was mentioned:I was using ammunition as another term for magic. /It is a constraint on how much we can fire. Obviously a thing that summons bullet would be a boon if we were low on bullet supplies. IOf you were actually trying to argue the point then you should have gone with that. You obviously aren't even trying to win an argument, you are just trying to denounce my opinion at every opportunity and it is no longer possible to consider such extreme displays as anything other than intentional malice!
3.) The difference in weight between Crystal and Steel isn't significant. Crystal has only ever been a bit lighter than steel. Note this quote.Wow....our armor is now made entirely out of crystal rather than steel. This results in a modest reduction in weight"Modest". The weight difference between complete plate armor made out of steel and complete plate armor made out of Crystal is modest. The weight difference between steel and crystal is only notable at much larger sizes, like the Crystalclad and maybe the Protector/Restless.
Crystal shouldn't have any notable difference in effectiveness against their anti-shell wind magic, and would not be notably easier to blow away.
2. Small, moderate in size.
He earns a modest amount of money.
Her latest novel was a modest success.
1. Not excessive; acting in moderationYou are saying that it will make no difference. You are wrong. I would ascribe this to just not understanding the words that you are using, but I must assume, at this point, that it is malice. Please stop blatantly lying to everyone for your own self-aggrandisement. It is not subtle anymore, everyone can see that you are lying. More specifically:
moderate language
a moderate Calvinist
travelling at a moderate speed
Jonathan Swift
A number of moderate members managed […] to obtain a majority in a thin house.
2. Mediocre
3. Average priced; standard-deal
It is on par with a lance made of steel, but substantially lighter.On the scale of a lance it is "substantially" lighter. "Substantial" means that it is important enough to take note of...
EDIT: And people back then were voting for the first revision. Don't bring their votes back now. I fixed the votes, though I left your vote for obvious reasons.This, on the other hand, is fair. I didn't consider that the situations was sufficiently changed that people would alter their votes, and assumed that everyone would have ample opportunity to fdo so if they were so inclined. I admit that I was wrong. Still, it could have been worse, I could have just deleted everyone else's proposals...
Also please stop removing the dashes.Heh, funny, there is some leniency in how to interpret that, but I expect that most everyone will agree that the implications is that I am making a habit of such. Most assuredly not the case the first time that you said it and now? Well, I prefer it the other way, and you have taken far worse liberties so I will take my own. I find it easier to edit the votes and add new ones this way so I will do as I see fit. Do you perhaps have some sort of authority in this matter? I mean, you added them to other people's proposals before I removed them, you had no more right to do that...
0 Aethergem Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504773#msg7504773):
0 Academy Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Temporary Wizards (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Weightite works (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
0 Magegem Capacity Upgrade (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504894#msg7504894):
1 Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
0 Aethergem Fitting (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505146#msg7505146):
0 Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505162#msg7505162):
0 Duststorm Equalizer (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505224#msg7505224):
0 Growing Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505258#msg7505258):
0 U.N.C.L. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505430#msg7505430):
0 S.A.F.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505526#msg7505526):
1 Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
0 Forced Force Flourishes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506145#msg7506145):
0 Save the credit:
Orders:
2 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
Nope?And you'd be incorrect.
Quite literally never called you a liar in the referred post, pal. Stop manufacturing drama, please.1.) Literally nowhere has it been said that we "are shooting as quickly as we can with the amount of magic we can generate." Literally nowhere.Except:Though Arstotzka now has more HA1's, they can't field them to their full potential as they need three mages to a cannon and they have just as many cannons as mages. Nearly every available wizard is pulled to HA1 firing dutyNo amount of calling me a liar will make me a liar. You, on the other hand, are lying. It is very obvious because you have been making proposals to increase our magic supply. You are well aware that we have a shortage of magic and are very obviously just calling me a liar for your own games, and it has long passed to point of being acceptable behaviour.
2.) "Ammunition shortages" is no longer a problem. This is the most recent time it was mentioned:I was using ammunition as another term for magic. /It is a constraint on how much we can fire. Obviously a thing that summons bullet would be a boon if we were low on bullet supplies. IOf you were actually trying to argue the point then you should have gone with that. You obviously aren't even trying to win an argument, you are just trying to denounce my opinion at every opportunity and it is no longer possible to consider such extreme displays as anything other than intentional malice!
Thank you for proving my point.3.) The difference in weight between Crystal and Steel isn't significant. Crystal has only ever been a bit lighter than steel. Note this quote.our armor is now made entirely out of crystal rather than steel. This results in a modest reduction in weight"Modest". The weight difference between complete plate armor made out of steel and complete plate armor made out of Crystal is modest. The weight difference between steel and crystal is only notable at much larger sizes, like the Crystalclad and maybe the Protector/Restless.
Crystal shouldn't have any notable difference in effectiveness against their anti-shell wind magic, and would not be notably easier to blow away.
Wow....Quote from: wiktionary: modest2. Small, moderate in size.
He earns a modest amount of money.
Her latest novel was a modest success.Quote from: witionary: moderate1. Not excessive; acting in moderation
moderate language
a moderate Calvinist
travelling at a moderate speed
Jonathan Swift
A number of moderate members managed [ ] to obtain a majority in a thin house.
2. Mediocre
3. Average priced; standard-deal
You are saying that it will make no difference. You are wrong. I would ascribe this to just not understanding the words that you are using, but I must assume, at this point, that it is malice. Please stop blatantly lying to everyone for your own self-aggrandisement. It is not subtle anymore, everyone can see that you are lying.Another RAM Insult! I should be collecting these!
More specifically:Goddamn RAM. You do know that you can't just magically make people dislike me by increasing the density of the word "lie" in your post, right?It is on par with a lance made of steel, but substantially lighter.On the scale of a lance it is "substantially" lighter. "Substantial" means that it is important enough to take note of...
Not that that actually is a thing at all. I mean, there is no "scale" factor here. It is relative weights for the same sizes that count. A crystalclad that is 20% heavier will displace 20% more water. A bullet with the same ratio will be blown 20% further off course, more or less. Flight-physics are more complex than simple displacement, but the scale is still basically meaningless. So your pointless attack at my integrity wouldn't even be justified if it were based on truth instead of outright lies.
Have you realized how these little "fights" occur, buddy, pal, RAM? Because you're always the one starting it. You're always the one calling my designs, and I quote, "obviously useless." That's you. I'm merely pointing out why your criticisms of my designs are wrong.You are not "merely" pointing out your beliefs. You are extremely heavily insinuating, when not outright stating, that I am wrong as a consistent pattern, rather than just on individual instances. There is a very important difference. One is finding flaw in my arguments, the other is either a malicious or unwitting effort to reduce someone's reputation. It is also known as slander. It has very real and very important consequences and has killed a great many people. I am right to demand that you recant your lies about me. It would be evil of me to just ignore this sort of treatment. I like to think that I would do the same if you were mistreating someone else in the same way.
You're always the one calling my designs, and I quote, "obviously useless." That's you.Now, sure, you could argue that it was not a direct quote, except you can't. You were trying to inflate the importance of your statement by implying that it was very strict and concrete. You put the statement in quotations marks, but that could just be emphasis. But you very clearly stated "I quote". You emphasised twice that it was a quote, that it was exact words. You state twice that I am the subject. You go out of your way to make it extremely clear that I am the one to blame here. That I am a problem. You further state that I "always" do this. There is no sane way to interpret that without it being a reference to multiple events.
Buddy, if you can't prove me wrong then just give up and realize that you're wrong. It's okay to be wrong! We're all wrong at many points in our lives. It's a part of being human, and it's okay to admit it.It is no longer plausible to accept this as a product of innocence. Chiefwaffles is openly attacking me. If people want me to stop these rants then all they have to do is acknowledge that Chiefwaffles is attacking me in an unjust fashion and with inaccurate statements.
If people want me to stop these rants then all they have to do is acknowledge that Chiefwaffles is attacking me in an unjust fashion and with inaccurate statements.Poor little RAM!
It has very real and very important consequences and has killed a great many people. I am right to demand that you recant your lies about me. It would be evil of me to just ignore this sort of treatment. I like to think that I would do the same if you were mistreating someone else in the same way.In the above quote RAM actually seriously compares my arguing with actual serious real life cases of slander severe enough to be labeled "killing people" and... well. It's actually pretty funny, this quote. I'd recommend reading this one. Bonus points for irony.
I am not wrong, as evidenced by your lack of evidence and reasoning.
SOMEBODY needs to denounce your slanderous inclinations and I am willing to do it. Stop harming people.More bonus points for irony!
You are well aware that we have a shortage of magic and are very obviously just calling me a liar for your own games, and it has long passed to point of being acceptable behaviour.
You obviously aren't even trying to win an argument, you are just trying to denounce my opinion at every opportunity and it is no longer possible to consider such extreme displays as anything other than intentional malice!
Please stop blatantly lying to everyone for your own self-aggrandisement. It is not subtle anymore, everyone can see that you are lying.
So your pointless attack at my integrity wouldn't even be justified if it were based on truth instead of outright lies.
Thankyou for the commentary, but I have a legitimate problem. I am poor at reading people so I have to consider all possibilities.The above one is actually pretty great. Note the bottom part - "the effects of 3 are active." That's RAM's fancy little way of literally calling me a "troll or sociopath." For disagreeing with him in a forum game. Great, huh?
1: Chiefwaffles honestly believes this stuff: I honestly wish to help them.
2: Chiefwaffles is actually correct: I would dearly like an explanation that I could learn from rather than just endless insults.
3: Chiefwaffles is a troll or sociopath who is trying to harm others for fun or basically murder people in order to benefit their own standing: I legitimately need to defend myself and should help others.
Now my main problem is that regardless of which or how many of these are true, the effects of 3 are active.
P.S.Now, see, this above one is interesting too. Because after I point this out as yet another clear insult, RAM does this little cherry on top:
Congratulations! You were actually right about something! Can you tell the difference?
I agree, I felt sort of bad about it, but there was a good reason for it too. You see, your statements are reliable incapable of determining accuracy and inaccuracy. If you are just a troll, then good for you! Well done! Advanced troll achievement gained!So he's saying "my statements are reliable incapable of determining accuracy and inaccuracy" and that I'm a troll and saying that if's he's wrong there then clearly I must suffer from a "very profound lack of awareness about how deduction works and I expect you find yourself wrong about a great many things ..."; well. Just read the quote. Another class act from RAM, really.
If not, then that statement is for you, and it is not an insult, it is am honest, if rhetorical, question. And an honest congratulations on your achievement. If that is the case then you clearly suffer from a very profound lack of awareness about how deduction works and I expect that you find yourself wrong about a great many things where you can't just shout people down. A bit more consideration might help you a great deal. Likely though, you are instead on the receiving end of such treatment, as is so often the case with such things... I really can't help you but do wish you the best.
I am just looking for a little recognition that Chiefwaffles is slandering my ability to justify my statements, and is doing so with nothing to support those claims. We are both entitled to our own opinions. We can clearly state that one another are wrong. But making a concerted effort to establish that someone has no validity had better be backed up by some valid arguments or else it is just trying to murder someone. Which is exactly the correct term to use when you try to completely annul someone's presence.See a little irony here? Let's continue.
Most everyone else's proposals are actually viable. Yours lately have a habit of being fundamentally unworkable and missing a bunch of design elements in the final product. More to the point, these inevitable failures often get lots of votes, and thus it proves necessary to warn people that they are voting for something that will fail, which they generally do, generally for the reasons that I have stated.
It is just really sad that you do not understand the word "blatant". When your entire argument rests upon a very specific interpretations of a very vague sentence then that is not blatant.
Why is anyone still trying to convince this person? Their arguments are completely lacking in any evidence, reasoning, or even compromise. They are not trying to achieve any semblance of accuracy or balance, they are just trying to verbally beat you into submission so that it looks like you agree with them.
And really, does anyone here have the idiocy to honestly believe that antimagic resistance is a revision?And the above quote was in direct response to a statement of mine suggesting revising in antimagic resistance later.
And you were wrong multiple times. which is what happens when you realise that you can't argue with reason and try to just shout people down.
troll confirmed, or at least a complete lack of self-awareness.
Honestly, there is zero credibility to be found here.
It is obvious that your understanding of the game's boundaries is either lacking or you are deliberately making designs that are overambitious for some other reason.
You made a statement and that statement was false. You are making things up.
Well now you are being wilfully ignorant.
@helmacon: I'm unsure about that. If we get a 1 on that we may just be giving up the desert when there was a chanceI am not convinced that there is a benefit to be gained from it within the game's structure. If they come out with something big and new then they can probably overwhelm whatever defences we build with our current designs. If I wanted to pull something special I would abandon the seas and side-corridors and just push everything down the middle for a quick win. But I don't personally want that.
Though maybe we can roll normally and not at a disadvantage? I'm not particularly in the mood to go looking for precedence, but I'm somewhat certain that evicted only rolls orders at a disadvantage when they're using equipment in a purpose not intended for by the equipment.
True enough, I did not provide justification for this. I ought to have, it is a serious issue and people ought to be warned. I am capable of admitting when I am wrong.It has very real and very important consequences and has killed a great many people. I am right to demand that you recant your lies about me. It would be evil of me to just ignore this sort of treatment. I like to think that I would do the same if you were mistreating someone else in the same way.In the above quote RAM actually seriously compares my arguing with actual serious real life cases of slander severe enough to be labeled "killing people" and... well. It's actually pretty funny, this quote. I'd recommend reading this one. Bonus points for irony.I am not wrong, as evidenced by your lack of evidence and reasoning.
You are not reading that correctly. The words "effects of" may be small but they are very important. I am saying that regardless of the cause of your actions, the outcome is consistent with your being a troll or sociopath. I listed three ways that that destination could be reached, two of them are not what you incorrectly claim I called you. Are you capable of admitting when you are wrong?Thankyou for the commentary, but I have a legitimate problem. I am poor at reading people so I have to consider all possibilities.The above one is actually pretty great. Note the bottom part - "the effects of 3 are active." That's RAM's fancy little way of literally calling me a "troll or sociopath." For disagreeing with him in a forum game. Great, huh?
1: Chiefwaffles honestly believes this stuff: I honestly wish to help them.
2: Chiefwaffles is actually correct: I would dearly like an explanation that I could learn from rather than just endless insults.
3: Chiefwaffles is a troll or sociopath who is trying to harm others for fun or basically murder people in order to benefit their own standing: I legitimately need to defend myself and should help others.
Now my main problem is that regardless of which or how many of these are true, the effects of 3 are active.
In Which RAM Pretends Crystalworks Was His Idea, When He Argued Against The CrystalworksThe crystalworks came after my steamworks. Which would have been better on account of stacking with the extra +1 from the mountains, and we could have invested in metals as nice as the crystals are, while using the forming ability of crystals. But that is unimportant. I never claimed to design the crystalworks, and I do not wish to lay such a claim. What I claimed was "a large-project oriented crystalworks". Note how the adjective there denotes a specific instance?
Let's go for one last quote, in which RAM makes a bold-faced lie:The reason that we won was my idea of a large-project oriented crystalworks. We got cheap guns and cheap ships. Those cheap ships made the turn for us. The seas are a massive power-factor and if Moskurg focuses on land then they will massively regret the sea advantage. The cheap cannons held our advantage. The protector, while useful, really wasn't a factor.Note how the Crystalworks was my design.
Unless you have some clear idea as to how to reduce the expense, such as ... making a giant crystalworks to reduce the effect of volume on expense
Revision: Crystalworks Mk2I had the idea first. And I had the idea recently enough to reasonably expect inspiration, and the post was edited late enough that it could well have been printed up over hours. Granted, ti is entirely possible that Chiefwaffles came up with it independently, but it was still an idea that I had. And I had no problem with letting Chiefwaffles print it up. I just kind of wish that it hadn't ended up being so overambitious. No, we are not getting a hard-counter shield that stops antimagic attacks from hitting us as a minor part of a revision. So i came up with a counter proposal that focused on making nice curves instead and mildly advocated it. Fortunately the antiantimagic shield part was ignored.
According to our Crystalworks engineers, the scale of the designs such as the Steam Engine (and now the IDE) as well as the AS-LFV-1 are simply too great to benefit from the cost reduction the Crystalworks provides.
Oh, and just to be clear, RAM can probably argue that I'm "personally attacking" him too. But I stand by my statements involving him using unfounded assumptions. And that's not quite the same as him "not really" but actually calling me a sociopath, is it?I would argue that you made frequent personal attacks long before I did so, and my personal attacks are defensive in nature, simply identifying dangerous patterns to your behaviour. I don't really need to go back through the timestamps to see when you first started accusing me of making things up just to insult your ideas due to personal bias do I?
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1 Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
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0 U.N.C.L. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505430#msg7505430):
0 S.A.F.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505526#msg7505526):
1 Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
0 Forced Force Flourishes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506145#msg7506145):
0 Save the credit:
Orders:
2 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
Blind-FlaresMake that a flashbang flare and you have my vote.
The normally harmless flare spell is dialed up to 11 and fired directly at the enemy. The resulting flash is hard to look at from a distance but completely devastating to anyone it is directed at.
0 Aethergem Shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504773#msg7504773):[/quote]
0 Academy Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504843#msg7504843):
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1 Magegem Capacity Upgrade (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504894#msg7504894): Kadzar
1 Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
0 Aethergem Fitting (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505146#msg7505146):
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0 S.A.F.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505526#msg7505526):
1 Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
0 Forced Force Flourishes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506145#msg7506145):
0 Save the credit:
Orders:
2 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
Imagine - a battlemage with an AS-Rx that doesn't have to reload his weapon. He can constantly fire without ever stopping for reloading.I vaguely recall that the flares might have lit up only at the summit of their flight, which in context would count as a detonation. I do not recall though and am not bothering to look it up. Extrapolating from what fireballs do is not really helpful. Ugh, I probably ought to look it up but, ugh... flares were one of those repeatedly proposed things, weren't they? Probably more painful than most to find...
Imagine - a HA1 that can fire non-stop without ever stopping for reloading. Nearly unending artillery barrages.
Imagine - AS-HAC-1 emplacements that can quickly fill the sky with unending bullets, stopping Moskurgers from ever trying to come close to our stuff.
Imagine - the end of an ammunition shortage. We'd never have to worry about delivering shells again.
...
@RAM:
Our flares definitely don't detonate. It was never explicitly stated, but flares are brighter fireballs. Fireballs only "detonate" when they hit solid ground and release whatever combustive material it has. Flares are just brighter fireballs with the "detonation" removed, really.
We also could definitely easily revise in a timed component to any of our spells, though. And we already have timer circuits.
... on a small-scale (like bullets) would the weight difference between crystal and steel cause any differences in effectiveness as projectiles?
your crystal is notably lighter than steel, though still denser than water. It would not be as effective as lead, i guess?
You use iron shells
It would not be as effective as lead, i guess?This was in response to me asking the effectiveness of crystal ammunition.
If someone asks "Is A worse than B?" and the answer is "A is worse than C" and you know that B is also worse than C, the implication is that A is not notably worse than B, as there's a reason the person doesn't say "A is worse than B."
Im gonna need to limit you to a dozen questions per turn, because this is getting kind of ridiculous
You're trying to get me to say "yes, this thing you want to attempt is a good/bad idea" which I refuse to do.
It's actually really frustrating.
Can someone add those, I am at work
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1 Magegem Capacity Upgrade (http://www.bay12forums.com/smf/index.php?topic=163277.msg7504894#msg7504894): Kadzar
1 Aethergem recharging pack (http://www.bay12forums.com/smf/index.php?topic=163277.msg7505077#msg7505077): RAM
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1 Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506128#msg7506128): Chiefwaffles
0 Forced Force Flourishes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506145#msg7506145):
3 Blind Flares (http://www.bay12forums.com/smf/index.php?topic=163277.msg7506658#msg7506658): Voidslayer, Helmacon, Draignean
0 Save the credit:
Orders:
2 Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon
Myark:
1 - Jungle: helmacon
1 - Desert: FallacyofUrist
Trader:
1 - Seize his ship!: helmacon
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
Myark:
1 - Jungle: helmacon
1 - Desert: FallacyofUrist
Trader:
1 - Seize his ship!: helmacon
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
0 - Redirect all our forces to the middle lane:
0 - Withdraw form the front-line of the desert and build a line of fortifications:
He might get violent if we seize his ship. How about we cheat him out of his crystal instead. If he complains about them disappearing before he leaves instead of next time he shows up, we'll know he's descended from the original trader in some way instead of being a pirate.
