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Finally... => Forum Games and Roleplaying => Topic started by: Doomblade187 on February 08, 2018, 01:43:07 am

Title: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Doomblade187 on February 08, 2018, 01:43:07 am
The cataclysm rocked the planes, sending all into chaos. An unknown force had closed off the gates, wounding you and your master, and it was centuries before you were able to reopen the gates to the planes you sought. Your master healed, your beings rejuvenated, you are ready to conquer once more. Your master has offered you designs from their mind, developed over the decades.

You stand in the land of ice and wind, eyeing the portal to the planes before you.

It is time to march.



You have been given a choice of champions.
Spoiler: Champions (click to show/hide)

Central Thread (http://www.bay12forums.com/smf/index.php?topic=169465.0)
Discord (https://discord.gg/j6JaSWm)
Title: Re: Gods Race Rebirth: Light
Post by: Shadowclaw777 on February 08, 2018, 02:01:04 am
Anything but elves and I’m fine, we already chose them last time. WE NEED VARIETY

Cherubs or Cogmen seem fine, doomblade may add a fourth faction. Archangel seems better than the other champions

Edit: WE NEED BIRBOS AND THAN CREATE A SAURUS WARRIOR FROM WARHAMMER, WE AZTEC CIV NOW

Quote from: Votes
Army List:
The Raised Warriors: (1) SC

Champion:
Archangel: (1) SC
Title: Re: Gods Race Rebirth: Light
Post by: helmacon on February 08, 2018, 02:36:47 am
Anything but elves and I’m fine, we already chose them last time. WE NEED VARIETY

Cherubs or Cogmen seem fine, doomblade may add a fourth faction. Archangel seems better than the other champions

Edit: WE NEED BIRBOS AND THAN CREATE A SAURUS WARRIOR FROM WARHAMMER, WE AZTEC CIV NOW

Quote from: Votes
Army List:
The Raised Warriors: (2) SC

Champion:
Archangel: (2) SC
Title: Re: Gods Race Rebirth: Light
Post by: Strongpoint on February 08, 2018, 03:41:08 am
Quote from: votes
Army List:
The Raised Warriors: (2) SC. helmacon
The Divine Gears: (1) strongpoint

Champion:
Archangel: (3) SC, helmacon, strongpoint

Golems are easy to adapt for industry for making more golems
Title: Re: Gods Race Rebirth: Light
Post by: Glass on February 08, 2018, 06:58:34 am
Quote from: votes
Army List:
The Raised Warriors: (3) SC. helmacon, Glass
The Divine Gears: (1) strongpoint

Champion:
Archangel: (4) SC, helmacon, strongpoint, Glass
While I like the flavor of the cogmen - automatons are always fun - I prefer hit-and-run abilities to just trying to Zerg-rush people. Also, flight is really really useful.
Title: Re: Gods Race Rebirth: Light
Post by: TamerVirus on February 08, 2018, 11:56:24 am
I guess these 'Arms Race" games are in vogue right now. Might as well take part.

Quote from: votes
Army List:
The Raised Warriors: (4) SC. helmacon, Glass, TamerVirus
The Divine Gears: (1) strongpoint

Champion:
Archangel: (5) SC, helmacon, strongpoint, Glass, TamerVirus

I'm all for the air superiority
Title: Re: Gods Race Rebirth: Light
Post by: Madman198237 on February 08, 2018, 11:58:42 am
Quote from: votes
Army List:
The Raised Warriors: (5) SC. helmacon, Glass, TamerVirus, Madman
The Divine Gears: (1) strongpoint

Champion:
Archangel: (6) SC, helmacon, strongpoint, Glass, TamerVirus, Madman
Title: Re: Gods Race Rebirth: Light
Post by: darkwarlock3 on February 08, 2018, 03:07:35 pm
Quote from: votes
Army List:
The Raised Warriors: (6) SC. helmacon, Glass, TamerVirus, Madman, DW
The Divine Gears: (1) strongpoint

Champion:
Archangel: (7) SC, helmacon, strongpoint, Glass, TamerVirus, Madman, DW
i had no hope for what i wanted but since everyone wants flying for their start won't go against it
Title: Re: Gods Race Rebirth: Light
Post by: Glass on February 08, 2018, 03:13:44 pm
What had you wanted? Ideas are always welcome, and even if we don't choose to go with them right away, it's always good to have some possibilities stored for later.
Title: Re: Gods Race Rebirth: Light
Post by: darkwarlock3 on February 08, 2018, 03:26:07 pm
i was thinking Frankenstein commander for it seems to have battle flied tactics with it already for ranged troops
Title: Re: Gods Race Rebirth: Light
Post by: johiah on February 08, 2018, 05:52:21 pm
Sign me up for light!
Title: Re: Gods Race Rebirth: Light
Post by: Sl4cker on February 09, 2018, 10:59:08 am
Quote from: votes
Army List:
The Raised Warriors: (6) SC. helmacon, Glass, TamerVirus, Madman, DW
The Divine Gears: (2) strongpoint, Sl4cker

Champion:
Archangel: (7) SC, helmacon, strongpoint, Glass, TamerVirus, Madman, DW
always have hope
Title: Re: Gods Race Rebirth: Light
Post by: darkwarlock3 on February 09, 2018, 12:01:59 pm
i'm sorry but i thinks their is no way divine gears are getting chosen
Title: Re: Gods Race Rebirth: Light
Post by: johiah on February 10, 2018, 03:09:35 pm

Quote from: votes
Army List:
The Raised Warriors: (6) SC. helmacon, Glass, TamerVirus, Madman, DW
The Divine Gears: (3) strongpoint, Sl4cker, Johiah

Champion:
Archangel: (8) SC, helmacon, strongpoint, Glass, TamerVirus, Madman, DW, Johiah
We must hope harder.
Title: Re: Gods Race Rebirth: Light
Post by: chubby2man on February 10, 2018, 08:34:07 pm

Quote from: votes
Army List:
The Raised Warriors: (7) SC. helmacon, Glass, TamerVirus, Madman, DW, Chubby2man
The Divine Gears: (3) strongpoint, Sl4cker, Johiah

Champion:
Archangel: (9) SC, helmacon, strongpoint, Glass, TamerVirus, Madman, DW, Johiah, Chubby2man
Sorry, feeling the raised boys.
Title: Gods Race Rebirth: Turn One
Post by: Doomblade187 on February 10, 2018, 11:08:26 pm
It begins.

