Luck lol I just reset my PC and this popped up about 2 seconds before I opened the forum.Uh... how could it pop up before you opened the forum?...
Ptw. Maybe reservingill join in
Ruins on the island on the west side.That's two. You can have three minor actions.
Perpetual storm around it(the light blues hexes)
The plain two tiles to the west of lowest swamp shift into mountain, create rivr source there, make rivr delta exceptionally fertile.There's a plain there? Don't you mean East?
The map is rather small, it appears to me.A bit, yeah. I didn't discover I could set the world generator to make bigger worlds until it was too late. ::)
Choose a source, a mouth, and optionally a route it takes. Don't violate the laws of nature too much with this; a river which winds across the entire continent WILL be rejected
Because the random generater doesn't do rivers, I think.Exactly.
River coming in the central plains, coming from the mountains. (Mounding between 2 plains)Where are you putting these? The big southern continent?
Iron deposit in the central plains
The tiles in front of the river mounding are partially blocked by coral reefs and crags.
I'm going to modify the map some when you guys are done, because the perfect hexes look ugly to me and yeah there should probably be some more features.I'm regretting those words.
Can I join wait list? I love RMGs.Sure. What do the R and M in RMG stand for?
Yes. Why are the rivers green? And why are half of all hexes perfect and half are not?read this and the last page again.
Yes. Why are the rivers green? And why are half of all hexes perfect and half are not?The rivers are green because it looked like more of a cyan when I added them, and half of the hexes are perfect hexes while half are fixed because I discovered how tedious it was a bit ago, asked if anyone cared if I finished dehexifying, and no one did.
the half and half need fixing, other than that it good.It's an ongoing process. It's gone on better than last time.
Looks good to me but shouldn't it have 4 metal sources on the top right island?One is concealed by the hex designation thingy.
Between me and scap we had tin, copper, iron and gold.
It's just in denile.
It's just in denile.That hurt, I mean really hurt that I'm bleeding here.
Why is there a river in the middle of a desert on the top left island?Ever hear of the...yeah.
5 plantations: 0.05 of a hex, 5 net food production, 10 IUT to build.Villages also produce Industry. It's probably worth the loss of two food and the extra IU/T.
1 village: 0.05 of a hex, 3 net food production, 15 IUT to build.
Think about that.
Earth magic(metals) (?)It depends.
Culture military defined (valor) (?)
Would like input on ?'s
Earth magic allows mages to control the metals and rock of the earth, and will be uncommon to seeSo...pretty rare, 1-2% of people tops? How strong are they--pebbles or mountains? How precise-can they create a suit of armor or just crush it? How versatile--telekinesis, shaping, transfiguration?
A populace more attuned to war, and more willing to become soldiers; whilst those who are soldier will fight till their last breath.Hm...probably 1-2 points. 2 makes them pretty much unaffected by most anything short of, you know, actually skewering them with various types of sharp sticks.
Move boulders,using mindOkay, the magic would probably cost 3 points or so. Less common than scapheap's, but more versatile.
But with metals, they can shape metals
I would say 2 points into valor
I'll take the 1 point into valor thenProbably fine. Just defining an undefined bit.
Can I say that gems empower the focus of earth magic, as they contain the soul of the earth?
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?No, it just lets you put initial, non-colony settlements outside of your starting hex.
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?lay off mah Cd 12, I called it first!
Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
...Are you kidding me? I completely shaped the terrain there. Just because you live in a timezone closer to the mod's one doesn't mean you get to steal my work.i did make cd 13 have ore.....
Does it give any extra settlements or do we have to put part of the starting set of three villages+stuff in another hex?You could put some of the starting settlements in it, or buy some new ones to put in it.
Also, how much would my race cost?I can't see any race you suggested. The magic stated here (http://www.bay12forums.com/smf/index.php?topic=121171.msg3948223#msg3948223) is somewhat common (compared to most magic, at least), and fairly versatile, so ~4 points. That leaves a couple points for tech and a couple points for the expansion emphasis. Is this fine or were there some nonhuman things you wanted to add?
Society:I'd have them produce 1 more food instead, but the math works out. As for the price...should be fine.
-The people are great huntsmen and archers,
they can easily run undiscovered through the woods and ambush enemies. (Villages, colonies and towns consume 1 less food, and the people are superior archers and ambushers. - 4 points) (Tell me if this is ok.)