As for Myark, we have 2 progress on the enemy homeland. We are 2 land away from winning this. We need to push this!
Myark:I sure do love highly complicated orders!
1 - Jungle: helmacon
2 - Desert: FallacyofUrist, Chiefwaffles
Trader:
1 - Seize his ship!: helmacon
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
1 - Give him crystal axes, crystal lances, and combat armor, all conjured to eventually dispel without maintenance + tell them of maintenance requirements (don't mention the crystalworks). Send minimum amount of apprentices to maintain everything along. Give apprentices secret orders to eventually find a way to report back about state of Chinese Academy + old merchant + info about new trader and to report back+refuse to help if they witness highly illegal acts: Chiefwaffles
0 - Give him Crystal Axes, Crystal Lances, Combat Armor, and two apprentices (as "tokens of appreciation/ambassadors/diplomats/[diplomatic excuse here]"). Give apprentices secret orders to report back about state of Chinese Academy + old merchant + more information about this new trader:
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
Myark:
1 - Jungle: helmacon
2 - Desert: FallacyofUrist, Chiefwaffles
Trader:
1 - Seize his ship!: helmacon
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
1 - Give him crystal axes, crystal lances, and combat armor, all conjured to eventually dispel without maintenance + tell them of maintenance requirements (don't mention the crystalworks). Send minimum amount of apprentices to maintain everything along. Give apprentices secret orders to eventually find a way to report back about state of Chinese Academy + old merchant + info about new trader and to report back+refuse to help if they witness highly illegal acts: Chiefwaffles
0 - Give him Crystal Axes, Crystal Lances, Combat Armor, and two apprentices (as "tokens of appreciation/ambassadors/diplomats/[diplomatic excuse here]"). Give apprentices secret orders to report back about state of Chinese Academy + old merchant + more information about this new trader:
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
0 - Redirect all our forces to the middle lane:
0 - Withdraw form the front-line of the desert and build a line of fortifications:
Myark:
1 - Jungle: helmacon
2 - Desert: FallacyofUrist, Chiefwaffles
1 - The Ship!: Andres
Trader:
2 - Seize his ship!: helmacon
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
1 - Give him crystal axes, crystal lances, and combat armor, all conjured to eventually dispel without maintenance + tell them of maintenance requirements (don't mention the crystalworks). Send minimum amount of apprentices to maintain everything along. Give apprentices secret orders to eventually find a way to report back about state of Chinese Academy + old merchant + info about new trader and to report back+refuse to help if they witness highly illegal acts: Chiefwaffles
0 - Give him Crystal Axes, Crystal Lances, Combat Armor, and two apprentices (as "tokens of appreciation/ambassadors/diplomats/[diplomatic excuse here]"). Give apprentices secret orders to report back about state of Chinese Academy + old merchant + more information about this new trader:
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
0 - Redirect all our forces to the middle lane:
0 - Withdraw form the front-line of the desert and build a line of fortifications:
ftfyQuoteMyark:
1 - Jungle: helmacon
2 - Desert: FallacyofUrist, Chiefwaffles
1 - The Ship!: Andres, RAM
Trader:
2 - Seize his ship!: helmacon, Andres, RAM
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
1 - Give him crystal axes, crystal lances, and combat armor, all conjured to eventually dispel without maintenance + tell them of maintenance requirements (don't mention the crystalworks). Send minimum amount of apprentices to maintain everything along. Give apprentices secret orders to eventually find a way to report back about state of Chinese Academy + old merchant + info about new trader and to report back+refuse to help if they witness highly illegal acts: Chiefwaffles
0 - Give him Crystal Axes, Crystal Lances, Combat Armor, and two apprentices (as "tokens of appreciation/ambassadors/diplomats/[diplomatic excuse here]"). Give apprentices secret orders to report back about state of Chinese Academy + old merchant + more information about this new trader:
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
0 - Redirect all our forces to the middle lane:
0 - Withdraw form the front-line of the desert and build a line of fortifications:
Glory to Arstotzka.
Myark:
1 - Jungle: helmacon
3 - Desert: FallacyofUrist, Chiefwaffles,Andrea
2 - The Ship!: Andres, RAM
Trader:
2 - Seize his ship!: helmacon, Andres, RAM
1 - Give him crystal axes, lances, and armor... conjured the old-fashioned way rather than with the Crystalworks: FallacyofUrist
1 - Give him crystal axes, crystal lances, and combat armor, all conjured to eventually dispel without maintenance + tell them of maintenance requirements (don't mention the crystalworks). Send minimum amount of apprentices to maintain everything along. Give apprentices secret orders to eventually find a way to report back about state of Chinese Academy + old merchant + info about new trader and to report back+refuse to help if they witness highly illegal acts: Chiefwaffles
0 - Give him Crystal Axes, Crystal Lances, Combat Armor, and two apprentices (as "tokens of appreciation/ambassadors/diplomats/[diplomatic excuse here]"). Give apprentices secret orders to report back about state of Chinese Academy + old merchant + more information about this new trader:
Orders:
3 - Buy Chief and RAM a room so they can hatefuck and get it out of their system: Draignean, helmacon, FallacyofUrist
0 - Redirect all our forces to the middle lane:
0 - Withdraw form the front-line of the desert and build a line of fortifications:
In brighter news, two members of the Arstotzkan design team decide to get married this year! Formerly bitter rivals, Watcher the Ram and Chief Waffles put aside their differences to confess their undying love towards one another. (Order: [6/5] -> [5]) Their wedding proves to be so lavish and ornate and their love so pure that the King has agreed to give the design team a minor increase in funding this year (+1 to Expense Roll this Design Phase).
Moskrug regains a section of Desert.
It's a very promising piece of equipment, but until these flaws are addressed it will likely not be a major part of the battle in the south.re proposing the Manticore, and we can do the anti magic resistance as the revision.
DESIGNI will be very receptive to feedback regarding the F43, by the way.
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
"Weightite"
The enemy has made it clear that the skies are against us, and we will stand firm and show them that the ground is mightier by far. We need to pierce through their defences. It is clear that they must be straining the limits of what air can do, so we must produce a weapon that can defeat the winds. This weapon must be forceful and yet small, to maximise its momentum and minimise the wind's purchase upon it. Additionally, it must be supplied in large quantities, and further, with our mastery of conjuring, we ought be able to summon it directly into our weapons. The solution to the small size and great force is weight. The solution to summoning it rapidly enough to act as ammunition, is simplicity. Crystals are too complex to be summoned at such a rate and too stable to be pushed to the extreme weight that we require.
So it is that we introduce the "Summoning Cap". This platform is derived from the design of the crystalworks. It is a structured platform dedicated to our new Weightite material, purpose-built as a single circuit to rapidly produce bullets directly within the chamber of our largest artillery. Given the great weight of the bullets, the majority of the inner-workings have been reduced in size, allowing more armour around the detonation chamber allowing a more powerful explosion to propel a heavier bullet.
The specifications for this material are:
: primarily the ability to summon it rapidly enough to, at most, half our rate of fire, though an increase in rate of fire due to the lack of reloading is hoped for. Given the simplicity of the material's "just make it heavy" nature, it should be viable.
: Secondarily we hope for weight. We aim for ten times the mass of lead and will perform preliminary considerations according to this. If we can make something even heavier, then so much the better. If it fails to meet this goal, then it should meet design requirements even if it is only two or three times the weight of lead.
: Our third priority is for it to share the crystalworks' immunity to antimagic. Basing it off of the same technology should facilitate this. They are, after all, both material conjuration effects.
: As an addendum, it must perform as ammunition. Liquids or goo would, most likely, be ineffective, but test-fire them first to be sure...
While the material's other properties are unspecified, we would expect for it to be extremely resistant to all effects, and thus might see future use as armour.
Additionally, it ought to be possible to dump bullets in the bottom of ships, to add more ballast if they become unstable.
Celestedemorte
A larger, stronger, more powerful frost tower that effects a pillar of air rather than a disk of air. This creates a massive version of the convection effect that we have been constantly observing around our firewalls and steam engines and fireballs and fire wasps and every single tiny little thing that we do with all this fire in cold climes. This creates a massive Massive MASSIVE wind force as untold millions of tonnes of air are compelled to move down as quickly as they are able, and with al their friends doing the same thing, that is very quickly indeed. This will, in short, rip their storm coulds out of the heavens, and all the pathetic insects shall plummet from the air with them. And, as fortune would have it, it seems that as the water grows colder, the number of storm clouds is reduced.
Enduring this insane force is no small feat. The worked-crystal tower's walls are ten centimetres thick and must be transported in great panels by rails and cavalry teams before being assembled by leaning them against each other and bound together with rapidly grown vines. A great steel pole, 3 centimetres in diameter and running along one corner of the pyramidal structure and sunk into the ground renders the tower and its surrounds immune to lightning as we have learned that lightning loves metal. Finally, there is a 1-centimetre thinck shell around the structure of summoned crystal, that can easily be renewed. Within, the traditional elements of the tower of forever frost have been combined with circuitry to create a massive multistorey circuit to better unify the magic, inhibiting magical seepage and wastage resulting in a much more efficient tower and magems are included to make its operation more consistent. Access is granted by a ladder through a hole in the centre of the crystal foundation slab and requires that a tunnel be huge which benefits from crystal supports.
I do not believe that the interceptor is wise while they have so many air manipulation spells and we have no way to inhibit them. I doubt that it would take much to cause the aircraft to stall, they have stable hovering weapon platforms with 360 degree motion from which to defend, A lightning strike to the wrong component could probably cause munitions to explode or throw off the craft's balance. The first experiments in flight will probably be ludicrously unstable and a strong gust at the wrong moment would likely throw them into an unrecoverable spinning dive. At least get living magic up so that we can get a nice hawk's soul to possess the craft and play a nice little flight computer to handle the finer details of aerial stability first...
Arrow summoning bows, self-repairing armour,holy hand-grenadespatriotic flame-throwers, spontaneous tower-shields...
summon crystal shells
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, FallacyofUrist
The Saint sounds like a trap.
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
3 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, FallacyofUrist, Kadzar
The Saint sounds like a trap.
How about you shut your whore mouth
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
4 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, FallacyofUrist, Kadzar, Draignean
1 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea
Ok, I ran some math on the physics of the Berserker array
an human generally can only sustain 5 positive g (49 m/s^2). Modern fighter pilots can pull 9 g (88 m/s^2), with specialized equipment of several kinds and specific training, both of which we don't have. I ran numbers for both situation anyway, in case you want to add proper g-suits to the proposals.
The length of the barrel is also needed. I examined the cased of X = 5m and X= 10m
I will consider t0=0 and x0=0, meaning that all distances and times are calculated from the firing time and from the loading position.
for an uniformly accelerated motion, which is what we want, we can calculate the velocity at the end of the acceleration period by writing
1.1)v=v0+a*t;
considering that it starts at rest, it reduces to
1.2)v=a*t.
Now we need to know the time it takes for the soldier to reach the end of the barrel.
2.1)x=0.5a*t^2+v0*t+x0
which with our assumptions becomes
2.2)x=0.5a*t^2
from which
3)t=sqrt(2x/a)
Now merging (3) with (1.2) we get
v=a*sqrt(2X*a)
I solved it for all the 4 combinations of acceleration and length
a=5g, X= 5m >>> v=22 m/s
a=5g, X=10m >>> v=31 m/s
a=9g, X=5m >>> v=29 m/s
a=9g, X=10m >>> v=42 m/s
For reference, the low end for black powder muskets is 120 m/s (https://en.wikipedia.org/wiki/Muzzle_velocity) and musket balls are much denser and more aerodynamic than humans.
The paper (http://www.willegal.net/iron_brigade/musket.pdf) referenced by wikipedia provides an useful chart of the drop of a projectile in reference to the distance. You will note that the slowest round considered is more than 5 times faster than our hypotetical soldier and better suited for air travel. And it drops 450 feet per 300 feet travelled. (sorry for imperials, the paper uses that).
now of course our soldier is not launched in an horizontal trajectory, but our performance can be assumed to be far worse. the best thing you can hope to hit with a berserker array is our own troops right ahead of the cannon.
So I beg, I plead you to listen to the math. If you want to go ahead with this idea of flying soldiers, just modifying the blastball is not a solution. You will need magical inertial dampers included in the design to allow FAR higher acceleration ( which will not be trivial) or you will need to switch to something more in the style of rocket propulsion, like a jetpack.
@Draignean, even with your number of gs, which is chest to back, not head to feet (which greatly increases acceleration resistance but makes a much poorer aerodynamic shape and larger barrel size and worse control out of barrel) the muzzle velocities are 66 m/S and 93 m/s , respectively for the 5m and 10 m cannons.
And in all this the soldier must retain full consciousness when it exits, because if he moves much he risks tumbling. Which will make him unable to do anything except die in the fall.
Sure, maybe we can do some magic to make it work.
BUT ADD IT TO THE DESIGN!
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
3 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, FallacyofUrist, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
DESIGNIf it doesn't pass, the Berserker Array is my second choice, which is why I'm keeping my vote there for the moment.
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
3 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, FallacyofUrist, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
Bloody physics always getting in the way of awesome.
Well, as discussed in Discord, the Berserker Array may have some velocity and safety issues.
I'll put forwards an alternative idea, though I'm not shifting my vote just yet.
SA-1: Railed Man Cannon:
...
Also yes we can put jetpacks on the falcons (or dragons) laterI thank you getting that reference.
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): FallacyofUrist
Oh fuck what the hell is this shit. I wake up and what do I see? Shooting soldiers out of cannons. That is a stupid idea and it's shameful that it managed to get 4 votes before a flightpack was thought up.
Glory to Arstotzka.
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): FallacyofUrist
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
Aerial mobility unitThis design is heavily flawed. Worst about it is its lack of aethergems, which should've been an obvious inclusion but is noticeably absent. I mean come on, it requires a constant influx of energy. That's the perfect application for aethergems.
Blastballs allow us to increase the range of our shells, but a single big explosion has proved to not be the most efficient way to deal with the problem. Rather, they would work far better with a continuous rather than impulsive effect. Therefore much like the wall of flame or channeled fog we modify our traditional blastball to achieve a constant force applied on the point of summoning.
The first application of this new spell is in an add-on to our combat armor: a Crystal box positioned in the back of the combat suit, in the shape of a backpack. This box contains mostly A or AA magegems (as our designers see fit. Target cost is VE) and circuits that summon the continued blast spell on concave plates on the sides of the soldiers, near his Center of Mass. Those plates, are on a swivel mount and while normally they are blocked in position, the soldier can unlock them and move them to gain limited control during powered flights. This device will allow unprecedented mobility to our troops: jumping higher than a building, charging faster than a speeding bullets, impacting the enemies stronger than a locomotive ( and surprisingly, we actually can make the last 2 comparisons in this modern age). An AAA battery powers a small light in the visor , signaling the charge level of the aerial mobility unit (AMU). Provisions are made for adding an aethergem or at least linking to one externally through circuits, should such devices become cheap enough in the future.
Here, soldiers can fly, but at useful ranges without being killed by cannon.
DESIGN
1 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
2 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): FallacyofUrist, RAM
0 Weightite:
DESIGN
2 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
0 Weightite:
After a lengthy conversation in Discord in which Chiefwaffles promised we'd try to use the tech from the F43 to go into space next turn barring an emergency, and in which he explained why this thing is going to work, I decided to vote for the F43 instead.
use the tech from the F43 to go into space next turn barring an emergency,
go into space next turn
2 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
2 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
3 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist,Gwolfski
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
the ASAF-F43 Interceptor has WAAAAAY too many weapons. I count 3 cannons. All our cannons can be breach loaded, choose one and have the pilot able to load it from the inside through a sliding hatch. We can make a larger multi role fighter at a later time, this thing needs to be able to get in the air and shoot things.That's not particularly viable, unfortunately. The ASAF-F43 needs to have weapons that can be used and work against its opponents. The HC1-E is practically the bare minimum for armor-penetration, yet it's not too viable for a pilot to breech-load their own weapons. And that's like putting a tank cannon on an interceptor.
4 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist,Gwolfski, Andres
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
2 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): helmacon, Kadzar
2 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
R1 11 mm's
HAC-1 14 mm's
HC1-E 47 mm's
HA1 81 mm's
4 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist,Gwolfski, Andres
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
1 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356): Kadzar
3 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean, Helmacon
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
4 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist,Gwolfski, Andres
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
0 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356):
4 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean, Helmacon, Kadzar
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
Sorry, how exactly do jetpacks help us?Infantry battles, skirmishing, scouting, and running down routing troops (something which our commanders have said we have lots of trouble with).
4 - ASAF-F43 Interceptor (Updated) (http://www.bay12forums.com/smf/index.php?topic=163277.msg7510272#msg7510272): Chiefwaffles, FallacyofUrist,Gwolfski, Andres
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
0 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356):
4 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Andrea, Draignean, Helmacon, Kadzar
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
5 - ASAF-F43 Interceptor (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509336#msg7509336): Chiefwaffles, FallacyofUrist,Gwolfski, Andres, Andrea
1 - Direct Application Frost Towers (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509387#msg7509387): Andres
0 - Berserker Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509356#msg7509356):
3 - Aerial Mobility Unit (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509576#msg7509576): Draignean, Helmacon, Kadzar
0 - SA-1: Railed Man Cannon (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509683#msg7509683):
1 - Overclock Process MK 1 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509758#msg7509758): RAM
1 - Falcon Air Skiff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509877#msg7509877): Lightforger
0 Weightite:
1 War Falcons: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7509729#msg7509729) Void Slayer
REVISION
1 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511436#msg7511436): Chiefwaffles
REVISION
2 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511436#msg7511436): Chiefwaffles, Andrea
Ah yes. One more for the half finished tech pile. Truly, this is a brilliant strategy. Once we have enough, we can start pumping out game changing designs every turn, and there will be nothing they can do to keep up!!
To cover our asses until that time, we need to use the revision to make penetration rounds to kill those sky skiffs. It's pretty obvious we are going to have to sink a design into this thing to get it to a useful state. We might be able to get it working with a revision, but it wouldn't be useful.
Ah yes. One more for the half finished tech pile. Truly, this is a brilliant strategy. Once we have enough, we can start pumping out game changing designs every turn, and there will be nothing they can do to keep up!!
To cover our asses until that time, we need to use the revision to make penetration rounds to kill those sky skiffs. It's pretty obvious we are going to have to sink a design into this thing to get it to a useful state. We might be able to get it working with a revision, but it wouldn't be useful.
Edit: Scrap tech for the scrap tech God! Salt for the salt throne! - official war cry of Arstotzka.
We just have to fix 7 different issues! I am sure one revision will be enough.
On the other hand, if we can drop an Interceptor onto an enemy ship its a great bomb!
At least it proves the theory of a group of aethergems working as a high explosive.
*sighs* I told you to focus on the technology and not the device. Now we don't have the one thing that the design actually needed in order to work. There really isn't any point in fixing this because we will still be fighting air supremacy and environmental control with an unstable prototype. At least with the force film it could have attempted to brute-force oppose their control, now we have to balance thrusts against constantly changing wind patterns... And we still need living magic to perform those sorts of rapid precise pressure shifts over the frame of a whole aircraft... We still need to solve this situation by denying the sky as a theatre, which should be pretty easy given our massive-huge-megacolossal-scale thermal-magic.
So, basically, we have a hovercraft that explodes when used.Can sig?
Still, Chief, you are correct. It is an excellent dog fighter. It managed to nail the one dog present in the audience.
We do not have "the KPD". We have an orion drive. It is propelled by explosions. It is going to be unfathomably difficult to steer, assuming that the whole thing doesn't shake apart after an extended voyage. My whole argument was that the project might fail, nay, was quite likely to fail, the prospect of getting all of our design goals seemed like a stretch., Some designs are usable on a one, some aren't. I argued that we should prioritise what was important. As you say, that was "the KPD" which we did not get. We basically already had this form of propulsion if we wanted it, a half of a revision tops! If we had said, "do this drive! and then work on a craft for it..." then the one would have gotten us most of the drive and we could have done the same design again, or maybe even revised it into flying armour like everyone wanted. My question was "if it fails, how should it fail?" and my answer was "get the complicated propulsion thing going and worry about a vehicle as an afterthought.". A 1 is no excuse, we can still work with ones. Instead of a shiny new propulsion system that might, potentially, get us a viable aircraft at some point in the future, we have an outdated aircraft that will never amount to much no matter how much we work on it, short of burning a design on the one thing that it was supposed to produce. Now we are locked into a weird vehicle that has, umm, a rear-facing gun? Is powered by repeating explosions(in tubes?), four per second no less which is, well, it is not going to be comfortable, or stable to fire from, or good at navigating turbulence, or, well...*sighs* I told you to focus on the technology and not the device. Now we don't have the one thing that the design actually needed in order to work. There really isn't any point in fixing this because we will still be fighting air supremacy and environmental control with an unstable prototype. At least with the force film it could have attempted to brute-force oppose their control, now we have to balance thrusts against constantly changing wind patterns... And we still need living magic to perform those sorts of rapid precise pressure shifts over the frame of a whole aircraft... We still need to solve this situation by denying the sky as a theatre, which should be pretty easy given our massive-huge-megacolossal-scale thermal-magic.
RAM. It got a 1.
If we had tried for a jetpack, we'd be in an even worse situation. We would have still gotten a 1. (And Evicted doesn't count modifiers resulting in a total value below 1 or above 6.) But we would have done less with that 1 due to the scale of the design.
And now we have the KPD which will make future efforts tremendously easier, and we have a F43 which can be fixed with a single revision.
We do not have "the KPD". We have an orion drive. It is propelled by explosions.So we got the KPD then. A beta version, if you will. It can be improved, but it's still a KPD.
Just... Just... Just try planning for failure a little... 1 and 2 are a third of the rolls. They happen. They happen a lot. Three and four and not bad, they are average. Five and six are only a third of our outcomes, they are not something that you base your designs on. Always assume that you will get 3, 3, 3, and try to get something out of 1, 1, 1...And I did.
So, basically, we have a hovercraft that explodes when used.Can sig?
Still, Chief, you are correct. It is an excellent dog fighter. It managed to nail the one dog present in the audience.
ORDERS
1 - Do not reveal the F43 in the next battle report: Andres
Revisions:
1 - Penetrator rounds (whenever someone posts an appropriate revision for them): Helmacon
Orders:
2 - Do not reveal the F43 in the next battle report: Andres, Helmacon
Revisions:
1 - Penetrator rounds (whenever someone posts an appropriate revision for them): Helmacon
1 - Aethergem Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511716#msg7511716): Andres
Orders:
2 - Do not reveal the F43 in the next battle report: Andres, Helmacon
Revisions:Fixed the votes and duplivoting for AGem array. If there happens to be a tie between the two AGem proposals I'll remove one of my votes.
2 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511436#msg7511436): Chiefwaffles, Andrea
1 - Penetrator rounds (whenever someone posts an appropriate revision for them): Helmacon
2 - Aethergem Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511716#msg7511716): Andres, Chiefwaffles
Orders:
2 - Do not reveal the F43 in the next battle report: Andres, Helmacon
Revisions:
2 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511436#msg7511436): Chiefwaffles, Andrea
1 Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511528#msg7511528): RAM
1 invisible crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511528#msg7511528): RAM
1 - Penetrator rounds (whenever someone posts an appropriate revision for them): Helmacon
lots Weightite Works (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511663#msg7511663): RAM, RAM, RAM, RAM, eggs, and RAM.
2 - Aethergem Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511716#msg7511716): Andres, Chiefwaffles
Orders:
2 - Do not reveal the F43 in the next battle report: Andres, Helmacon
Even if you did get a slight reduction in explosiveness, a ballista bolt (or any intentional weapon) would definitely still set it off.[citation needed]
Revisions:
3 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511436#msg7511436): Chiefwaffles, Andrea, Kadzar
1 Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511528#msg7511528): RAM
1 invisible crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511528#msg7511528): RAM
1 - Penetrator rounds (whenever someone posts an appropriate revision for them): Helmacon
lots Weightite Works (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511663#msg7511663): RAM, RAM, RAM, RAM, eggs, and RAM.
2 - Aethergem Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511716#msg7511716): Andres, Chiefwaffles
Orders:
3 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar
And because my system is objectively superior,Oh, this argumentation tactic.
Both nations decide to seize the Traders assets this year. His sudden appearance and reluctance to speak is suspicious enough, as well as the familiar boat from the trader from years past. Neither side has any trouble capturing him and his crew, and they've been put in both sides respective dungeons. Interrogation will prove what his intentions were soon enough. His ship was, as he said, full up enough with various treasures to give both sides an Expense Credit this year.
...
In accordance with Arstotzkans Scholarship, all non-drafted apprentices who serve for at least two years after being educated at Arstotzkas Academy for Adequate Apprenticeship are free to retire from active duty. Though the number of apprentices who either survive that long or choose to retire rather than attain a Wizard-level ranking is quite small, enough have trickled back into society over the past few years to be noticeable. Most are crippled in some way, but those who still have hands prove to be quite capable farmers with Dogwood Wands. It took quite a while to see the return on investment, but the increase in crop harvest is enough to earn Arstotzka an additional Expense Credit this year.
Nope. We have two expense credits in addition to the expense roll bonus.Oh, thankyou, my mistake, I missed one of them.
And saying "objectively" more does not change anything, RAM.And making unjustified statement doesn't either. It is the reams of reasons that makes my statement accurate.
Why are we making aircraft at all when we can make dragons?For the same reason that we trained hawks when we could have summoned murderous death vultures.
Chiefwaffles - Today at 4:08 PM
@evictedSaint A question for when you're on - If we upgrade Aethergems, the F43 will receive the benefits immediately like how the Blastshells did with better magegems, right?
...
evictedSaint - Today at 10:13 PM
@Chiefwaffles yes, upgraded aethergems affect existing weapons already using them, within reason.
Although I feel the need to point out that the limiting factor is recharge rate, not expense
evictedSaint - Today at 10:15 PM
Replacing the AAAethergems on the F43 with Aethergems still means tou need 2400 to fire 4 times a second
Revisions:
3 - Better Aethergems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511436#msg7511436): Chiefwaffles, Andrea, Kadzar
1 Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511528#msg7511528): RAM
1 invisible crystals (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511528#msg7511528): RAM
1 - Penetrator rounds (whenever someone posts an appropriate revision for them): Helmacon
lots Weightite Works (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511663#msg7511663): RAM, RAM, RAM, RAM, eggs, and RAM.
2 - Aethergem Array (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511716#msg7511716): Andres, Chiefwaffles
2 - C.C.C. shells (http://www.bay12forums.com/smf/index.php?topic=163277.msg7511867#msg7511867): RAM, Helmacon
Orders:
3 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar
Expense Credit 1
1 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7512446#msg7512446): Chiefwaffles
Expense Credit 2
1 - Save the credit: Chiefwaffles
Orders
4 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar, Chiefwaffles
Expense Credit 1
2 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7512446#msg7512446): Chiefwaffles, Andrea
Expense Credit 2
2 - Save the credit: Chiefwaffles, Andrea
Orders
4 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar, Chiefwaffles
Use Expense Credit 1 on Magegems1 and 2 seem useful.
Here's what we intend for it to do. This list of course isn't definite, and it's of course ultimately up to evicted.
- Make Blastshell+R/E Cheap.
- Double-charge +R and +E Blastshells to double the effects of each while remaining cheap? (Next tier of Magegems can have enough power for 2x [or more?] Blastballs instead of 1).
- Cheap AS-R1s? (AS-R1 should be Cheap because of Crystalworks, but it was never brought up. If this is true, then having Cheap AA gems should allow for universally Cheap AS-R1s).
- Increase capacity of Aethergems? (So we can use better Magegems when making Aethegems for the same price. So an A Magegem can be used to make an AAethergem instead of AA Magegem/AA Aethergem, etc.).
So we used the upgraded aethergems in the useless flying thing and not in the mundane where it would actually have mattered, great.
Gems that are double-charged seem to "wear down" over multiple charging/discharging cycles.Shouldn't regenerative crystal negate this?
Expense Credit 1
2 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7512446#msg7512446): Chiefwaffles, Andrea
1 - Save the credit: Andres
Expense Credit 2
3 - Save the credit: Chiefwaffles, Andrea, Andres
Orders
4 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar, Chiefwaffles
RAM, this isn't a revision. I'm just stating what I believe are the natural benefits of using an expense credit on Magegems. There isn't any complexity or ambition here. It's just what should automatically happen when we upgrade the Magegems. If something is reasonable within the lines of automatic retrofitting as a consequence of the expense credit, then it should be in.You are speculating. I believe some of that speculation to be misleading, I am attempting to correct any misconceptions. I do not see what it being a revision would matter.
A Cheap AS-R1 means every single soldier in our army gets one. That's great. The AS-R1 may not replace the sword just yet, but every single soldier in our army having even a single shot in advance at approaching enemies or aerial foes is a huge advantage.
And we're not sacrificing anything by getting better Aethergems. Better capacity is good. We're not using a revision to do it. We're not sacrificing any other aspect to do it. With better Magegems means better Aethergems. It's that simple.
Gems that are double-charged seem to "wear down" over multiple charging/discharging cycles.Shouldn't regenerative crystal negate this?QuoteExpense Credit 1
2 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7512446#msg7512446): Chiefwaffles, Andrea
2 - Save the credit: Andres, RAM
Expense Credit 2
4 - Save the credit: Chiefwaffles, Andrea, Andres, RAM
Orders
4 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar, Chiefwaffles
Chiefwaffles - Today at 5:18 PM
I have two questions:
1.) Ignoring Magegems, are AS-R1s Cheap? They were Expensive then we did the Crystalworks Mk. 2 revision, which lowered the expense of the AS-HAC-1 and many other crystal designs and had mor eability for complicated designs, like the AS-R1.
I'm hoping that the AS-R1 is Cheap because of this. It was Expensive last combat phase, but it wouldn't have really made a difference due to the Magegem limit.
2.) If we do use an Expense Credit on Magegems, do Aethergems get affected too? Since Aethergems use Magegems as a component, I would assume yes?
Andrea [Some time earlier, just being responded to now]
@evictedSaint originally our HA1 shells used A magegems. when we revised magegems we switched to AA magegems for cost reasons. If we now expense magegems to be cheaper, would we be able to implant HA1 shells with A gems again, allowing for more powerful results?
evictedSaint - Today at 5:19 PM
1) magegems are the limiting cost factor of the R1
2) yes
3) yeah, sure
I agree with the problem with the fuel tank. We could, indeed, get more power, but I would only expect it to roughly double or so, maybe a factor of 20 or something if the A is better than the AAA in terms of volume, I am really unclear on that point though. But at best we would have something that could only make a single pass before trying to glide back home, much like an Me-163. Not worthless, but we could probably produce better results by switching entirely over to generators with only a tiny fraction of the storage. Assuming that an aircraft would be worth anything at all when the enemy controls the wind, weather, and has a veritable horde of experienced aerial assets already in place.Quote from: DiscordChiefwaffles - Today at 5:18 PM
I have two questions:
1.) Ignoring Magegems, are AS-R1s Cheap? They were Expensive then we did the Crystalworks Mk. 2 revision, which lowered the expense of the AS-HAC-1 and many other crystal designs and had mor eability for complicated designs, like the AS-R1.
I'm hoping that the AS-R1 is Cheap because of this. It was Expensive last combat phase, but it wouldn't have really made a difference due to the Magegem limit.
2.) If we do use an Expense Credit on Magegems, do Aethergems get affected too? Since Aethergems use Magegems as a component, I would assume yes?
Andrea [Some time earlier, just being responded to now]
@evictedSaint originally our HA1 shells used A magegems. when we revised magegems we switched to AA magegems for cost reasons. If we now expense magegems to be cheaper, would we be able to implant HA1 shells with A gems again, allowing for more powerful results?
evictedSaint - Today at 5:19 PM
1) magegems are the limiting cost factor of the R1
2) yes
3) yeah, sure
What does this mean?
1.) If we get cheaper Magegems, we get a cheaper AS-R1.
2.) Cheaper Magegems does indeed increase the capacity of Aethergems.
3.) Cheaper Magegems means more powerful Blastshells.
Though there is a problem with the Magegem "fuel tank" idea. Our Aethergems are just better than Magegems.
2.) If we do use an Expense Credit on Magegems, do Aethergems get affected too? Since Aethergems use Magegems as a component, I would assume yes?There is precisely one way that the third statement could be correct, and it is clear that "net total" is not what was intended. You want to take a AA aethergem, remove the AA magem, plug in an A magem, and end up with a AA magem with a greater capacity. That is very clearly not what was stated. Please understand that you asked the wrong question and got a different answer to what you thought you did. Not that cheaper magems are bad, but cheaper gemerators would be better. Also, Evicted is making a huge mistake here, because the cost bottleneck really isn't going to be the magem, and it is just giving us stuff for free at this point, unless antimagic charms are cheap now?
2) yes
2.) Cheaper Magegems does indeed increase the capacity of Aethergems.
2: Just wrong. You need to reread, apply thought, and continue to analyse it after you think you heard what you want to hear.Let's not give Moskurg that espionage credit please, RAM.
2: Just wrong. You need to reread, apply thought, and continue to analyse it after you think you heard what you want to hear.
To refresh:
Quote
2.) If we do use an Expense Credit on Magegems, do Aethergems get affected too? Since Aethergems use Magegems as a component, I would assume yes?
2) yes
2.) Cheaper Magegems does indeed increase the capacity of Aethergems.
There is precisely one way that the third statement could be correct, and it is clear that "net total" is not what was intended. You want to take a AA aethergem, remove the AA magem, plug in an A magem, and end up with a AA magem with a greater capacity. That is very clearly not what was stated. Please understand that you asked the wrong question and got a different answer to what you thought you did. Not that cheaper magems are bad, but cheaper gemerators would be better.
The F43 is a completely failed design. We need something at least ten times more efficient for it to work, but that is not impossible. We got a -1 to the design roll this turn but if we try something similar next turn it might be eliminated. We should be using A level gems with a more efficient system, they will be very expensive but it will at least work.Very Expensive designs, unless they're big, don't work.
Why are we expense crediting mage gems when we can just expense credit the rifles and cannons directly, allow us to field a lot more of them?Because that does the same thing as expense crediting Magegems, but without the bonus parts?
Expense Credit 1
3 - Magegems (http://www.bay12forums.com/smf/index.php?topic=163277.msg7512446#msg7512446): Chiefwaffles, Andrea, Andres
1 - Save the credit: RAM
Expense Credit 2
4 - Save the credit: Chiefwaffles, Andrea, Andres, RAM
Orders
4 - Do not reveal the F43 in the next battle report: Andres, Helmacon, Kadzar, Chiefwaffles
Uh-huh.Okay, you understand, I hope, that that last part there was necessary, and you omitted it the first time, and thus your claims, based upon the evidence available, were completely unfounded, yes? You clearly skipped the part where your data was, partially, confirmed. Can you admit that your initial argument was presented with insufficient evidence?Look at the bottom part.Spoiler: Exhibit C (click to show/hide)
I want to use cheaper magems(from an expense credit) to increase the storage capacity of our aethergems by implanting, for example, A magems into AA aethergems as the A magems would now be abundant enough to do so.Had you asked that then you would actually know(or been politely informed that such information was not appropriate or available to disseminate), but you didn't, so you don't.
1: Is this possible as part of the expense credit with no revision or design?
2: Will the resulting higer-storage aethergems still be usable in their former roles without any revisions or designs?
3: Will this result in a worse "power to weight" ratio from the affected aethergems?
Guys, please. Keep it in the bedroom.Don't interrupt the honeymoon.
Looks like a tie between saving the credits and expensing mage gems. Coin flip in an hour or so.But it isn't a tie. The vote is 3-1 in favour of using them on magegems.
DESIGN
1 - ASAF-F44: Chiefwaffles
1 - ASAF-F44 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 - ASAF-F44 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar
Also, the design is literally useless without it. Chiefwaffles themselves said that designing to need a revision was generally bad practice, and that was with fairly reliable revisions.All our designs are literally useless without it. And a design uses dice just like a revision. In fact, a design has more points of failure because it could end up very buggy or very expensive. Ultimately, we have to address anti-magic.
and feel that the latest flying machines suffer from much the same flaws that the previous one did, such as pointless upscaling of a weaponNot pointless.
(why not downgscale if the HAC-1 is "not our most advanced cannon" and we actually have experience with that)I don't believe I have ever said that. Searching the phrase "most advanced" in this topic yields nothing from me talking about anything even remotely related to the AS-HAC-1.
and a complete failure to prioritise the one thing that has the slightest chance of making it stable enough to shoot from or to fly or to survive five minutes of without a fatal concussion and thus with another bad roll(or even average)And would you mind telling the class what exactly this mystical "one thing" is?
is the difference between completely useless and mostly useless. I do not recall it ever being said that we even got any experience with the force film that the design cannot live without, so there is no compelling reason that the same rolls would get a different outcome....said RAM, after apparently somehow purging his memories of all of Wands Race up to this point.
I am going to pretend for a moment that you are actually asking a question and trying to improve your design. The "one thing" is the propulsion. It doesn't work in antimagic, so we need to be certain we sort that out first, but if you want to have a credible design, after so clearly failing to get exactly the same thing last time, and not actually getting any confirmed bonuses to the rolls. State clearly that nothing else matters if you don't get the propulsion. This much is obviously true, you were all too happy to state that the propulsion would let us get flying armour in a revision when you made no efforts at all to guarantee the propulsion would actually happen last time and are making exactly the same mistake twice in a row.and a complete failure to prioritise the one thing that has the slightest chance of making it stable enough to shoot from or to fly or to survive five minutes of without a fatal concussion and thus with another bad roll(or even average)And would you mind telling the class what exactly this mystical "one thing" is?
Okay this is all sorts of confusing... Firstly, please be clear. Are you saying that if you have to do something, something small(we disagree on whether antiantimagic is a small task, so I am assuming that you mean small tasks here), then it is more likely to achieve a satisfactory result by being performed as a revision than as a design? That is the only way that I can make sense of your "points of failure" bit having any relevance to anything. ?I mean, you might of been factoring in the associated costs, but if you did then, well, that really REALLY REALLY doesn't seem like the implication that you were making. So seriously, please clarify exactly what you meant to imply with the whole bit with comparing designs and revisions, because otherwise I am going to have to assume that it translates to "Revisions are more likely to satisfy identical objectives than designs are" which seems like a silly statement even if you are being very specific about which projects it applies to.Also, the design is literally useless without it. Chiefwaffles themselves said that designing to need a revision was generally bad practice, and that was with fairly reliable revisions.All our designs are literally useless without it. And a design uses dice just like a revision. In fact, a design has more points of failure because it could end up very buggy or very expensive. Ultimately, we have to address anti-magic.
If anti-magic was something that only affected aircraft, then I may had agreed with you. But it doesn't.
and feel that the latest flying machines suffer from much the same flaws that the previous one did, such as pointless upscaling of a weaponNot pointless.
The AS-HAC-1 cannot pierce Moskurg vehicle armor at anything other than short range. That is very bad. That is why we're upscaling the AS-HAC-1 by a relatively minor amount. I have made this clear, but you ignored it.
"Skyskiff"... Adamantium canoe ... armor is thick enough to prevent HAC-1 penetration at medium range
"The Phoenix" ... hardy enough to withstand anything smaller than an HAC-1 at Medium Range ...not fast and can't fly very highThe Skyskiff is a canoe, presumably that means open top, I am not familiar with many canoes that have rigid coverings on the top and none with as much as they do on the bottom. The Phoenix is vulnerable at medium range. The whole point of an aircraft is that it can get above and can get close. If it can't then there is no value to putting our guns on janky little unstable things that cost The Earth when they could just as easily be put on the ground. If the flying machine cannot get into close range then that is very bad. The upscaling is almost 50%, I find it extremely unlikely that you will find any quotes of 50% being "relatively minor" from any remotely credible sources that are aware of the proportions. So please specify exactly what it is that the flying machine cannot pierce at medium range. The open-top canoe that it can't shoot down at or the flying explosion the can be pierced at medium range? Or am I missing something? I am happy to apologise if there is, in fact, something that it cannot penetrate at medium range. Or is it possible that you will admit to being wrong about the range at which we can penetrate?
(why not downgscale if the HAC-1 is "not our most advanced cannon" and we actually have experience with that)I don't believe I have ever said that. Searching the phrase "most advanced" in this topic yields nothing from me talking about anything even remotely related to the AS-HAC-1.