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.Take out the extra +1 food for seaside settlements and sure.
Quote-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.Take out the extra +1 food for seaside settlements and sure.
I want my fort to be shoreline please?Is your starting hex near the ocean?
Future seaside exploration would be nice....
Hex: EH-2Ta da.
Settlements: village and fortress.
Traits:
Magic: Knights of the holy order of the Phoenix can imbue their sword with fire to burn their enemies. 3 points
Technology: Iron age. 4 points
Village: 2 point
Plantation: 1 point
Starting location EG 1. ( Town and 3 villages that I begin with, next to the iron deposit. )
Iron level tech .4.
Inhuman. 5-3=2. ( Humans with dark blue skin and animalistic features due to being tained by demons blood by their god. )
Superior combat skills.
Berserkers.
Increased population.
Heavily reduced diplomatic ability.
Reduced research ability on non combat related things. )
2 Extra villages.4.
DF 17Spoiler: Cities (click to show/hide)Spoiler: Society (click to show/hide)
And btw, although I live in the US , I was awake until 2 AM.... So time zones rarely matter...At this point I wanted to point out that GWG posted at what is midnight here and you posted at what is 2 AM, but let's just drop the matter. We'll have to live together, after all. :D
I can't see any race you suggested. The magic stated here (http://www.bay12forums.com/smf/index.php?topic=121171.msg3948223#msg3948223) is somewhat common (compared to most magic, at least), and fairly versatile, so ~4 points. That leaves a couple points for tech and a couple points for the expansion emphasis. Is this fine or were there some nonhuman things you wanted to add?Er, by 'race' I meant 'everything I put together'. I couldn't find a better word. :)
Then again 250,000 of the Persians did die......
Ah.I can't see any race you suggested. The magic stated here (http://www.bay12forums.com/smf/index.php?topic=121171.msg3948223#msg3948223) is somewhat common (compared to most magic, at least), and fairly versatile, so ~4 points. That leaves a couple points for tech and a couple points for the expansion emphasis. Is this fine or were there some nonhuman things you wanted to add?Er, by 'race' I meant 'everything I put together'. I couldn't find a better word. :)
So, 4 points for magic. How much would the expansion emphasis cost and what would the effect be?Like I said, about two points. As to the effect...cheaper colonies and lowered expenses for building far away, probably. The specifics are forthcoming!
And are you going to fix the halfway done map?Yes.
That is a really cool picture.Spoiler (click to show/hide)
But it sounds cooler when half a million men fight against 300 men....7.000 vs 250.000-300.000. Actually (Or, according to Herodotus 3.4 million)
Instead of 100,000 men vs almost 2000+ allies
Meh whatever the case, a tiny army fought a huge one and did so much damage that the persians entire advance was stopped in it's tracks.It wasn't so much stopped as slow down enough for the pansy ass Greeks to stop parting and get their army ready.
But try to go sparta on me man I dare you, 300 of your men against 1000 of mine in a nice tight space.
I should mention that my average 15 year old girl could beat a human soldier to death with her bare hands though.
They could of advanced fast enough to prevent that after the battle, but the minamum losses I've seen was the persians losing 5 men to every greek who died.Mountain passes are pretty hard to charge through.
But I'd bet it was more like 15 to every greek.
No way to know really.
But still the persians had enough cavalry to advance and stop the army building up they just got so scared of the greeks they took much to long.
I should mention that my average 15 year old girl could beat a human soldier to death with her bare hands though.
My men have longbows, which out range crossbows and other longbows given mine have far superior strength to allow for a stronger bow.My bows are better. Should be composite bows by now. Or at least decent longbows. Original longbows were not really accurate.
Plus I ain't stupid enough to charge into fortifications.
I doubt we get gun powder and cannons this early.
Question for GM: What's medieval tech. Specifically, early or late medieval. Even more specific, gunpowder, Yes*/no.*shrugs*
Medieval vs Ironage is a good 2000 Years, you know.Remember when he said that an unarmed preteen girl of his race could fight off an armed human soldier? That's probably true. They're strong and tough enough that each one can take down several human soldiers, assuming approximately equivalent levels of gear and training. Also, he's got about a 20% population advantage, and he'll probably have a higher draft rate come wartime. Plate armor and such will help, but when you're faced with larger army of inherently superior melee combatants...watch out.