How exactly is the AS-HAC-1 our most complicated cannon? The only thing it does unique is fire a much smaller caliber than the HC1-E.It was actually "most complex" rather than "most advanced". I was wrong, and I honestly apologise for the brief lapse in accuracy of my statements. Now can we go back to sanity for a moment and state precisely why we are trying to make our autocannon-equivalent larger instead of making our field-gun-equivalent smaller? We have already done the latter once, we have never done the former. If the calibre is the only difference then why do something new?
1 - ASAF-F44 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
2 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM
1 Living Spell: The Watcher of Worlds: RAM
the potential military applications of a giant exploding thingHuh. You know, the F43 would make a great base for the ammunition for a supercannon. With the Expense Credit we could make quite a few of them to boot. Something for later.
Revison: Mathemagics [3]
We've done it!!!
Well, Jibril Saadiya has done it.
Magical energy has a property called "wavelength" - a term Jibril made up to reflect how this property is much like the waves of the ocean. By once again adjusting the spellwork that pulls magic from the air and collects it inside the confines of the crystal we've managed to produce a prototype that actually drains magic quickly enough to work as a counter-spell. It had something to do with matching the "phase sequence" of the quartz to the "natural wavelength" of magical interference. Magical energy conjured within range of the crystal is dissipated back into aether faster than it can be pulled - this dissipation was originally done through heat, but now only produces an annoying hum. Our researchers are still trying to understand the equations that comprise this new field of mathematics - now termed "Mathemagics".
2 - ASAF-F44 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles, FallacyofUrist
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
2 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM
1 Living Spell: The Watcher of Worlds: RAM
Please do not vote for the ASAF-F44 it is doing the exact same horrible thing of trying to do too many things all at once. - it does less things than the F43 and these things are less ambitious and it's an improvement of an existing design instead of trying to break into an area we've never done before.
New Thrust Type - building on existing thrust type from the F43
New reactor - this isn't new and reading it would reveal that. The reactor is just the name of the place where the Aethergems go
New aerodynamics - false and irrelevant
New Gun - "upscale an existing gun by a bit" != new gun
New Communications wired "communications" that are extraordinarily simple and easy to do.
Heavy Armor - also false. The reactor has a bit heavier armor than the rest of the craft but other than that armor is unchanged.
We will get like -2 to the rolls.
But we did way more with the F43 and that stuff was never done before and we just got a -1. The F44 is building off of the F43 and does less than the F43.
3 - ASAF-F44 Avenger (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles, FallacyofUrist, helmacon
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
2 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM
1 Living Spell: The Watcher of Worlds: RAM
The rest of the F44 is an incremental but serious improvement to the F43.
3 - ASAF-F44 Avenger (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles, FallacyofUrist, helmacon
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM, Draignean
1 Living Spell: The Watcher of Worlds: RAM
We need to fix our broken stuff guys, not be makeing new stuff.We need to address the antimagic. I agree with improving broken stuff in theory, but this is terrible terrible broken stuff. We are throwing a flying machine when they have complete control of the weather and a massive air force. It is doomed twice-over under weight of numbers and environment. Not to mention that its control methods are mysterious and don't really make sense as to how someone can control it when they are not the source of the magic holding it aloft. There is "shoring up your investments" and "sunk cost fallacy". Just because this disaster was supported once, and utterly failed to meet any single one of its design goals, nor even make appreciable progress in the relevant fields, doesn't mean that we should continue to attempt to build a design that is a convenient revision away from being hard-countered. They could revise their wind to flip it upside down, or revise their lightning to cause thermal expansion and blow them up, or revise their tornadoes into gank-teams that shake the thing until the contents are mashed, or revise their ballistae to shoot heavy nets, or revise their mind-reading spell to distract people a little while they are trying to control the minor incarnation of pure chaos that is keeping them from flipping over and falling to their death. Or they could just use the large metal bolt that they already have, with the lucky strike that they already have, to hit the misguided coffin and throw off its balance, once again, causing it to plummet to its doom. Maybe, MAYBE, if the propulsion actually works this time, it might be stable enough to withstand a little turbulence, and hit anything, ever, because 4 thrusts per second is way too messy to aim from, or to survive your head being jostled that much... but with no specific mention of the propulsion being prioritised we can just expect a repeat of the previous turn, until we roll a 5 or something, whatever doesn't count as a "bad roll" to people who don't understand dice.
If they developed their new anti magic in a revision, we ought to be able to counter it in one.
The thing is, anti-magic resistance in a design will just put as back at square 1.Or we could do the living spell and actually get some theoretical toys to play with that would support our other designs. Like flight computers to stabilise the floating coffin or autoaiming for our cannons.
'Or we could do the mage-slayers and defeat antimagic by killing all the mages that try to use it. A "beat antimagic" design does not have to be purely that with no progress. A revision, on the other hand, pretty much does, has a greatly reduced scope over what it can protect, and can roll badly and just fail with us having no recourse to fix it.See, this is funny. You say that an AM-Resistance design doesn't have to just do anti-magic resistance, but...
Chief, I was not a fan of the F43, and I see this as yet another stack on an overreaching shit sandwich that goes straight from 'broken as fuck hovercraft' to 'bestest air-superiority fighter that manages maneuverability that took real nations half a century'....he says, ignoring the fact that our artillery is on par with 20th century artillery and that we have internal combustion engines in the year 944.
Chief, I was not a fan of the F43, and I see this as yet another stack on an overreaching shit sandwich that goes straight from 'broken as fuck hovercraft' to 'bestest air-superiority fighter that manages maneuverability that took real nations half a century'....he says, ignoring the fact that our artillery is on par with 20th century artillery and that we have internal combustion engines in the year 944.
Our advantages come from the fact that we can leverage our magic to make technology that won't be available for centuries. The F44 relies on this concept. Our cannons rely on this concept. Our engines rely on this concept.
Basically all of our designs rely on using magic to make technology seemingly far ahead of our time. It makes no sense to suddenly limit ourselves on real-world technology development now.
4 - ASAF-F44 Avenger (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles, FallacyofUrist, helmacon, Gwolfski
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM, Draignean
1 Living Spell: The Watcher of Worlds: RAM
Okay, we got a cannon now.
And it's (once again) apparently useless.
It has the same range as our wizards and longbows, requires a wizard, and is less deadly than a wizard.
Well, maybe not entirely useless. I hope it has a greater fire rate, but that's it's only benefit. Oh, and maybe magic resistance.
Anyway, our problem was that the enemy engaged at long range, and our cannon has not at all solved that.
Revision : Long range fireballs
Upgrade our fireball spell to attack the enemy at long range.
I do want to do flight computers + auto-aiming (Mindgems) at some point but definitely not now. But using them as a possible solution for the F43 is just a bad idea. As omnipotent as a pilot could be, it won't fix the inherent issues with the F43's propulsion.I am proposing living spells as a solution for one of the flying machine's many problems. Mainly that of the pilot being ill-equipped to adapt to wind. It would also need to vibrate less. Our existing light cannon is sufficient for penetration at the ranges and angles that an aircraft could achieve. If it is not sufficient then there is no point in getting an aircraft as we can get the same ranges and angles from the ground using larger cannons and still have a cheaper result. We could work on the armament later if it becomes a problem, but at present it is a nonissue and the proposed solution of increasing the calibre is untested and may well not achieve an appreciable change even if it were required. It will only explode if it is shaken too hard or penetrated. It will continue to explode if shaken too hard so long as it doesn't have shock-absorbers and penetration is yet to demonstrate itself as a problem. Armouring the bomb would be desirable, but the thing doesn't fly yet. There is no point to armouring the bomb when it will still explode if it dive into the ground, and it will dive into the ground at the slightest urging. Living spells would have been grand if they had been accepted as our antimagic solution ages back when I first suggested them as such. They would still be a grand solution now. They would also serve for a great many automation tasks, such as automatically maintaining the stability of a floating coffin that would otherwise take the slightest breeze as an invitation to flip upside-down and forcefully pound its jellied contents into the dirt before exploding.
Then there's the fact that it has a puny gun, and how it's literally a flying bomb, and much much more. The F43 will take far too many revisions to be directly practical.
We have three antimagic resistance designs. Can you admit that you are wrong?'Or we could do the mage-slayers and defeat antimagic by killing all the mages that try to use it. A "beat antimagic" design does not have to be purely that with no progress. A revision, on the other hand, pretty much does, has a greatly reduced scope over what it can protect, and can roll badly and just fail with us having no recourse to fix it.See, this is funny. You say that an AM-Resistance design doesn't have to just do anti-magic resistance, but...
1.) The current propsed AM-Resistance design does just do anti-magic resistance and nothing else. You may have had a point if it did do something else, but it doesn't.
2.) If you really believe that AM-Resistance is this super challenging design (it's not) then that means the design would have to be practically dedicated to it, no?
And because all of our designs rely on magic we need to get antimagic resistance working more than anything else. But more to the point, magic is good at doing the impossible. But it tends to have difficulties with mass distribution. World Wars were primarily logistical, they are a truly terrible thing to base our forces upon. We have a scattering of 80mm guns after massive investments in logistics, Meanwhile we can blast their entire army with fireballs by making them really big. You want to make a fighter-plane to fight their airforce. You are limiting yourself to real-world technology. We should be trying to unleash doom-magic to destabilise the air-theatre so that nobody can use it. Limiting ourselves to war-machines is just pathetic. I just don't see how you can campaign so hard for internal combustion engines and artillery and then tell other people to divorce themselves from mundane considerations. Would you be willing to solidify your position on this topic? I mean, honestly, you call the thing the F## interceptor. You literally used U.S.A. fighter designations and named it "interceptor" after the technical term for the role that you want it to perform in modern militaries. But then apparently putting on a magical rocket-motor that works as a film instead of a tube makes it not consistent with "limit ourselves to real-world technology" while saying that "pushing our explosions from discreet undisciplined explosion into a constant unidirectional shaped force film might be difficult" is somehow completely binding ourselves to conventional sensibilities.Chief, I was not a fan of the F43, and I see this as yet another stack on an overreaching shit sandwich that goes straight from 'broken as fuck hovercraft' to 'bestest air-superiority fighter that manages maneuverability that took real nations half a century'....he says, ignoring the fact that our artillery is on par with 20th century artillery and that we have internal combustion engines in the year 944.
Our advantages come from the fact that we can leverage our magic to make technology that won't be available for centuries. The F44 relies on this concept. Our cannons rely on this concept. Our engines rely on this concept.
Basically all of our designs rely on using magic to make technology seemingly far ahead of our time. It makes no sense to suddenly limit ourselves on real-world technology development now.
We don't want to go head-to-head against Moskurg in the one thing they've been truly specializing in for practically the whole game. It'd be like if Moskurg suddenly tried making better cannons than us instead of building on their own advantages.
We actually have experience in flying machines, RAM.Machines that do not fly are not flying machines.
The F43.
Design: ASAF-F43 Interceptor [1-1, 2+1+1, 4]We got,
The F43 is Arstotzka's first attempt to get a man into the air.
The method of flight is via a very precise PSF-C propulsion method; attempts to create an "on-going explosion" didn't quite pan out, but it is possible to instead fire off a PSF-C four times a second to create a similar effect. This is referred to proudly as the Kinetic Propulsion Drive.
The craft relies entirely on AAA-level Aethergems (also referred to as "AAAethergems") in order to cut costs. Because it takes ten AAAethergems to create a single PSF-C, the craft is made up almost entirely of them. In order to prevent the craft from running out of power, this means it requires 2,400 AAAethergems to allow sections to fire off while others recharge. The timing of this massive (and I do mean truly massive) AAAethergem array is controlled via a set of complicated copper circuit controls, which are then linked to the command station in the cockpit and a set of igniters on the bottom of the craft. The igniters generate the PSF-C's against the bottom hull of the aircraft in a wide, even distribution in order to generate lift. The controls consist of two freely-rotating crystal orbs containing yet two more AAAethergems, allowing the pilot to control the rotation and thrust of the propulsion unit.
The pilots station is covered in a two-part crystal shell, one part of which slides forward to allow the pilot to exit. Behind the pilot is a sizable crystal sphere in which the gunner sits. The sphere has sections cut out to allow the gunner to enter and exit via the pilots hatch when the turret is straightened. The rotation of the turret is controlled physically by the gunner, using his feet and hands to brace against the craft and forcibly turn the sphere. A single HAC-1 pokes out of the sphere, off-set to one side to make room for the gunner. We were unable to develop a 20 mm variant in time, but the HAC-1 works just fine. It is fixed in the bubble, again requiring the gunner to physically turn the entire sphere to aim. Loading is done by hand, and precise aiming is difficult. The crystal glass is made of layered crystal to help prevent lightning strikes from killing the occupants, and should be thick enough to prevent bolts from penetrating easily - if at all. Nickel cooling circuits zig-zag across the crystal canopies to keep the cabin a comfortable 21.1°C for both the pilot and gunner. There is no crystal armoring elsewhere, however, as the weight of the craft is already so high there are doubts it can lift itself at all. Regardless, a bomb bay in the center of the craft houses three Explosive Artillery Shells, droppable via a mechanical switch in the pilots station.
The first demonstration is overseen by the King, who is excited to see how his Expense Bonus is being spent. Ram and Waffles are attending, taking a brief vacation from their honeymoon to oversee the maiden voyage of the F43.
Piloting the F43 are a pair of highly-trained and trusted wizards who helped oversee the construction and development of the craft. They flash a thumbs-up to the watching crowd and prepare for lift-off. The launchpad is cleared and on command the wizards fire up the F43.
Immediately obvious is how heavy the craft is. At 2,400 AAAethergems, the F43 is the size of a small boat. The PSF-C's fire off rapidly, but the explosions can barely lift the craft more than a couple feet before the ground-effect ceases to provide additional thrust. The two wizards inside are shaken about as the craft vibrates at four shakes per second, and the entire thing begins to slip laterally. The pilot, in an attempt to correct the unexpected lateral drift, over-corrects the craft and sends it careening towards the crowd. He corrects his mistake at the last minute, this time over-correcting it in the other direction and sending it skipping into the ground. The edge of the craft digs into the dirt and the entire thing flips over.
Luckily, 2,399 of the AAAethergems manage to survive the sudden impact. The 2,400th AAAethergem sustains a bit more force than the others, however, and promptly detonates. This explosion ripples to the neighboring AAAethergem, which likewise explodes, which detonates its neighbors. In the span of a half-second the entire F43 explodes in a violent but spectacular chain-reaction of fireworks, raining bits of twisted metal and crystal on the horrified crowd. Thankfully, no one is hurt save for the two exploded wizards in the F43 and dozens and dozens of maimed bystanders and a stray dog who happened to be nearby during the event.
The King is, quite frankly, disappointed by the crafts..."lackluster" performance.
Until the serious control, stability, propulsion, and thrust-to-weight issues are solved, the F43 is unusable and little more than a frightening proof-of-concept.
Surprisingly, the F43 is merely Expensive.
For free, we upgrade the AAAethergems in the F43 to this newer variant and cut the required gems down to 1,200. This decreases the weight of the craft, but it still suffers from stability, control, and vibration issues and is still unusable at the moment.The problems are stability, control, and vibration. Note how he says "still suffers from stability, control, and vibration." Because we eliminated weight as a (serious) problem, but still had other issues preventing practical flight.
Power Generation1: That was in a revision, the design itself did not achieve anything, and that development did nothing for the design. It might be a little easier now but it still fundamentally fails to prioritise what is important to actually having a functional design(stable propulsion) and a better generator won't change that.
1.) We already doubled the power output of Aethergems.
2.) We can use A-size (or AA) Aethergems instead of AAAethergems, increasing power output even more thanks to the Expense Credit and the Aethergem revision.
3.) Something I've made very clear in the F44 proposal is that an intentional side-effect of the improved KPD is significantly greater energy efficiency as instead of just constantly detonating PSF-Cs beneath the craft we're just applying precise forces where they're needed. If efficiency isn't increased, then that means we got a low enough roll that there's no hope for the design anyways.
Propulsion - This is the first time we've used Blastballs as actual propulsion.Wrong. We have been using it to propel bullets and pistons and already knew all we needed to about using them to flip stuff over. We made zero progress on this front. The design was a complete failure at progressing propulsion magic.
our literal mastery of BlastballsWe have, like, two spells. Yeah, we have done lots with fireballs, but this is the edge of that. fireballs go to a place and explode into a ball of flame. We took out theflame, it was pretty simple. Now the design is looking to A: reshape the explosion to apply in only one direction. We have zero experience shaping the blasts, far less refining them down to a single controlled vector. B: a constant effect. We have only ever made discrete explosions, channelled fog might help here, but it is from conjuration and this is force magic derived from thermal magic, it is a big cross-discipline trek. C: conforming it to a surface. Again, zero experience, at best webs attach to surfaces. D: being a manifest magical field. This is a bit esoteric and maybe even semantic, but there is a definite concern here that we are trying to make a purely magical substance with a physical presence. Volume with no mass, as it were. Probably consistent with fireball's fire, but still a concern. This is a completely unprecedented application of magic and the design foolishly treats it as an assumption, even after we clearly failed to get it once.
Weight - Weight is no longer a problem since we upgraded Aethergems. See Power GEneration as well.Weight only makes the difference between good and bad, at the moment it is doubtful that it will be at all, even if we do have the misfortune of voting to use an airforce against the sky itself and a loitering armada.
Turret - "An unpowered ball turret isn't going to cut it." But we're not going to develop a powered guided turret here because that's out of scope. Maybe later, but you have literally zero basis for this assumption that an unpowered turret is going to cut it. The AS-HAC-1 is already great at hitting their vehicles and is unpowered as well. Its only problem is that it can't pierce the armor.A light turret would leave the operator exposed to lightning and ballistae. A heavy turret would be unworkable. If the force-film actually works then it might, potentially, be usable on little tabs to rotate the turret. If the design is more than "get this propulsion to work, and maybe stick it on a chassis while at it" then it will probably fail. If it succeeds then we will have a nice target for the enemy that completely controls the sky, and can develop it further to have a nice target with some shiny bells and whistles for the enemy that completely controls the sky. Without the propulsion it is nothing, and we have already seen, last turn, conclusively, that the propulsion is in doubt, because we literally tried to do the propulsions and it literally did not happen and there was literally zero mention of learning anything about propulsion from the disaster.
Vibration Issues - No, we do not need to add supports or the like. Vibration issues come from the crude PSF-C propulsion, which will no longer be done.Clearly the tornadoes, squalls, lightning, ballistae bolts, and rough landings will not cause any vibration. Certainly, I could believe that they would have to be in trouble before exploding, but it would still be nice to have some insurance. Not that we would need any insurance if we just gave up on the project completely.
Stability - See above. Stability comes from the propulsion method.The propulsion method is just pushing. What precise mechanism does the propulsion use to ensure stability? As near as I can tell it is basically a constant unidirectional force applied to all downward surfaces. There is no part of that that actually corrects a tilt, meaning that the pilot has to do so manually, in the middle of a storm, with whirlwinds... And if it flips far enough then they lose any way to right it si it just plunges to its explodey doom. Yes, it would gain much stability as a firing platform, but as a vehicle it would gain almost none. And they would be trying to shoot while being constantly jostled while being shot at by lucky strikes.
The flaw is not a weak power plant.I find it difficult to believe that you do not understand that what you are saying is ridiculous. Our biggest guns fire very small projectiles along very concentrated tubes and they only need to move, Their orientation is handled automatically by their motion. That the unmentionable disaster could get aloft and maintain its orientation(well, it did neither of those things, but its pitiful efforts were adorable in their own way) with such ridiculously low power requirements is, quite frankly, wrong! I suspect that it had numerous such engines and was still ridiculously efficient.
The flaw is a horrendously energy-hungry engine.
You know the HA1, right? And how it takes three mages to fire one shot? This is because the HA1 uses three PSF-Cs to fire its projectile.
And now take the KPD Mk. 1 present in the F43. It casts 4x PSF-Cs every single second. That is extremely inefficient. Luckily for us, the ideal KPD doesn't use PSF-Cs. It uses its own "spell" to work. And since we're making this spell from the start, we'll have more control over it.
5 - ASAF-F44 Avenger (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles, FallacyofUrist, helmacon, Gwolfski, Andrea
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM, Draignean
1 Living Spell: The Watcher of Worlds: RAM
Because people are stupid and can't even recognize genius when they see it, I've removed Linkgems from the F44.
You'll all regret this!
6 - ASAF-F44 Avenger (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514878#msg7514878): Chiefwaffles, FallacyofUrist, helmacon, Gwolfski, Andrea, AndresDeath to linkgems.
1 - Vigilant Sky Cutter (http://www.bay12forums.com/smf/index.php?topic=163277.msg7514913#msg7514913): Lightforger
1 Mage-Slayers: RAM
3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7515147#msg7515147): Kadzar, RAM, Draignean
1 Living Spell: The Watcher of Worlds: RAM
RAM, we've made our points. There's no point in going further, and quite frankly it makes reading this thread absolutely painful.Uerg. They are wrong, like, four times in five, and we always go right back down the same "Let's get this great [insert anachronism] with five different [over-emphasised assertion of ideal outcome] features!" line. And keep ending up with things that don't even resemble the original proposal.
If he's right, we get to shrug our shoulders and have a great little ship. If he's wrong, then we get a nice healthy I-told-you-so and can work on our own line of differently insane technology.
Let it be.
Can I get a joystick now? To further feed my genius hating fetish. Seriously, the current steering method is a sooo stupid.
1 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar
2 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean
Quote3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Helmacon
Quote4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Helmacon, Andrea
4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Helmacon, AndreaThis is better than antimagic shielding. It means that things don't essentially need to be a box in order to be protected against antimagic. Honestly, that requirement is stupid and I'm not sure why people are so gung-ho about imposing that limitation on themselves.
1 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres
4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Helmacon, Andrea
2 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles
3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea
2 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles
1 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): Helmacon
Revision:
3 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea
2 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles
1 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): Helmacon
1 - Cloud Cover (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516788#msg7516788): FallacyofUrist
Orders:
1 - Don't deploy the Avenger yet: FallacyofUrist
Forgive me, but I don't see how these revisions actually help us fight, given our main thing is artillery.Moskurg is disabling our artillery with antimagic. Making our artillery's circuits out of antimagic will mean they can no longer disable our artillery. Since our artillery is not in the shape of a box, Antimagic Shielding will not protect them from antimagic, which is part of why Antimagic Shielding is such a stupid idea. Antimagic circuits would, on the other hand, protect the HA1 from being disabled, as well as make all other things which use circuits (basically everything except melee weapons) also be able to ignore antimagic.
Revision:
4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea, RAM
2 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles
2 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): Helmacon, RAM
1 - - As above Antiantimagic charms, but attempt to prevent them from affecting conventional magic: RAM
1 - Cloud Cover (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516788#msg7516788): FallacyofUrist
Orders:
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
0 - Include The Avenger with our forces as soon as possible:
As I understand it, we could put a box around the base of our guns. Or incorporate a box into the design. I mean, we can't go changing all our designs with a revision, but we are past the point of avoiding that. It is basically a cage, as far as I can tell, so it would be possible to have the gun sticking out between the bars. Awkward, obviously, but they would presumably work...Please for the love of all that is good vote for circuits instead. It means that NONE of our designs will need a Revision to work, none of them would have to be changed. It's a very easy way to fix all of our problems with no downsides whatsoever. Antimagic Shielding is just crap and awkward.
Our mages don't need to cast. They can just supply the power and let the circuits of our devices create the spells.Do we even have enough magegems for that? And I'll also remind you that the Avenger currently requires a wizard to be able to fire its weapons, and probably wouldn't do well with the extra weight necessary to replace them with gems.
Glory to Arstotzka.
Revision:
4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea, RAM
3 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles, Gwolfski
2 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): Helmacon, RAM
1 - - As above Antiantimagic charms, but attempt to prevent them from affecting conventional magic: RAM
1 - Cloud Cover (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516788#msg7516788): FallacyofUrist
Orders:
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
1 - Deploy the Avenger: Chiefwaffles
Revision:
5 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea, RAM, voidslayer
3 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles, Gwolfski
2 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): Helmacon, RAM
1 - - As above Antiantimagic charms, but attempt to prevent them from affecting conventional magic: RAM
1 - Cloud Cover (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516788#msg7516788): FallacyofUrist
Orders:
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
2 - Deploy the Avenger: Chiefwaffles, voidslayer
I can at least respect the opinion of people who think [making circuits AM immune] needs a design.
Wait, what?
Revision:
4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea, RAM
4 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles, Gwolfski, voidslayer
2 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): Helmacon, RAM
1 - - As above Antiantimagic charms, but attempt to prevent them from affecting conventional magic: RAM
1 - Cloud Cover (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516788#msg7516788): FallacyofUrist
Orders:
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
2 - Deploy the Avenger: Chiefwaffles, voidslayer
Well.
The thing is that Antimagic Shielding very likely has to be revised into existing designs or put in new designs in its current state. It's creating a new type of crystal then doing nothing with it.
Meaning it will do nothing this turn and we will continue having problems and even then we have to consciously put it in each design to be useful.
Whereas Antimagic-Immune Circuits doesn't have the same limitation and immediately lets our magitech operate inside anti-magic fields. Kind of the same with antiantimagic charms, but I personally don't prefer those for other reasons.
Revision: Antimagic ShieldingAntimagic shielding just creates a new type of crystal. That's it. It doesn't upgrade all existing crystal to be AM-shielding, which is what we would need to do for this to immediately apply.
Moskurg Antimagic has been a thorn in our side for a long time, but now it's become unbearable. That's why our designers have devised a new type of crystal which protects our magic from antimagical interference. It works much like the mythical "Faraday Cage" of Arstotzkan legend, blocking out harmful Moskurg antimagic particles so that those inside are free to cast as much as they like. There's no guarantee that spells cast inside the shielding will be protected once they leave the barrier, but our mundane projectiles should at least still work perfectly fine, and our Protectors should now only be stopped by their faulty suspension.
Antimagic-immune circuits: Protect our circuits from the effects of antimagic so that they can channel magic and cast spells even within an anti-magic field.Thoughts:
...okay?I am a person who thinks that making circuits antimagic immune requires a design. Therefore you respect my ]opinion.
Got something to say, RAM?
Revision:
4 - Antimagic Shielding (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516563#msg7516563): Kadzar, Draignean, Andrea, RAM
5 - Antimagic-immune circuits (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516722#msg7516722): Andres, Chiefwaffles, Gwolfski, voidslayer, helmacon
->1 - AM-Immune Circuits Fluff (http://www.bay12forums.com/smf/index.php?topic=163277.msg7518402#msg7518402): Chiefwaffles
1 - Antiantimagic Charms (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516708#msg7516708): RAM
1 - - As above Antiantimagic charms, but attempt to prevent them from affecting conventional magic: RAM
1 - Cloud Cover (http://www.bay12forums.com/smf/index.php?topic=163277.msg7516788#msg7516788): FallacyofUrist
Orders:
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
2 - Deploy the Avenger: Chiefwaffles, voidslayer
The correct course is to just sink to your level and not justify anything, just provide the most simple and direct counter with no argument and devolve into ignorant savages.Jesus christ, RAM. Can you maybe not?
ESPIONAGE
1 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
2 - Deploy the Avenger: Chiefwaffles, voidslayer
ESPIONAGEAdded helmacon's vote for deploying the Avenger.
1 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
3 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon
Against our own anti-magic, the AAAethergem produces enough magic to remain replenished despite the rather minor draw,
That is all the evidence that I could have asked for. I mean, sure, some people might be stupid enough to believe that your statement is somehow moderate, but I like to think that people are not that blind.The correct course is to just sink to your level and not justify anything, just provide the most simple and direct counter with no argument and devolve into ignorant savages.Jesus christ, RAM. Can you maybe not?
Design: ASAF-F44 "Avenger" [4, 4-1, 4]I'm actually not sure how exactly the thrust is angled, but it's likely through either modifying the variables of the spell or angling the thruster itself. Considering our experience with the Blastball and our experience with mechanical things like an angled thruster (we can't even make a proper ball turret!) I'd bet it's changing the Blastball-based propulsion spell in real time. But it could be the other.
...
Using the characteristics of our new blastball spell we can create an engine that generates lift. The KPD Mk.2 engine is essentially a crystal cup, into which a number of nickel circuits and copper scrollwork is integrated. We make liberal use of the conductive/non-conductive crystal to channel energy towards the base of the cup where the continuous blastball can be generated and directed outward. The intensity of the generation can be modulated to provide differing levels of thrust.
...
The pilot is still equipped with a set of rotating spherical controls, which adjust the angle of the KPD's output up to ten degrees.
Revision: Magical Condensor: [5+1]Note the mentions of complicated input, and we've made radical improvements in circuitry since then. Unless you mean something else by variable circuits?
We get the details of the condensing system worked out.
It certainly took some complicated spellwork; the spell needs both the input of the outside temperature, the temperature of the metal it's engraved in, and the target temperature. It needed a rather complex formula to govern the intensity of the spell based on these inputs and a number of safeties to prevent it from cracking or freezing parts of the machine it shouldn't.
...
The inscription requires the complex spellwork to be engraved into the metal by hand in an intensive, length process that only skilled metalsmiths are able to pull off. The engraving is then filled in with gold, allowing the magic to be held within.
Curiously, we discover by accident that a completed circle, or "circuit", allows the spell enchantment to remain on the weapon indefinitely. Breaking this circuit causes the magic to dissipate.
Summon Swarm: Conjures a swarm of stinging wasps to harrass foes. Expensive.Note the use of "foes" and the lack of any mention of attacking allies. Also, this is a starter spell; starter spells are usually pretty straightforward in their power. Summon Swarm summons wasps that harass enemies. That's it.
Fortunately, thanks to the brave sacrifice of dozens of apprentice wizards sent off to the jungle to hunt for specimens, you are able to discover a rare beetle that has a gland capable of producing a sticky, burning substance. With great difficulty, you manage to alter the summoning spell so that ice wasps are summoned but with fire beetle glands.It's been under our feet this entire time.
ESPIONAGE
1 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
3 - Deploy the Avenger: Chiefwaffles, voidslayer, Andres
1 - Denounce Moskurg on the world stage: Andres
ESPIONAGE[/quote]
1 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles
1 - Attempt to "steal" Lucky Strike: Chiefwaffles
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
1 - Denounce Moskurg on the world stage: Andres
Or we could steal their antimagic and combine it with our own and our tower technology to create a territory-wide shaped antimagic effect.... Dude. Woah.
It's also something that may give the GM a headache due to the salt it would inflict on Moskurg's end. Imagine if they suddenly disabled all of our magic in the span of a single turn. It's not somewhere we want to go.
ESPIONAGE[/quote]
1 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles
1 - Do not use the wand of true light and risk an unnecessary order.
1 - Attempt to "steal" Lucky Strike: Chiefwaffles
1 - Attempt to steal the floaty scrolls.
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
1 - Denounce Moskurg on the world stage: Andres
1 - Do not denounce Moskurg and risk an unnecessary order
ESPIONAGE
2 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles, FallacyofUrist
1 - Do not use the wand of true light and risk an unnecessary order: helmacon
2 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist
1 - Attempt to steal the floaty scrolls: helmacon
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
1 - Denounce Moskurg on the world stage: Andres
2 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist
Artillery guidance system (https://en.wikipedia.org/wiki/Project_Pigeon) except we use wasps.
Way cooler than lucky strike.
ESPIONAGE
2 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles, FallacyofUrist
1 - Do not use the wand of true light and risk an unnecessary order: helmacon
2 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist
1 - Attempt to steal the floaty scrolls: helmacon
1 - Do not use an Espionage Credit we don't yet have: Andres
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
1 - Denounce Moskurg on the world stage: Andres
2 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist
ESPIONAGE
2 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles, FallacyofUrist
1 - Do not use the wand of true light and risk an unnecessary order: helmacon
2 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist
1 - Attempt to steal the floaty scrolls: helmacon
2 - Do not use an Espionage Credit we don't yet have: Andres, RAM
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
2 - Denounce Moskurg on the world stage: Andres, RAM
2 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist
Most of their floaty-ness comes from their war pegisi scrolls.
They have floaty scrolls, we have spell circuit scrolls. If we steal them, we will have the ultimate scrolls. (Plus, we could use those to make the protector a pod-racer like thing)
I vote we steal their floaty scrolls.
ESPIONAGE
2 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles, FallacyofUrist
1 - Do not use the wand of true light and risk an unnecessary order: helmacon
3 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist, voidslayer
1 - Attempt to steal the floaty scrolls: helmacon
2 - Do not use an Espionage Credit we don't yet have: Andres, RAM
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
2 - Denounce Moskurg on the world stage: Andres, RAM
3 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist, voidslayer
ESPIONAGE[/quote]
2 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles, FallacyofUrist
1 - Do not use the wand of true light and risk an unnecessary order: helmacon
4 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist, voidslayer, Gwolfski
1 - Attempt to steal the floaty scrolls: helmacon
2 - Do not use an Espionage Credit we don't yet have: Andres, RAM
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
2 - Denounce Moskurg on the world stage: Andres, RAM
3 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist, voidslayer
ESPIONAGEGM said we could use the Espionage Credit as soon as we get it so I don't see why not.
2 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: Chiefwaffles, FallacyofUrist
2 - Do not use the wand of true light and risk an unnecessary order: helmacon, Andres
5 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist, voidslayer, Gwolfski, Andres
1 - Attempt to steal the floaty scrolls: helmacon
1 - Do not use an Espionage Credit we don't yet have: RAM
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
2 - Denounce Moskurg on the world stage: Andres, RAM
3 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist, voidslayer
1 - Focus the Wand of True Light on a Moskurg to see if it can turn it into an Arstotzkan: Andres
ESPIONAGE
1 - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: FallacyofUrist
2 - Do not use the wand of true light and risk an unnecessary order: helmacon, Andres
5 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist, voidslayer, Gwolfski, Andres
1 - Attempt to steal the floaty scrolls: helmacon
1 - Do not use an Espionage Credit we don't yet have: RAM
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
2 - Denounce Moskurg on the world stage: Andres, RAM
3 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist, voidslayer
1 - Focus the Wand of True Light on a Moskurg to see if it can turn it into an Arstotzkan: Andres
1 - Do not do the above order: Chiefwaffles
ESPIONAGE
2? - Use Wand of True Light on crew+captain just enough to make them like Arstotzka a biiit more than Moskurg; agree to deal: FallacyofUrist, Chiefwaffles(presumably, if he just wanted to get it over with, but would prefer this option, he would put his vote back on)
1 - Do not use the wand of true light and risk an unnecessary order: Andres
5 - Attempt to "steal" Lucky Strike: Chiefwaffles, FallacyofUrist, voidslayer, Gwolfski, Andres
1 - Attempt to steal the floaty scrolls: helmacon
1 - Do not use an Espionage Credit we don't yet have: RAM
ORDERS
2 - Don't deploy the Avenger yet: FallacyofUrist, RAM
4 - Deploy the Avenger: Chiefwaffles, voidslayer, helmacon, Andres
2 - Denounce Moskurg on the world stage: Andres, RAM
3 - Do not denounce Moskurg and risk an unnecessary order: helmacon, FallacyofUrist, voidslayer
1 - Focus the Wand of True Light on a Moskurg to see if it can turn it into an Arstotzkan: Andres
1 - Do not do the above order: Chiefwaffles
DESIGN
1 - Aether Reactor Mk. 2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528391#msg7528391): Chiefwaffles (Use Design Credit)
DESIGN
1 - Aether Reactor Mk. 2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528391#msg7528391): Chiefwaffles (Use Design Credit)
1 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528456#msg7528456): (Use Design Credit)
DESIGN
2 - Aether Reactor Mk. 2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528391#msg7528391): Chiefwaffles, FallacyofUrist (Use Design Credit)
1 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528456#msg7528456): RAM (Use Design Credit)
DESIGNThe Gemerator has some interesting ideas, but my philosophy is to generally make existing technologies usable first before doing other things.
3 - Aether Reactor Mk. 2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528391#msg7528391): Chiefwaffles, FallacyofUrist (Use Design Credit)
1 - Gemerators (http://www.bay12forums.com/smf/index.php?topic=163277.msg7528456#msg7528456): RAM (Use Design Credit)
DESIGN
1 - ASAF-F45 "Lightning": Chiefwaffles
DESIGN
2 - ASAF-F45 "Lightning": Chiefwaffles, FallacyofUrist
nothing else can be said about the Avenger, then the crews will admit that the damn thing is hardy. Ballista rounds can't crack the crystal hull, and the lightning-resistive crystal requires a few lightning strikes before holes can be blasted through. Once the armor on the Aether Reactor is worn through, though, then the brilliant explosion will send shrapnel at everything in a fifty foot radius.That's right.
And also, it would be sort of nice to avoid spending four designs and at least one revision on something and then look back and think "we ended up with something that was supposed to be easy in a single design"... Not that it is that the third attempt is necessarily going to go any better than the first two...
DESIGN
3 - ASAF-F45 "Lightning": Chiefwaffles, FallacyofUrist, Andres
DestroyerWhat is the advantage of fully steel wheels? Also note that we just lost the mountains, so steel will be more expensive than it was. Now, I doubt that the G.M. will pay enough attention to the cost of steel for it to matter, and to be fair, the wheels may be large and bulky, but there are not that many of these things so it is probably within reasonable limits, but it is a concern.
The two innovations are fully steel wheels and a carriage reinforced on the outside with a triple layer of crystal armor in thick defensive plating, lightning redirecting circuits.
The vehicle mounts a full HA1-b, able to fire once every three minutes, and two swivel mounted HAC-1 for close fire support. All three are controlled, aimed and reloaded from inside the Destroyer.
DESIGN
3 - ASAF-F45 "Lightning": Chiefwaffles, FallacyofUrist, Andres
2 - SPS-1 Self Propelled Shell "Seeker": Andrea, RAM
They already completely eliminated ALL of our crystals ... they can do it again...
No, I made the call that Hard Counters aren't allowed any more.Was this announced somewhere?
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.I suppose that it is vaguely possible that it could be considered that it tells people where to shoot, but it really hasn't been playing out that way. It really isn't possible for someone to adjust their aim finely enough for it to be the difference between hitting a specific human with an arcing shot at a range too great to see at. Nor to have the reaction time to wait until a cpecific monent in an airships rocking motion. Even if it works like that it has got to be taking control of the people aiming, forcing them to trigger their ballista at just the right moment so that it unwinds at just the right rate to actually release at a specific moment so that it is at just the perfect angle... It really just doesn't work at all unless it is already a completely self-contained package with no computer translation required.
Well it has been three dedicated design actions and numerous other assorted actions working on various support systems. We still have not beaten them at dogfighting. The latest iteration is not a multirole craft, despite getting good rolls and being stated as our final design in this series. It really isn't particularly fast, and the acceleration cuts into its agility. On the topic of dogfighting, it crashes if it tips too far, so it can't do a barrel roll... I would say that it has been confirmed as definitely impossible from a single design action. Also the hull design has been cited as a specific weakness. I think this brings my "I told you so" count up to about 3, I will try not to splurge on these, they are kind of annoying but they serve to maintain awareness so I can't bring myself to just abandon them.
Design: ASAF-F43 Interceptor
...
Difficulty - This is fairly ambitious, but definitely not impossible.
...
(can move in any direction with great speed). Then we build a small+light crystal hull around it. Then give it weapons.
Basically, a very cool multi-role aircraft. That is 100% most certainly not the Haast. Trust me.
...
The idea is to very suddenly introduce Moskurg to dogfighting then immediately beat them at it. Their aircraft is meant to quickly get in, bomb us, then get out. It's not meant for dogfighting. At all. So if we make Dogfighting a thing, we will win.
REVISIONAs for the Expense Credit, I think we should save it so we can make a really big NE-worthy design then bring it down to VE. Though I wouldn't object too much to using it on the Lightning since we can just use revisions on it instead of designing new aircraft.
1 - Crystal Ammunition Fabrication: Chiefwaffles
1 - KPD4: Chiefwaffles
EXPENSE CREDIT
1 - Don't use yet: Chiefwaffles
After some questioning on Discord, Evicted drew this little diagram:Our HA1s can fire BLOS, but that's only if they hit the ground. So when at BLOS, our HA1s cannot hit their airships. If we were to fix this, we could effectively deploy the HA1 at sea.Spoiler: Image (click to show/hide)
So it turns out the problem is not optics or angling. It's mostly just range.
Hence I think the +Range Blastshell is the best choice now. Increased range is helpful just in general, it increases the range of every cannon, and it gives us explosive ammunition. Alternatively, we could do the AM Resistance one then upgrade the range of the HA1 in a revision, but that seems wasteful.