...No, it's around a thousand. Rome is iron age, Crusades is Medieval.I was pretty sure that was right.
On another note, Crossbows out-range longbows. Unless you're talking about dinky little hand crossbows or some shit. But the good, big crossbows with 400 lb pull strength? And they fire lighter projectiles than crossbows? Oh hell yeah they go farther. Their disadvantage is a long ass reload time. The british longbowmen could draw, aim, and fire fast enough that there was a volley every ten seconds instead of the 40 to 50 seconds required for the giant crossbows.I'd advise the slower but stronger and longer-range crossbows against mesor's demonic forces.
But the crossbows used by the sung dynasty could not hit mongol bowmen because the bowmen had much longer range.I'm not sure about the specifics, but that's entirely possible.
Factor in super strength and means that I can use longbows that an average human could not even draw which would give me even longer range.
Pretty sure my longbows will out distance a crossbow.
are probably what GWG twice human speed?*shrugs* Maybe. Probably a bit slower. Still a bit out in the air; the only definitive number I have so far is "Several humans to a Mesorthing." That's what I said in the PM, right?
Oh also my men use axes, so plate armor will not help much when my men are hacking your arms off :).Let's see...I think slashing weapons were the norm until chainmail came along, then--screw it, looking it up.
How many points does being demons that have more people and incredible fighting skills cost? 2? Really? Only 2? Especially considering the only diplomacy will really be between you guys? I think an unarmed teen vs. a trained soldier being equal is kinda ridiculous, tbh. But, anyway. GWG's game, just interested to see how things turn out.FWIW, I charged 4 points for the combat ability.
After all, it cost a monk several months to make each cannonball, and the cannons were just as like to explode as to fire properly....what. Firstly, why would a monk do it and not someone who is actually supposed to make stuff out of metal (hint: a smith)? Secondly, why would smelting a simple heavy-ass ball take several months?
Because they were often stone cannonballs during that time?Correct. The earliest cannons fired stone cannonballs, not iron or steel balls. And it had to be chisseled perfectly, or it would get stuck and the entire cannon would explode. The earlist cannons were kinda rubbish actually. Firing at most once an hour, tendency to explode, ridiculously bad accuracy.
Battle axes wont do much when you have an arrow in the arm/leg/body.It doesn't matter much. The combat number will be quite simplified.
And, GWG, i intended to use recurve bows, is that ok?
Uhm if you hit my men on a limb you'll be lucky to make them flinch. But it's probably just gonna be numbers and weapon that determines everything.And fortifications.
Edit: GWG, is there such a possibility as a fortress city/ Fortifified city. Kinda like Carcasonne?Probably. I haven't gotten around to it yet.
Edit2: How are you going to handle sieges. Will every siege end up in a charge, and how does the protecting effect of the fortress work.It'll be different, but I'm not sure yet.
Who needs catapults when we've got mages throwing boulders insteadThe other side, of course.
Better make you extinct before you get to it then hadn't we :).Or make every earth mage yours...
Starting location EG 1. ( Town and 3 villages that I begin with, next to the iron deposit. )
Iron level tech .4.
Inhuman. 5-3. ( Humans with dark blue skin and animalistic features due to being tained by demons blood by their god. )
Superior combat skills.
Berserkers.
Increased population.
Heavily reduced diplomatic ability.
Reduced research ability on non combat related things. )
2 Extra villages.
I'll start at CD 13
With a fortress,
village (2)
Iron Age tech (4)
Earth magic(metals) (?)
Culture military defined (valor) (?)
Would like input on ?'s
DF 17Spoiler: Cities (click to show/hide)Spoiler: Society (click to show/hide)
Spoiler (click to show/hide)
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?
Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
Start on BC 8Um...oh, me.
Cities: town and 3 villages.
Society:
-The people are great huntsmen and archers,
they can easily run undiscovered through the woods and ambush enemies. (Villages, colonies and towns consume 1 less food, and the people are superior archers and ambushers. - 4 points) (Tell me if this is ok.)
-Iron age tech -4 points
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.
Like what?Naming your civilizations is a good start.
Jim.... I dun reckon dis thread dun died quite a long ways backThe last post was like a week ago. Don't be silly.
I was making an allusion to young southerners poking a dead body with a stick....Poke it harder.