Combat for 942
This year sees Moskurg spend their entire turn to refine their control over the storm even further with a new spell titled "Winds of Ruin". The spell essentially works by lending the intent of the casters to the storm itself, allowing the rain, snow, wind, tornados, and lightning to be focused and cast Beyond their Line of Sight. Most importantly, the spell allows the mages to focus on enemy shells flying through the air and attempt to blow them off course. This manages to blunt Arstotzka's artillery range by two levels...when the wizards casting can maintain focus long enough to use the spell to their advantage. Thankfully, unlike many of their first attempts at ambitious spells, Winds of Ruin doesn't kill their mages or drive them insane.
The diagram applies to bullets that lack range. They do not travel far enough. Our bullets do travel far enough, the problem is them being blown off course.Combat for 942
This year sees Moskurg spend their entire turn to refine their control over the storm even further with a new spell titled "Winds of Ruin". The spell essentially works by lending the intent of the casters to the storm itself, allowing the rain, snow, wind, tornados, and lightning to be focused and cast Beyond their Line of Sight. Most importantly, the spell allows the mages to focus on enemy shells flying through the air and attempt to blow them off course.This manages to blunt Arstotzka's artillery range by two levels...when the wizards casting can maintain focus long enough to use the spell to their advantage. Thankfully, unlike many of their first attempts at ambitious spells, Winds of Ruin doesn't kill their mages or drive them insane.
This came after the diagram.
1 Crystal Ammunition Fabrication(summoned crystal bullets): Chiefwaffles
0 KPD4(make our aircraft move slightly better somehow):
0 Weightite Works(Summon Very Heavy material):
0 Large Mundane-Nests of Power(combine reactors with mundanes):
0 Small reactors(reactors for infantry):
1 Lucky Strike(figure out the foreign spell): RAM
0 Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
0 :
0 :
0 :
1 Crystal Ammunition Fabrication(summoned crystal bullets): Chiefwaffles
0 KPD4(make our aircraft move slightly better somehow):
0 Weightite Works(Summon Very Heavy material):
0 Large Mundane-Nests of Power(combine reactors with mundanes):
0 Small reactors(reactors for infantry):
2 Lucky Strike(figure out the foreign spell): RAM, voidslayer
0 Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
0 :
0 :
0 :
1 - Crystal Ammunition Fabrication(summoned crystal bullets for automatic weaponry): Chiefwaffles
1 - KPD4(Greatly improve acceleration and ability of Lightning): Chiefwaffles
0 - Weightite Works(Summon Very Heavy material):
0 - Large Mundane-Nests of Power(combine reactors with mundanes):
0 - Small reactors(reactors for infantry):
2 - Lucky Strike(figure out the foreign spell): RAM, Voidslayer
0 - Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
REVISION:
1 Crystal Ammunition Fabrication(summoned crystal bullets): Chiefwaffles
0 KPD4(make our aircraft move slightly better somehow):
0 Weightite Works(Summon Very Heavy material):
0 Large Mundane-Nests of Power(combine reactors with mundanes):
0 Small reactors(reactors for infantry):
2 Lucky Strike(figure out the foreign spell): RAM, Voidslayer
0 Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
1 Train-Deployed F45: FallacyofUrist
SPARE EXPENSE CREDIT:
1 - Use on Lightning: FallacyofUrist
REVISION
1 - Crystal Ammunition Fabrication(summoned crystal bullets for automatic weaponry): Chiefwaffles
1 - KPD4(Greatly improve acceleration and ability of Lightning): Chiefwaffles
0 - Weightite Works(Summon Very Heavy material):
0 - Large Mundane-Nests of Power(combine reactors with mundanes):
0 - Small reactors(reactors for infantry):
2 - Lucky Strike(figure out the foreign spell): RAM, Voidslayer
0 - Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
1 - Train-Deployed F45: FallacyofUrist
EXPENSE CREDIT:
1 - Spare Expense Credit: Chiefwaffles
1 - Use on Lightning: Fallacyofurist
REVISIONI think it's more likely to work out than the CAF which is a jump from a factory to a single device(and wouldn't even give us automatic weaponry, just much faster reload time).
1 - Crystal Ammunition Fabrication(summoned crystal bullets for automatic weaponry): Chiefwaffles
2 - KPD4(Greatly improve acceleration and ability of Lightning): Chiefwaffles, FallacyofUrist
0 - Weightite Works(Summon Very Heavy material):
0 - Large Mundane-Nests of Power(combine reactors with mundanes):
0 - Small reactors(reactors for infantry):
2 - Lucky Strike(figure out the foreign spell): RAM, Voidslayer
0 - Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
0 - Train-Deployed F45:
EXPENSE CREDIT:
1 - Spare Expense Credit: Chiefwaffles
1 - Use on Lightning: Fallacyofurist
REVISION
1 - Crystal Ammunition Fabrication(summoned crystal bullets for automatic weaponry): Chiefwaffles
1 - KPD4(Greatly improve acceleration and ability of Lightning): Chiefwaffles
0 - Weightite Works(Summon Very Heavy material):
0 - Large Mundane-Nests of Power(combine reactors with mundanes):
0 - Small reactors(reactors for infantry):
3 - Lucky Strike(figure out the foreign spell): RAM, Voidslayer
0 - Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
1 - Train-Deployed F45: FallacyofUrist
EXPENSE CREDIT:
1 - Spare Expense Credit: Chiefwaffles
1 - Use on Lightning: Fallacyofurist
REVISION
1 - Crystal Ammunition Fabrication(summoned crystal bullets for automatic weaponry): Chiefwaffles
2 - KPD4(Greatly improve acceleration and ability of Lightning): Chiefwaffles, FallacyofUrist
0 - Weightite Works(Summon Very Heavy material):
0 - Large Mundane-Nests of Power(combine reactors with mundanes):
0 - Small reactors(reactors for infantry):
3 - Lucky Strike(figure out the foreign spell): RAM, Voidslayer, Andres
0 - Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
0 - Train-Deployed F45:
EXPENSE CREDIT:
1 - Spare Expense Credit: Chiefwaffles
1 - Use on Lightning: Fallacyofurist
REVISIONSOMEBODY DECAPITALIZED PART OF MY NAME!
1 - Crystal Ammunition Fabrication(summoned crystal bullets for automatic weaponry): Chiefwaffles
3 - KPD4(Greatly improve acceleration and ability of Lightning): Chiefwaffles, FallacyofUrist, helmacon
0 - Weightite Works(Summon Very Heavy material):
0 - Large Mundane-Nests of Power(combine reactors with mundanes):
0 - Small reactors(reactors for infantry):
3 - Lucky Strike(figure out the foreign spell): RAM, Voidslayer, Andres
0 - Blastshell - Extreme Range (ER)(better propellants in lighter rockets):
0 - Train-Deployed F45:
EXPENSE CREDIT:
1 - Spare Expense Credit: Chiefwaffles
1 - Use on Lightning: Fallacyofurist
Each player has two options. Change their vote from their preference, or keep it.Note that at least person is not suffering from this dilemma, as they have no voting discipline. I honestly thought that they had changed this time, it was actually a really pleasant surprise, I guess I just got mislead by the large difference in the lengths of the names of proposals. But anyway, we should basically assume that everyone is voting for all of their own proposals, in addition to whatever else they vote for.
But anyway, we should basically assume that everyone is voting for all of their own proposals, in addition to whatever else they vote for.Uh, no.
1 Cheap Lightning aircraft: helmacon
1 Preserve Expense Credit: RAM
0 Cheap Mundanes:
1 Myark to mountains: helmacon
EXPENSE CREDIT
2 - Spare Expense Credit: Chiefwaffles, RAM
1 - Lightning: helmacon
MYARK
1 - Mountains: Helmacon
EXPENSE CREDIT
3 - Spare Expense Credit: Chiefwaffles, RAM, Andrea
1 - Lightning - helmacon
MYARK
1 - Mountains: Helmacon
Chiefwaffles.Added votes from previous phase.
Stop removing proposals and votes and making false accusations. This is getting very tiring.Spoiler (click to show/hide)
2 Cheap Lightning aircraft: helmacon, FallacyofUrist
3 Preserve Expense Credit: RAM, Chiefwaffles, Andrea
0 Cheap Mundanes:
1 Myark to mountains: helmacon
2 Cheap Lightning aircraft: helmacon, FallacyofUrist
4 Preserve Expense Credit: RAM, Chiefwaffles, Andrea
0 Cheap Mundanes:
1 Myark to mountains: helmacon
Quote2 Cheap Lightning aircraft: helmacon, FallacyofUrist
4 Preserve Expense Credit: RAM, Chiefwaffles, Andrea, Andres
0 Cheap Mundanes:
1 Myark to mountains: helmacon
Glory to Arstotzka.
evictedSaint - Today at 9:27 PMI had assumed you saw this.
wh...the blastballs, which you use to propel your bullets and artillery shells?
they're not really used against armor.
Why would anyone see that? It is not in the thread...
The statement is that they are not "used" against armour. Not that they are not "effective" against armour. Given better than medium range and manual or proximity detonation and they would see use and effectiveness.
Considering the thing we use to propel bullets are Small, I can see why we don't use them to destroy armour. It still remains that full sized Powerful Blastballs are what destroys airships.Quote from: evictedSaint (Discord)evictedSaint - Today at 9:27 PMI had assumed you saw this.
wh...the blastballs, which you use to propel your bullets and artillery shells?
they're not really used against armor.
Also, quick question, the KPD: it conjures particles with velocity and sends them in a particular direction, right?Well, the KPD is derived from the Blastball. A Blastball does have a little smoke and exhaust but I don't believe we've been told about how the Blastball works beyond that.
Why would anyone see that? It is not in the thread...Note how I was replying specifically to Andres, who is in the Discord.
The statement is that they are not "used" against armour. Not that they are not "effective" against armour. Given better than medium range and manual or proximity detonation and they would see use and effectiveness.I've asked evicted before (though am unable to find specific logs) and have got a similar answer. But yes, "used" is mildly vague and I asked evicted about it more specifically an hour ago though he's yet to respond.
Considering the thing we use to propel bullets are Small, I can see why we don't use them to destroy armour. It still remains that full sized Powerful Blastballs are what destroys airships.This is misleading.
If we try to compete with Moskurg in wind magic, we will lose.So they are not coing to be a sustained pressure-force within the barrel, so what counts is getting as much pressure as possible when it is as concentrated as possible, because once the bullet starts moving along the barrel, it increases the space behind it, rapidly depressurising that space and reducing the force propelling the bullet. A sustained-force propellant CAN be use to SUPPORT an explosion, but it will be ridiculously inefficient as an initial blast. Also, since the propulsion is surface-bases, and we cannot produce wind, it will need to be attached to the bullet instead of the cannon, which means that the propulsion equipment will not be reused and the bullet needs to incorporate it, which means lighter bullets with a higher price-tag. We can have rocket-propelled bullets as a niche item, but we are going to need traditional explosions to propel them, and the rest of our armaments will need traditional explosions or a complete redesign of our cannons, perhaps into some sort of railed catapult, which, again, is a horrible idea because it is basically a powered shot-put, which is terrible. It would lack power, destroy itself after a few shots, would still be better with an explosion to push it off... You could try some sort of power-assisted trebuchet, but then you lose all your accuracy, and thus have no range regardless of how far the bullets travel.
If we try to compete with Moskurg in wind magic, we will lose.Not that I actually agree with the above quote, but in this instance, yes, a constant effect compared to a burst effect, the burst is required for a cannon, the constant effect can be a cute gimmick, but is never going to hold the line. The wind0magic they use to push their bullets is inferior to the explosion magic that we use to push our shells.
Potential Design: AS-HA2
The next evolution in artillery warfare, the HA2 introduces many new benefits that will cement its title as the successor to the HA1.
The HA2 is constructed utilizing crystal, and possesses a crystal-glass "shield" extending a bit outward and curving slightly inwards to protect the crew from (upper-)forward projectiles. Mechanisms allow for angling the barrel up/down easily and more-so than the HA1. Behind the shield and under the barrel is a much smaller Aether Reactor Mk. 2. This reactor is obviously similar to the one located in the Lightning, but is much smaller to avoid unnecessary expense, size, and weight. The Reactor does generate more power than needed, but not by a large amount - enough for future expansions (such as fabricating crystal inside the barrel).
The biggest change in the HA2 is the propellant.
Blastballs have long been outdated by the KPD. The KPD4 utilizes directional constant thrust that can be easily changed and its thrust distribution can be changed in real time by a human operator. Compare this to the Blastball - a single set-power unfocused (and weak) explosion.
The HA2 is moving to the future by incorporating the KPD4 instead of Blastballs. Perhaps the biggest advantage of the KPD4 is its more-directional thrust. This allows for us to greatly increase the power of the propellant without having to worry about the structural integrity of the barrel. Though of course we won't be using constant thrust, and will be needing a significantly smaller power input than that required by the Lightning.
The KPD4 propellant will allow for a much faster and longer-ranged projectile, and the scaled Aether Reactor will allow for no reliance on wizards.
A small set of dials located behind the shield allow for the crew to configure the KPD4 to allow for much more dynamic, quicker, and easier aiming. The power can be changed to accommodate for different ranges (and potentially ammunition types) without having to adjust the barrel at all.
Design: ASAF-F43 Interceptor [1-1, 2+1+1, 4]KPD1
...
The method of flight is via a very precise PSF-C propulsion method; attempts to create an "on-going explosion" didn't quite pan out, but it is possible to instead fire off a PSF-C four times a second to create a similar effect. This is referred to proudly as the Kinetic Propulsion Drive.
Design: ASAF-F44 "Avenger" [4, 4-1, 4]The KPD2. It changes two things.
...
The KPD Mk.2 is a rather ambitious affair. Our Mathemagicians analysis of the previous engine showed that an uncontained explosion beneath the craft does provide propulsion, but a large part of the expansion is lost around the edges of the craft. The blastballs work in our cannons because the muzzle forces the expansion in one direction to provide propulsion; because there's no "muzzle" on the F43 the energy was largely wasted.
We make some progress modifying the propulsion methods of our blastball, but making it directional is a bit tougher than we expected. It's easier to make the expansion constant, however, so we achieve some partial success on that front. Using the characteristics of our new blastball spell we can create an engine that generates lift. The KPD Mk.2 engine is essentially a crystal cup, into which a number of nickel circuits and copper scrollwork is integrated. We make liberal use of the conductive/non-conductive crystal to channel energy towards the base of the cup where the continuous blastball can be generated and directed outward. The intensity of the generation can be modulated to provide differing levels of thrust.
Design: ASAF-F45 "Lightning" [4+1, 6-1, 5+1]The KPD3.
The next generation of hovercraft, the ASAF-F45 "Lightning" features the Kinetic Propulsion Drive Mk. 3. The KPD Mk. 3 uses the entire underside of the craft as a propulsion surface rather than the bell-shaped nozzle of the KPD Mk. 2, which sacrifices efficiency for stability. The wide, flat surface generates an "on-going explosion" across the entire expanse - the distribution of this thrust can be modulated by controls in the pilots cockpit. By intensifying on one side or another the craft can roll and pitch, but must still use sweeping turns to yaw. A significant amount of thrust is lost laterally as it "leaks" around the edges of the craft, but the Aether Reactor (which dominates the center of the craft) provides enough output that the craft actually sees a performance boost over the F44. The Lightning is able to fly faster and higher than before, but acceleration is still slow - a symptom of the overall design.
Revision: KPD4 [3]Finally, the KPD4.
We modify the KPD to wrap around the sides of the Lightning to allow omni-directional thrust. This disrupts the aerodynamic arrow-head design and gives it a more "bathtub" shape, but being able to directly accelerate from one side should allow the craft to get up to speed faster.
evictedSaint - Today at 9:19 PM
OH - you mean the explosive shells that use blastballs.
I thought you meant
like
wizards casting blastballs against moskurg troops
yeah explosive shells will shred Moskurg armored ships
Thing #1: Instead of just aimlessly detonating PSF-Cs beneath the craft to indirectly propel the Avenger, the KPD2 works by containing the explosions into a nozzle, which focuses the explosions and turns it into directional thrust. Somewhat crude, but it at least works in the first place.Correct, the focus of the project is in making a constant force that can be directed. Nothing about raw power, though a lot of additional power will be gained due to the efficiency of focusing that power. The whole point of a cannon is to focus power, and they are good at it. Our whole K.P.D. project has almost nothing with relevance to a cannon's operation, and has greatly compromised its ability to function in a cannon due to its adherence to surfaces rather than open spaces.
Thing #2: Instead of just rapidfire detonating PSF-Cs, the KPD2 is one continuous explosion. This is much more stable as it makes the KPD more like a rocket engine instead of literally blowing up the air under the thing in an attempt to get it to move. Probably more energy-efficient too, but that's justCorrect, it is continuous, thus ill-suited to cannons. Correct, is is much more stable, thus its function when propelling unstable aircraft is greatly improved, resulting in "effective" performance improvements which would not apply to cannons which provide near-perfect stability by trapping the aircraft in a narrow tube. Correct, it is more like a rocket engine than it was when it was a cannon charge. Correct, it does not blow things up anymore. Likely correct, energy efficiency is good, but a cannon, by virtue of forcing all of its force to be contained within a barrel, has that same efficiency.
but putting a jet engine in a gun is not going to make a good gun.
DESIGN
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
1 - ASAF-O47 "Oracle" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
DESIGN
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
1 - ASAF-O47 "Oracle" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
1 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres
As it is now effecting the team as a whole, I'm going to give fair warning to CW and RAM. If you get salty again, the team as a whole will shut you down. Just don't.Completely unnecessary. It has already been discussed. I don't need an extra warning from you, and I'm sure RAM doesn't either.
Chiefwaffles - Today at 9:50 PM
Also @evictedSaint Can I get a definitive answer on the "Blastballs V. Armor" question? Based on either testing it against Moskurg armor or just our experiences engineering our crystal to tolerate Blastballs, do we know how well Blastballs would fare against Moskurg armored designs?
Even a simple "I'm not willing to tell you" would suffice
evictedSaint - Today at 10:19 PM
it's not effective
it's the difference between lighting off a bunch of gunpowder vs lighting off a bunch of gunpowder wrapped in metal shrapnel
I'm just sending this via PM to avoid polluting the thread.Not that it would have worked, for reasons stated later, but it was completely impossible to have any form of discourse considering that.
User 'Chiefwaffles' has blocked your personal message.It seems painfully obvious that this would either be completely meaningless as a one-sided conversation or get into the thread. Given that you actually sent it, I assume that you believed it to have meaning, and thus assume that you want it in the thread. But I am happy to admit that I could be wrong. If you wish to discuss the merits of saying things that you believe to be meaningless, or the meaningfulness of completely one-sided conversations, in public, so that everyone can know the circumstances, then that is fine by me.
So you said this in the thread -So, as I was going to say in private.QuoteI support a principal of never referring to other players. So long as we don't say "this idea is wrong because someone is just making things up" or "this idea is wrong because someone is only opposing it because they have a personal problem with someone else" or "this idea is wrong because someone doesn't understand the subject" then it should negate direct personal issues, and such things really have no bearing upon whether or not an idea is sound. And it ought to be pretty easy to quote examples of repeating points if there is a circular argument. I feel repeat arguments are permissible if the topic repeats. If someone says "whales can fly" and someone replies "I am not familiar with any species of whales that can fly and thus do not believe that they exist", then it is fine to repeat yourself if there is a subsequent proposal that works due to "being just like real flying whales" because the new proposal has been unchallenged and people can't be expected to recall every argument for every proposal that has occurred. But repeated arguments against the same proposal should be fair game for condemnation.
The problem with this is simple: This hasn't worked in the past. You've critiqued my designs numerous times without directly referring to me, but it still ends up with the same exact thing every time. You critique my design, I defend it by refuting your points, and it's just a whole cycle as we both get madder. It doesn't work.
It's better to just tread more lightly when it comes to responding to/reading each other's posts. Critiquing is fine of course since it'd be pretty stupid if we couldn't talk about each other's designs, but just... tread lightly. Try to be more concise. You state your point, I state mine, and that's it. We should both try to avoid having the last word.
If you want to discus policy then you will have to take it to the thread. It is not a private forum and thus it is not up to me or you to dictate policy.Such a conversation would be, in my opinion, extremely rude to everyone else. I have rather a fondness for the truth, however, so setting up secret rules and not telling anyone looks like a problem to me, and thus I acknowledge that others who prefer a bit more tact might disagree. I cannot speak for them, however, so I can't appreciably take their perspective into consideration.
DESIGN
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1 - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
1 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles
1 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres
DESIGN
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
2 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles, FallacyofUrist
1 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres
Their Lightning gives them a foothold in the air, but until their ability to actually dogfight is addressed they'll continue to be beaten back at every turn.So even if we can manage to take a foothold in the Desert this turn, they'll have control of half the taiga at the same time. And, if they develop atmospheric counters to the Oracle, we'll need to develop something to defend against their continued assault, or if they decide not to bother, they can just pour more effort into the assault until there's nothing we can do to stop them.
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
2 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles, FallacyofUrist
2 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres, Lightforger
Pressurization: There is a very good chance we can't seal the vehicle well enough to keep the atmosphere inside which means the crew passes out at around 16,000ft(depending on where we are in relation to the equator).This is an easy one.
Oxygen: Not only is their no mention of creating oxygen to make up for what we would using but, also we would need to remove the co2 from the air. I don't see how our current regulation circuits do that.I think I've touched on this before, but oh well.
Targeting: So this is the big one in the since we are trying to complete a equation while both missing key variables and the other variables being guesswork. First off we have no way to gauge of the speed of the craft once we are in orbit. In addition we have no way to gauge how far the craft is from the planet. In addition seeing anything from orbit is really really hard and I doubt our very first telescope will have anywhere near the zoom level
Also their is a above average chance that our crystal could shatter or melt when coming through the atmosphere their is a reason tungsten is used for KKV's.We have the denser "Weightite" Crystal which also still retains self-regenerating capabilities, so this shouldn't be a noticeable problem if one at all.
Even if it does work the mission time is likely going to be fairly low it could take half a day going up and maybe a quarter coming back down combining with limited room for both food/water and, waste in conjunction with orbital mechanics the amount of time this thing can be useful is going to fairly low.This is definitely possible, but well worth the potential benefits.
Also a pure meta reason I kind doubt eS is going to add something this is almost uncountable for the other-side it would be like Moskurg making a giant island wide permanent lighting storm that only harms ArstotzkansIf evicted isn't allowing the Oracle at all for meta reasons, then we would know that beforehand. Evicted isn't that cruel.
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
2 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles, FallacyofUrist
2 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres, Lightforger
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0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
1 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles
2 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres, Lightforger
2 - AS-OGS47 "TrueStrike" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7535540#msg7535540): Chiefwaffles, FallacyofUrist
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
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1 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles
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3 - AS-OGS47 "TrueStrike" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7535540#msg7535540): Chiefwaffles, FallacyofUrist, helmacon
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles
1 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles
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0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles,gwolfsk
2 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles,
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4 - AS-OGS47 "TrueStrike" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7535540#msg7535540): Chiefwaffles, FallacyofUrist, helmacon, voidslayer
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles,gwolfsk
2 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles,
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5 - AS-OGS47 "TrueStrike" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7535540#msg7535540): Chiefwaffles, FallacyofUrist, helmacon, voidslayer, Kadzar
0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
1 - Oracle Variant A (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533464#msg7533464): Chiefwaffles,
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0 - Living Cloud (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533431#msg7533431):
Variable - ASAF-O47 "Oracle": Chiefwaffles
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2 - Oracle Variant B (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533590#msg7533590): Chiefwaffles, gwolfsk
2 - AS PAW46 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533487#msg7533487): Andres, Lightforger
0 - Blastwave (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533868#msg7533868):
1 - Rocket shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7533868#msg7533868): RAM
0 - Light Beam (http://www.bay12forums.com/smf/index.php?topic=163277.msg7534031#msg7534031):
5 - AS-OGS47 "TrueStrike" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7535540#msg7535540): Chiefwaffles, FallacyofUrist, helmacon, voidslayer, Kadzar
-snip-
REVISION 1
1 - Powered Lightning Turrets (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433): Chiefwaffles
REVISION 2
1 - Mageglass Targetting Suite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433): Chiefwaffles
REVISION 1Making this thing cheaper could be really handy. Once that's done, we can apply it to our cannons and whatnot... I think it's more useful than a targeting suite, unless the targeting suite can zoom and be crystal optics. On the other hand, powered lightning turrets would be very helpful. Let's do both.
2 - Powered Lightning Turrets (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433): Chiefwaffles, FallacyofUrist
REVISION 2
1 - Mageglass Targetting Suite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433): Chiefwaffles
2 - Honest Strike: helmacon, FallacyofUrist
We could always give it to Myark...I think only the crystal has to praise Moskurg's god, but it wouldn't hurt to have the spell be cheaper. Then again, we really need something to shoot down Skyskiffs, so I guess I'll vote for better turrets for now (unless I can be convinced that cheaper True Strike will help in that regard.)
*consider's Myark's anger at having to praise Moskurg's god*
On second thought, no. Well, maybe. Let's see if we can remove the nasty bits first.
~~~
REVISION 1
3 - Powered Lightning Turrets (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433): Chiefwaffles, FallacyofUrist, Kadzar
REVISION 2
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2 - Honest Strike: helmacon, FallacyofUrist
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0 - C.A.B.L.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
1 - honest strike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536543#msg7536543): RAM
0 - (http://www.bay12forums.com/smf/index.php?topic=163277.):
Revision 1:
3 - Powered Lightning Turrets (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433): Chiefwaffles, FallacyofUrist, Kadzar
0 - Mageglass Targetting Suite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536433#msg7536433):
Revision 2:
0 - L.A.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
0 - C.A.B.L.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
3 - honest strike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536543#msg7536543): RAM, helmacon, FallacyofUrist
Also more, but writing these lists on mobile is hell.I feel your pain.
Revision 2:
1 - Rocketshells: FallacyofUrist
0 - AS-SC-L(Special Cannon-Lumos):
0 - L.A.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
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2 - honest strike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536543#msg7536543): RAM, helmacon
1 - Circuit Stamping: VoidSlayer
1 - Expanded Firing Angles: VoidSlayer
Revision 2:
1 - Rocketshells: FallacyofUrist
0 - AS-SC-L(Special Cannon-Lumos):
0 - L.A.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
0 - C.A.B.L.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
2 - honest strike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536543#msg7536543): RAM, helmacon
1 - Circuit Stamping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537892#msg7537892): VoidSlayer
1 - Expanded Firing Angles (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537892#msg7537892): VoidSlayer
1 - Mageglass Targeting Suite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537913#msg7537913): Chiefwaffles
AS-SC-L would not be useful because we only have a 5 degree downward angle. We can not hit the ground.It's intended to blind flying Moskurgians from carpet riders to skiff riders.
If we don't make true strike cheaper at some point we have effectively made no design this turn.
Revision 2:
1 - Rocketshells: FallacyofUrist
0 - AS-SC-L(Special Cannon-Lumos):
0 - L.A.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
0 - C.A.B.L.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
2 - honest strike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536543#msg7536543): RAM, helmacon
1 - Circuit Stamping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537892#msg7537892): VoidSlayer
1 - Expanded Firing Angles (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537892#msg7537892): VoidSlayer
1 - Mageglass Targeting Suite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537913#msg7537913): Chiefwaffles
Revision 2:
1 - Rocketshells: FallacyofUrist
0 - AS-SC-L(Special Cannon-Lumos):
0 - L.A.M.P. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
0 - C.A.B.L.E. (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536486#msg7536486):
3 - honest strike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7536543#msg7536543): RAM, helmacon, Draignean
1 - Circuit Stamping (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537892#msg7537892): VoidSlayer
1 - Expanded Firing Angles (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537892#msg7537892): VoidSlayer
1 - Mageglass Targeting Suite (http://www.bay12forums.com/smf/index.php?topic=163277.msg7537913#msg7537913): Chiefwaffles
Myark:Did we get a new expense credit or something?
1 - Tundra: FallacyofUrist
Expense Credit:
1 - Do not spend: FallacyofUrist
Myark:
2 - Tundra: FallacyofUrist, Chiefwaffles
Expense Credit:
2 - Do not spend: FallacyofUrist, Chiefwaffles
Myark:
3 - Tundra: FallacyofUrist, Chiefwaffles, Andrea
Expense Credit:
3 - Do not spend: FallacyofUrist, Chiefwaffles, Andrea
Myark:
4 - Tundra: FallacyofUrist, Chiefwaffles, Andrea, Andres
Expense Credit:
4 - Do not spend: FallacyofUrist, Chiefwaffles, Andrea, Andres
Myark:
5 - Tundra: FallacyofUrist, Chiefwaffles, Andrea, Andres, Lightforger
Expense Credit:
5 - Do not spend: FallacyofUrist, Chiefwaffles, Andrea, Andres, Lightforger
RAM-MAP-948 "Pashmad" Mobile Artillery PositionI don't realy want more tanks, but we gotta engage them and that means, well, engaging them. I wanna do weightite summoners, but meh, nobody seems to want heavy ammunition...
The protector demonstrated clearly that a slow vehicle is as bad as no vehicle. We need to close range with the enemy and they are too mobile for half-measures to work. We need something aggressive, fast, and dangerous. Fortunately, our crystals are light, with some ingenuity, we can maintain significant armour while massively improving performance.
The first and most obvious issue is weight. Things keep breaking. We revise the armour to contain complex structures. It ends up being formed of innumerable little pyramids, inspired by hawk eggs, that lose strength per volume, but are much stronger for the same weight, and hopefully regeneration rate. While we actually reduce the thickness, and thus leave the vehicle potentially vulnerable to sustained artillery, the armour should still be capable of deflecting an initial hit from ballista and its speed should make for a very difficult target. There have also been hints that the new structured armour is much better at insulating against heat and shocks.
Then there is the force on the wheels, to reduce this we further take weight off of it. We start with a protector and add a rear-mounted reactor with additional armour casing. Thick axles with steel cores to transmit impacts rather than risk severing. We power the axles using lightning propulsion around the axle and wheel. These two axle assemblages are separated from the rest of the vehicle and implement a suspension system using crystals. The axles are guided by heavy crystal beams that pass through grooves on the axle to prevent nonvertical mobility and transmit magical energy via a "contact circuit, that triggers when these beams are in contact with the grooves. The craft is then suspended over the axle by a thick layer of innumerable fine crystal spikes. These spikes crush as the wheels encounter shocks, allowing them to rise gradually instead of lifting the whole vehicle, and then the very fine crystals all regenerate simultaneously, pushing the wheels back to their original position. If the crystals break too much then the vehicle can be slowed or they can just continue with the hopes of nothing catastrophic happening.
Finally the wheels are made wider and sturdier to handle uneven terrain and a lead keel is added to improve stability. The armament is replaced by a single forward-mounted powered turret from the lightning design. The central gun allows the wheels to be moved further towards the edges, to further enhance mobility, and a central pair of raised unpowered wheels are added to inhibit getting stuck. Steering is performed by firing brief jets of force from the bottom of the front of the craft, to make the front jump slightly to one side or the other. Honest Strike comes standard.
0 RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
0 Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
Their tornadoes are extra effective there, they out-range you with artillery, and though you are slightly better at dogfighting, they have decent CAS and flying artillery platforms. You can beat them man-to-man, but they're not fighting you man-to-man if they can help it.
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
1 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954): Chiefwaffles
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
0 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954):
1 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
A quick, agile, aerial transport vehicle to protect and move our troops for both land deployment and boarding action as well as transporting heavy cargo where the Restless network can't take it.Agility should not be a focus of the design. It's not a dogfighter. It should have enough agility to do the job but no more. Any extra "design space" should go towards upping the armour, upping the speed, or both.
Hook - A hook (that can be opened/closed/whatevered from the cockpit) on the bottom to hold external heavy cargo (like maybe even HA1s/vehicles!); speed with external cargo isn't a design consideration.Unnecessarily complex and sub-optimally effective. Make it like this thing (https://i.kinja-img.com/gawker-media/image/upload/s--TQcxGaJE--/c_scale,f_auto,fl_progressive,q_80,w_800/190qwwpvi19gtjpg.jpg) except fully closed.
Agility should not be a focus of the design. It's not a dogfighter. It should have enough agility to do the job but no more. Any extra "design space" should go towards upping the armour, upping the speed, or both.It's pretty clear that agility is not a focus as the actual design specifications don't really mention it. That and the Valkyrie should be fairly agile - it's just a natural consequence of the KPD4. But I'll remove it since in the quoted example it doesn't really matter if it's gone.
The idea is so things can be more easily and quickly dropped, and potentially in combat situations.Hook - A hook (that can be opened/closed/whatevered from the cockpit) on the bottom to hold external heavy cargo (like maybe even HA1s/vehicles!); speed with external cargo isn't a design consideration.Unnecessarily complex and sub-optimally effective. Make it like this thing (https://i.kinja-img.com/gawker-media/image/upload/s--TQcxGaJE--/c_scale,f_auto,fl_progressive,q_80,w_800/190qwwpvi19gtjpg.jpg) except fully closed.
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
0 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954):
2 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles, Andres
Trains frequently don't arrive with much-needed ammo, troops, and weapons.We need to upgrade our trains!
EDIT: I also think we should heavily consider using the Expense Credit on the Lightning (or the Reactor if that cheapens the Lightning too). The Lightning has shown to be very effective and even at Expensive it's brought the air war to parity. If we push our advantage we can severely hurt their artillery advantage as well.... as long as you acknowledge that this was my idea in the first place.
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
0 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954):
3 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles, Andres, FallacyofUrist
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
2 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954): Andrea, voidslayer
3 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles, Andres, FallacyofUrist
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
3 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954): Andrea, voidslayer, Draignean
3 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles, Andres, FallacyofUrist
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
Voted for the seeker. A guided missile should help greatly against enemy ships if we pull it off, eliminating their biggest advantage.The Valkyrie would give us a massive manoeuvrability advantage on every field if we get it cheap enough. Our soldiers will be able to go anywhere very quickly with the Valkyrie. It would be an enormous boon logistically, strategically, and tactically. The Seeker, on the other hand, has a much more niche use and one at least partially - potentially completely - covered by the Valkyrie. It'll also have to develop new tech whereas all of the hard work for the Valkyrie has already been done by the Lightning, so the Valkyrie is easier to design on top of being superior.
The valyrie is great as well, I am just not yet sure it will be able to actually board their ships. On the plus side, it should still be the doom of their artillery, if we can drop soldiers quickly anywhere.
I may be easily swayed, I like the idea of greater mobility and it does surely help against one of our problems.
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
3 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954): Andrea, voidslayer, Draignean
4 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles, Andres, FallacyofUrist, Kadzar
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541949#msg7541949):
2 - AS-SGO-1 "Seeker" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7541954#msg7541954): voidslayer, Draignean
5 - ASAF-QAT48 "Valkyrie" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7542025#msg7542025): Chiefwaffles, Andres, FallacyofUrist, Kadzar, Andrea
ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:
1 - Make the Valkyrie cheaper: Andres
REVISIONImagine it - a cheap Lightning with a rapidfire turret. Think of the damage we'd be able to do!
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage
0 - Blastshells
0 - Relentless Engine
0 - Nickel Honest Strike
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
0 - Order: Snipe From The Skies:
1 - Relentless Engine: FallacyofUrist
0 - Nickel Honest Strike
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles
EXPENSE CREDIT:
2 - Aether Reactor: Chiefwaffles(he didn't actually vote this, but it was fairly heavily implied), FallacyofUrist
Expense Credit: Magegems"Decreasing the cost by 1"
We further cheapen production of magegems, decreasing the cost by 1.
AAAethergems are Cheap.
AAethergems are Cheap.
Aethergems are Expensive.
Valkyrie has a tendency to capsize the same as the Lightning, and the pilot must be careful during take off and landing.The wooden suspension for the Protector made it useless. It's completely unlike this.
Combat for 945
...
Avengers are a concern though, as it takes a few lightning strikes to knock them out of the sky. If they're too close then mages need to strike at the pilot or gunner, as the explosion would damage the Skyhawk. Thankfully, their massive control of the weather makes it hard for Arstotzka to scramble interceptors or launch sorties, as it's nearly impossible to maintain formation in such inclement weather, so they don't really do much on that end.
evictedSaint - Last Sunday at 10:04 PM
Their tornadoes are extra effective there, they out-range you with artillery, and though you are slightly better at dogfighting, they have decent CAS and flying artillery platforms. You can beat them man-to-man, but they're not fighting you man-to-man if they can help it.
Cloud eater towers.
The enemy's power comes from the weather, and while done have said that such a thing is beyond our abilities to counter, fortunately we have some experience in controlling weather on a large scale.
While the inner workings are a bit more complex, the end result is simple. We go from a tower that is spewing out cold and frost, to a tower that is sucking in wind and clouds. This should greatly reduce the strength of their storms, and all the associated magic that goes with it.
No, I made the call that Hard Counters aren't allowed any more. I shouldnt have let it happen in the first place, but I'm kind of a shitty GM.
True FlightI like the idea, but the expense seems to make it impractical when there are other way we could do this.
We incorporate a modified Honest Strike circuit into the control system for our aircraft, guiding not the weapons but the path of the ship itself. With this system every pilot flies like an ace and can fly through and recover in even the most difficult situations.
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
1 - Relentless Engine: FallacyofUrist
0 - Nickel Honest Strike
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles
0 - Cloud eater towers:
0 - True Flight:
0 - KPD5 Phased Array:
0 - KPD5 Coregem:
EXPENSE CREDIT:
2 - Aether Reactor: Chiefwaffles, FallacyofUrist
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
1 - Relentless Engine: FallacyofUrist
0 - Nickel Honest Strike
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles
0 - Cloud eater towers:
0 - True Flight:
0 - KPD5 Phased Array:
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
3 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
1 - Relentless Engine: FallacyofUrist
0 - Nickel Honest Strike
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
4 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
1 - Relentless Engine: FallacyofUrist
1 - Nickel Honest Strike: Voidslayer
1 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
4 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
1 - Relentless Engine: FallacyofUrist
1 - Nickel Honest Strike: Voidslayer
2 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles, Andrea
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
4 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar
REVISION
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
0 - Rocketshells
1 - Relentless Engine: FallacyofUrist
1 - Nickel Honest Strike: Voidslayer
3 - Crystal Ammunition Fabricator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544806#msg7544806): Chiefwaffles, Andrea, Gwolfski
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
5 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski
REVISION 2
0 - Heavy Shells
0 - Crystal Subconjuration
0 - Basic Crystal Armor Camouflage:
1 - Rocketshells: FallacyofUrist
0 - Relentless Engine:
1 - Nickel Honest Strike: Voidslayer
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
5 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski
REVISION 2[/quote]
0 - Heavy Shells
1 - Crystal Subconjuration: Chiefwaffles
0 - Basic Crystal Armor Camouflage:
1 - Rocketshells: FallacyofUrist
0 - Relentless Engine:
1 - Nickel Honest Strike: Voidslayer
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
1 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres
EXPENSE CREDIT:
5 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski
REVISION 2
0 - Heavy Shells
1 - Crystal Subconjuration: Chiefwaffles
0 - Basic Crystal Armor Camouflage:
1 - Rocketshells: FallacyofUrist
0 - Relentless Engine:
1 - Nickel Honest Strike: Voidslayer
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
2 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres, helmacon
EXPENSE CREDIT:
5 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski
REVISION 2
0 - Heavy Shells
1 - Crystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544469;topicseen#msg7544469): Chiefwaffles
0 - Basic Crystal Armor Camouflage:
1 - Rocketshells: FallacyofUrist
0 - Relentless Engine:
1 - Nickel Honest Strike: Voidslayer
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
2 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres, helmacon
EXPENSE CREDIT:
5 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski
1. Our biggest advantage is our artillery, something which they have made very ineffective with their wind magic. The easiest, simplest way of getting an advantage over Moskurg is to get back that advantage. Our artillery has proven to be effective against their air assets so it will help in that regard as well.
- Moskurg's advantage is entirely air-based. If we definitively win in the air, we win everywhere else.
- This turn we just doubled-down on our airgame by making the Valkyrie, something which relies on our air superiority. The Valkyrie will be useless without air superiority.
- The Valkyrie is completely unarmored. We need to armor the Valkyrie if we want to use it in combat situations. The Valkyrie will be impossible to use for boarding and will be very delicate until we give it better armor. If we ever want to give the Valkyrie a more active role, it needs armor. Crystal Subconjuration gives it armor.
- Crystal Subconjuration also helps the Lightning, increasing its effectiveness in air and ensuring continued air superiority.
- Crystal Subconjuration also helps everywhere we use Crystal. Including Combat Armor, Crystalclads, the Restless (kind of), and more. Everything we make is made out of crystal.
1. Our biggest advantage is our artillery, something which they have made very ineffective with their wind magic. The easiest, simplest way of getting an advantage over Moskurg is to get back that advantage. Our artillery has proven to be effective against their air assets so it will help in that regard as well.Disclaimer: I'm not against Aerophobic Crystal, I'd just prefer upping our armor instead.
2. Between the cheap Lightnings, the increased speed aerophobic crystal gives those Lightnings, and the AA fire our artillery will put out, we will have our air superiority.
3. The Valkyrie does not need to be used right in the thick of combat to be effective in combat situations. Furthermore, "unarmoured" just means they don't use any extra crystal for protection. They're still made of crystal and that means they'll be pretty tough regardless.
4. Aerophobic crystal helps the Lightning as well, allowing it to outmanoeuvre and outrun opposition much more easily.
5. Crystal subconjuration only helps everywhere crystal is used as armour. Right now, the strength of crystal as armour isn't an issue. It's our limited offensive capabilities that we have trouble with. Allowing our ammunition to fly farther, faster, and more accurately will do more for the war effort than better armour, especially since it means our artillery can once more be as useful as it used to be.
REVISION 2
0 - Heavy Shells
2 - Crystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544469;topicseen#msg7544469): Chiefwaffles, Voidslayer
0 - Basic Crystal Armor Camouflage:
1 - Rocketshells: FallacyofUrist
0 - Relentless Engine:
0 - Nickel Honest Strike:
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
2 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres, helmacon
EXPENSE CREDIT:
6 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski, voidslayer
REVISION 2
0 - Heavy Shells
2 - Crystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544469;topicseen#msg7544469): Chiefwaffles, Voidslayer
0 - Basic Crystal Armor Camouflage:
1 - Rocketshells: FallacyofUrist
0 - Relentless Engine:
0 - Nickel Honest Strike:
0 - Cloud eater towers:
0 - True Flight:
1 - KPD5 Phased Array: Kadzar
0 - KPD5 Coregem:
3 - Aerophobic Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7544969#msg7544969): Andres, helmacon, Gwolfski
EXPENSE CREDIT:
6 - Aether Reactor: Chiefwaffles, FallacyofUrist, Andres, Kadzar, Gwolfski, voidslayer
2 - Chiefwaffles' Duel Report: Chiefwaffles, FallacyofUristOnly thing that needs changing is the title.
I'm sorry, do you not like "All Quiet in the Taiga Front"?How about... "Sacrifice".
It may be a placeholder name, but by god it's a good placeholder name.
But if you have a better name, be my guest.
Since the revision gave us better aerodynamics in Crystal structures, does that mean that larger Crystal structures would benefit from the aerodynamics as well? * cough* like the lightning * cough cough**
All quiet on the taiga front is a great name imo.
Your crystal is lighter than steel, but denser than water. It is also lighter than Moskurgs Adamantium, can hold an edge better, is harder, more brittle, and you can essentially 3D print the stuff.
Moskurgs Adamantium is a constant temperature outside of magical forging, lighter than steel, and cheap as dirt. It has similar hardness and brittleness to RHS, and all their blacksmiths are trained in forging it.
Yes.
The Seeker is what you're describing.
Also Crystal is literally cheaper than steel. Even if we hold the mountains this turn and get the metal bonus steel still won't be cheaper since we've invested infrastructure into Crystal. Remember - this is what evicted said about Crystal:Your crystal is lighter than steel, but denser than water. It is also lighter than Moskurgs Adamantium, can hold an edge better, is harder, more brittle, and you can essentially 3D print the stuff.
Moskurgs Adamantium is a constant temperature outside of magical forging, lighter than steel, and cheap as dirt. It has similar hardness and brittleness to RHS, and all their blacksmiths are trained in forging it.
There's a reason we make everything out of crystal.
Also, the only reason we don't use crystal ammunition right now (even without the CAF) is since it'd have less stopping power. That doesn't really matter for missiles.
Revision: Aerophobic Shells [5]evictedSaint, this has nothing to do with what was described in the post for Aerophobic Crystal. It was a revision of the actual crystal material itself - similar to the Transparent Crystal revision - so that all our crystal stuff would be a lot more aerodynamic, including our aircraft. It was supposed to make it so that air would slide right off the crystal instead of rubbing against it, significantly reducing air resistance. It was not supposed to be a new way to shape crystal. The revision was Aerophobic Crystal, not Aerophobic Shells. The mention of shells was just supposed to be an example of what the new kind of crystal should've been able to do. The fact that I used "aerophobic" instead of "aerodynamic" should've been enough to note that it was a material advancement, not a shaping advancement.
Further refinements to how the print logic for our crystal fabrication units allow us to produce crystal objects with a higher degree of precision. We can now produce highly complex shapes and designs; most notably is the fact that our Mathemagicians have derived the best aerodynamic shapes for our artillery, rifle, and cannon shells. Since this application is strictly related to our crystal ammunition, all weapons that use the CAF no longer have the range penalty. Stopping power is still reduced due to the light-weight crystal, and the increase in cost and lack of diversified ammo types means the CAF is still unfeasible for battlefield conditions.
@Andrea: If we assume there's a direct correlation between shell size and fabrication time, then it'd still take less than 5 seconds for the CAF to work in the Lightning turret. (AS-R1 is ~12mm, Lightning turret is 20mm).(20/12)^3*2.5=11.57...
We summon a new material called weightite. Modelled on the crystalworks summoners, we instead seek out somthing simpler than crystal, a mathermagical simplicity that can hasten the summoning process with its simple simplicity. Likely a metal or stone. The hope is for something one hundred times the weight of water per given volume... By working it into our existing bullet summoning, newly revised to solve the kinks, we hope to produce ordnance that are much heavier and faster to summon. It is hoped that these can be implemented with our cannons, starting with the HC1-E
NEXT YEAR WILL BE FOUGHT IN THE ARSTOTZKAN CAPITOL.??
DESIGN
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
1 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
-snip-Is it finally time for the manticore?
DESIGNA dedicated bomber, especially a high-altitude one they can't shoot or weather down(there's no air up there, how is your wind going to work?), is going to help us so much.
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
1 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
2 - ASAF-B49 "Firestorm": Chiefwaffles, FallacyofUrist
DESIGN
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
1 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
2 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer
I genuinely think it to be too ambitious. In my experience you typically want one dramatic new item in a design and the rest should be rearranging things that already exist. This seems to be dramatic improvements to many things. Some of which may not be entirely pre-existing.Please do tell me if you genuinely think I'm being too ambitious.
- [Trivial] An integrated smaller-scale Aether Reactor Mk.2 to power the cannon, CAF, and anything else that could need powering. Considering that we already know the power requirements of a HA1 to be muuuch lower than the power produced by an Expensive Aether Reactor, there should be considerable downscaling possible without sacrificing performance.
- [Trivial] A pneumatics system for quickly and easily aiming the cannon, based on the one implemented in another cannon - the Lightning turret.
- [Easy] Implementation of the KPD4 as the propellant instead of 3x PSF-Cs. The KPD4 is already tried-and-proven and is much stronger than a measly 3x PSF-Cs. That and its minor directional capabilities should allow for easily harnessing this power while reducing recoil and strain on the barrel. Just slap the KPD4 in, change a few config settings in the circuitry, and bam. Brand new. Should just increase the range/power/etc. of the HA2.
- [Moderate] The CAF2 and main purpose of this design. The CAF2 is straightforward in its upgrades. The CAF1 is full of needless complexity. It's simply a fabricator unit glued onto a barrel. A fabricator unit contains enough circuitry to print the most complex crystal designs possible. Enough energy consumption to make the biggest ever crystal design we have available. Circuitry just to interpret the current inputted crystal design circuitry. We can cut out this excess. The CAF2 has the shell/bullet hardwired in the circuitry and is only big enough for just what it's making. It only needs to be as complex as a shell. It directs all power into making the projectile as fast as possible (much faster than the CAF1, hopefully), and the newfound simplicity of the circuitry should greatly reduce its size+complexity. Making a cheap and very fast more-energy-efficient (not that it needs to be particularly energy efficient - we do have the Reactor here) CAF.
- [Trivial] (Low Priority) "Weightite" - while working on the CAF2's hardwired crystal design, we pull some hacks on the design to increase the density of conjured crystal, making a new, heavier, variant of Crystal. To avoid unnecessary time spent developing this, Weightite only needs to be as good as an existing shell (better in range than a regular nonaeryodynamic shell with the recent aerodynamic upgrades).
The conjbustion spell is a combination of four elements: Summon Crystal Lance/webs, Fireball, Antimagic Charms. These are extremely familiar disciplines from which a myriad of other spellwork has been extracted.
The summoning of webs is known to occur at a distance in order to bind retreating foes. It is simple to conjure crystals, and crystals are known to absorb magic when properly configured. Flames burn... By combining the magical suction of a crystal, it is easy to convert a flame to burn magic, it is a simple matter of directing the magic into the flames as fuel, and fires are all too willing to burn anything that they can grasp. Structuring the flames to absorb the magic is a bit of a trick, but with mathemagics being spawned by crystalline summoning, and so very much study occurring upon antimagic charms and their derivatives, it is should be simple to extract the precise signature of magical absorption, and while converting that from a crystal spell to a flame spell is a challenge, it is very much within flame's nature to absorb, and crystals and flames share a fascination with illumination and patterns, so the modification should not be that difficult. Thus it should not be so difficult to produce a flame that will spread to all things magical and burn until that magic is depleted. It is, in many ways similar to channelled fog, being a spell that consumes magic long after being cast, but so very much more insistent... Directing magic upon it would only serve to spread the flames to whomever made the attempt, mortal means of extinguishing would have little effect when the flames do not depend upon mortal fuel and magic burns by will in place of heat, and directing antimagic upon magical devices will not permit them to function. A single spark in a Kegger carpet-hold should spell doom for the whole vessel, regardless of size, whether the magic burns dry or is snuffed by antimagic, the craft's buoyancy will expire and it will perish upon the ground.
The difficult part is to get such a spell into the enemy's demesne. The matter of that is rather more complicated, and yet... We have conjured many things: Self-deterministic wasps, complex and terrain-adhering webs, all manner of magically active crystals... It is not so great a jump to conjure magic itself, especially if it is given a specific form... Thus, it should be possible for us to conjure spells, at a distance, at a specific point, with no need to traverse the intervening space. Thus is the entirely new, yet magnificently familiar field of metaconjuration. To conjure spells and purely magical constructs. For both conjuration and free-flung spells are both so very practised.
The design of the spell is hoped to be quite practical as far as such things can be. To form the bulk of the spell in advance and hold it within one's hands. then to clap one's hands together to finalise the spell's substance, and then to direct it's destination by pointing and willing. The unfortunate victim will then be instantly subjected to a spark of magical consumption that will not rest until the victim is consumed. It should be quite a simple matter to cast such magics from the relative safety of a protector or lightning as all that is required is knowledge of the subject's location, vision of the target should be sufficient. And with a single spark spelling doom for whatever it strikes, be it a mage, airship, or skiff, and striking with the speed of sight, there should be precious few things that can endure such an attack.
DESIGN
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
2 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles, Kadzar
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
2 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer
DESIGN
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
3 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles, Kadzar, Gwolfski
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
2 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer
QuoteDESIGN
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
3 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles, Kadzar, Gwolfski
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
3 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer, helmacon
DESIGNMeh, I wanna see if that atmospheric thing is possible.
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
3 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles, Kadzar, Gwolfski
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
4 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer, helmacon, RAM
And I am getting convinced by the HA2.QuoteDESIGNMeh, I wanna see if that atmospheric thing is possible.
0 - CAF Regulator (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556506#msg7556506):
0 - Smasher Shell (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556741#msg7556741):
4 - AS-HA2 "Valiant" (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886): Chiefwaffles, Kadzar, Gwolfski, Andrea
0 - Arstotzkan Defense Grid (http://www.bay12forums.com/smf/index.php?topic=163277.msg7556886#msg7556886):
4 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer, helmacon, RAM
REVISION 1
1 - Blastshell M.2: Chiefwaffles
REVISION 1
2 - Blastshell M.2: Chiefwaffles, Andrea
REVISION 1
2 - Blastshell M.2: Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells)
REVISION 1
3 - Blastshell M.2: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells), Kadzar
The enemy is immune to our frost stuff, their armor completely protects them, or at least mitigates it enough that I doubt it will have a big effect.I know.
I also think rocketshells would be a better name, but my vote doesn't hinge on it.Quote from: VotesREVISION 1
3 - Blastshell M.2: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells), Kadzar
REVISION 1
3 - Blastshell M.2: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells), Kadzar
1 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer
REVISION 1
3 - Blastshell M.2: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells), Kadzar
2 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM
Quote from: VotesREVISION 1
3 - Blastshell M.2: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells), Kadzar
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
Meh, could work, and my thing puts the aim on the bomb, which is super-nice for missile progress, but kind of ambitious...
REVISION 1Given Fallacy was the one who suggested "Starshell", I'm going to assume his conditional is satisfied.
4 - Starshell: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, FallacyofUrist, Kadzar
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
REVISION 1
4 - Blastshell M.2: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, (FallacyofUrist: Conditional on name change to Rocketshells), Kadzar, Andres
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
REVISION 1
5 - Starshell: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, FallacyofUrist, Kadzar, Andres
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
REVISION 1
6 - Starshell: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, FallacyofUrist, Kadzar, Andres, helmacon
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
REVISION 1
6 - Starshell: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, FallacyofUrist, Kadzar, Andres, helmacon
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
REVISION 2
1 - Crystal Reactive Regeneration: Chiefwaffles
0 - Commgem:
Quote from: VotesREVISION 1
7 - Starshell: (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561050#msg7561050) Chiefwaffles, Andrea, FallacyofUrist, Kadzar, Andres, helmacon, Gwolfski
3 - Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375) VoidSlayer, RAM, helmacon
REVISION 2
1 - Crystal Subconjuration: Chiefwaffles
REVISION 2
2 - Crystal Subconjuration: Chiefwaffles, Andres
0 ChiefwafflesAetherfrost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561119#msg7561119):
1 *Some sort of bombing upgrade for furstorms: RAM
0 -RAMBlasteyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 -VoidSlayerTrust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375): RAM
1 -andreaAir dropped bomb (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398): RAM
0 -andreaMultiple area covering bomblet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398):
1 *Some sort of resiliency upgrade to crystals: RAM
0 -RAMReflexive regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 -RAMCrystals Conferred Accelerated Regeneration by Power (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
0 -ChiefwafflesReactive Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 -ChiefwafflesCrystal Reactive Regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562943#msg7562943):
2 -ChiefwafflesCrystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7563112#msg7563112): Chiefwaffles, Andres
1 RAMResiliant! (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
0 ChiefwafflesTrustStrike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561606#msg7561606):
0 ChiefwafflesAS-R1-G (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 ChiefwafflesPKPD (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 ChiefwafflesBlastgem M.2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562003#msg7562003):
0 ChiefwafflesReactive KPD (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562003#msg7562003):
0 ChiefwafflesCommgem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562943#msg7562943):
REVISION 2
1 - (VoidSlayer) Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375): RAM
1 - (Andrea) Air dropped bomb (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398): RAM
0 - (Andrea) Multiple area covering bomblet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398):
0 - (RAM) Blasteyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
0 - (RAM) Reflexive regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 - (RAM) Crystals Conferred Accelerated Regeneration by Power (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
1 - (RAM) Resiliant! (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
2 - Crystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7563112#msg7563112): Chiefwaffles, Andres
REVISION REQUESTS
RAM: "Some sort of bombing upgrade for Firestorms"
RAM: "Some sort of resiliency upgrade to Crystal"
Crystal sub conjeration makes no sense. If it wasn't already perfect at an atomic level, it wouldn't be a crystal.Right. But really, it should only be Crystal by name. We aren't trying to change it to be more perfect, but rather to be stronger.
0 ChiefwafflesAetherfrost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561119#msg7561119):
1 *Some sort of bombing upgrade for furstorms: RAM
0 -RAMBlasteyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 -VoidSlayerTrust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375): RAM
1 -andreaAir dropped bomb (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398): RAM
0 -andreaMultiple area covering bomblet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398):
1 *Some sort of resiliency upgrade to crystals: RAM
0 -RAMReflexive regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 -RAMCrystals Conferred Accelerated Regeneration by Power (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
0 -ChiefwafflesReactive Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 -ChiefwafflesCrystal Reactive Regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562943#msg7562943):
2 -ChiefwafflesCrystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7563112#msg7563112): Chiefwaffles, Andres
1 RAMResiliant! (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
0 ChiefwafflesTrustStrike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561606#msg7561606):
0 ChiefwafflesAS-R1-G (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 ChiefwafflesPKPD (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 ChiefwafflesBlastgem M.2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562003#msg7562003):
0 ChiefwafflesReactive KPD (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562003#msg7562003):
0 ChiefwafflesCommgem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562943#msg7562943):
1 - RAM's Format: RAMSo we don't have to go back and forth and back and forth.
2 - Chiefwaffles' Format: Chiefwaffles, FallacyofUrist
0 ChiefwafflesAetherfrost (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561119#msg7561119):
1 *Some sort of bombing upgrade for furstorms: RAM
0 -RAMBlasteyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 -VoidSlayerTrust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375): RAM
1 -andreaAir dropped bomb (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398): RAM
0 -andreaMultiple area covering bomblet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398):
2 *Some sort of resiliency upgrade to crystals: RAM
0 -RAMReflexive regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 -RAMCrystals Conferred Accelerated Regeneration by Power (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
0 -ChiefwafflesReactive Crystal (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 -ChiefwafflesCrystal Reactive Regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562943#msg7562943):
2 -ChiefwafflesCrystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7563112#msg7563112): Chiefwaffles, Andres
1 RAMResiliant! (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
0 ChiefwafflesTrustStrike (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561606#msg7561606):
0 ChiefwafflesAS-R1-G (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 ChiefwafflesPKPD (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561680#msg7561680):
0 ChiefwafflesBlastgem M.2 (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562003#msg7562003):
0 ChiefwafflesReactive KPD (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562003#msg7562003):
0 ChiefwafflesCommgem (http://www.bay12forums.com/smf/index.php?topic=163277.msg7562943#msg7562943):
REVISION 2after discussion on the discord, and certin changes made to the fluff on sub conjuration, I am changing my vote.
1 - (VoidSlayer) Trust Fall Targeting System (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561375#msg7561375): RAM
1 - (Andrea) Air dropped bomb (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398): RAM
0 - (Andrea) Multiple area covering bomblet (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561398#msg7561398):
0 - (RAM) Blasteyes (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
0 - (RAM) Reflexive regeneration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200):
1 - (RAM) Crystals Conferred Accelerated Regeneration by Power (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
1 - (RAM) Resiliant! (http://www.bay12forums.com/smf/index.php?topic=163277.msg7561200#msg7561200): RAM
3 - Crystal Subconjuration (http://www.bay12forums.com/smf/index.php?topic=163277.msg7563112#msg7563112): Chiefwaffles, Andres, helmacon
REVISION REQUESTS
RAM: "Some sort of bombing upgrade for Firestorms"
RAM: "Some sort of resiliency upgrade to Crystal"
National efforts:
All to the home front - Andrea, Chiefwaffles
Other actions:
Hope as hard as you can - Andrea
also, the super useless protector might actualy find some use here. Operating on city streets, its wheels might not be quite as big a problem anymore.
GLORY TO CATOTZKA!
GLORY TO CATOTZKA!
Fixed that for you.
My actions in the finale included killing traitors, Moskurgs, and rescuing Bjorn. The two people who wanted a united Forenia - the old King and Sultan - are both dead.GLORY TO CATOTZKA!
Fixed that for you.
No, I believe the proper phrase is 'GLORY TO UNITED FORENIA!!', considering Andres's actions in the finale.
[centre]If you enjoyed my writing (as contrived, stilted, and cobbled-together as it may be) I would encourage you to read The Littlest Cheesemaker (http://www.bay12forums.com/smf/index.php?topic=136384.0) - a webcomic I've been working on for quite a while! I'd actually taken a break from it to work on this game, but now that it's finished I expect I'll give TLCM some TLC.[/center]And there goes what I was wanting to say but couldn't figure out how to do so politely. A very emphatic +1!
These reports were worrisome, but for now the magical firestorm seemed contained to a small, shitty set of islands called "Turbados".... sequel hook?
These reports were worrisome, but for now the magical firestorm seemed contained to a small, shitty set of islands called "Turbados".... sequel hook?