Research Phase 1.

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Tactics (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: helmacon on February 10, 2018, 11:23:30 pm
Design: True Birbs

Frankenstein monsters are all well and good, but they lack a few key qualities that a living creature would posses. For instance, the ability to reproduce. If your composed of several different creatures, odds are you genetics aint gonna gell well without some special magics. Essentially, all this design does is have us sort the different parts available to us so that any one creature we make is built of parts that are all genetically compatible. This way, they are capable of reproduction, and thier kids wont even need stitches! Since this is a little light for a design, we we additionally include the wings and claws as part of the creature itself, instead of equipment it is using.

Essentially, real creatures capable of reproduction with thier weapons and wings innate.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Glass on February 11, 2018, 08:53:27 am
So basically we're making non-magical Archangels that act like and are shaped like Ressurectionists
Sure. Doomblade, I'm expecting large buffs to this roll.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 11, 2018, 08:54:20 am
Revision: Saurus

The Ressurectionists creature archetype are fine and dandy as a unit for skirmishing and close aerial support, but it doesn’t provide the thing that every army of all types need, infantry aka frontlines. The Saurus warriors is a revision of the frankenstein flying units to perform this task. The fleshy skin is replace with smooth yet quite lightly armored scaled, and the light crystal talons are instead more like claws to the Saurus, a nice asset of natural weapons. The wings are removed from all creations of these creatures and replaced with teeth as well, and yet the most distinctive trait of them except that they are reptilian humanoids is of their musculature status. While often being referred as “swole” by them, they are quite muscular and are a eight-footed figure, as this provides them with the power to handle and toughen out blows, and allow their natural claws or strikes from any other melee weapon with a more powerful force to them.

They march in ordered cohorts and unison with a distinct sense of purpose that those who lack their cold reptilian mind will never be able to grasp. Saurus Warriors are blue-scaled 8 foot tall line Infantry, and they understand their purpose as a soldier and are designed for war. While changes like these are good to the mental status of the Ressurectionist creatures, it has derived them with a more primal instinct,  and results that these reptilian warriors will fall behind it when they are under pressure of enemy forces. Meaning that they may go on a rampage against the closest enemy unit and ignore the orders of their leaders when they are taking losses and damage. This doesn’t make them immune to psychology tactics though, even these reptilian warriors can still be affected by things such as fear and terror, of respective enemy forces.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: TamerVirus on February 11, 2018, 09:51:50 am
So you literally want to make the Warhammer lizardman??
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 11, 2018, 09:53:38 am
So you literally want to make the Warhammer lizardman??
Originality comes in many spectrums

So yes

Edit: Also Lizzies from Warhammer are considered a holy faction, a crusade against the skaven and daemonic forces, so it goes inline
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Glass on February 11, 2018, 10:01:46 am
So you literally want to make the Warhammer lizardman??
Originality comes in many spectrums

So yes

Edit: Also Lizzies from Warhammer are considered a holy faction, a crusade against the skaven and daemonic forces, so it goes inline
If we're doing WH lizardmen, can we make them not so totally devoted to "god's plan" that they decided to move an entire fucking mountain back to where it's "supposed" to be, killing an entire civilization dwarves in the process?
Just as an example.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 11, 2018, 10:06:38 am
That’s only the Sladd and their ridiculous magical abilities, and having cross-continental mountain destruction would be great for an army, just saying. Though we have room for interpretation and manipulation, I don’t imagine us to be that rigid with our actions, but they still are considered a “force” against the evil side, and are considered at least protecters in some manner. I believe they also have powerful light magic and whatnot

Also the cool factor of having dinos, which as powerful shock and terror troops, should not be underestimated.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Glass on February 11, 2018, 10:11:17 am
Well of course. This is our inlet to dragons!
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Madman198237 on February 11, 2018, 11:33:00 am
How about we invest in a bit of something that at least resembles a BIT of originality?

Quote
Thevryn
In the West of the Calad Aranarth (Can we reuse the names?), there dwell a strange race, like a smaller Archangel. Standing at about six feet tall, with clever hands and keen eyes of grey, they are the Wrights, masters of all crafts. Born with an innate ability to use any sort of crafting or construction magics, the Thevryn are incredibly intelligent and naturally inventive. Be it wood from the Fervain Eryn, or stone and metal from the Ered Caladcarn, or even purest Light from the very Orodrim Anoer, they can shape it into nearly anything, from the grandest of fortresses to the smallest and most delicate of ornaments. For now, they merely craft with their hands, as we have no magics appropriate for them to use.

Stolen saved from the abyss of the previous gods race, revamped a bit to work better with our new face. I really wanted to see how that previous one could've proceeded, I'm kind of annoyed that the threads were "opened" for public viewing, as it were.

Also, Shadow, you DO realize that we have three actions, and it doesn't have to be one design, one revision, right?
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 11, 2018, 10:00:31 pm
I mean lizardmen also have a basis of things we have, mainly the natural weapons we get access to. Also, the revision stated from a earlier discord message from Doomblade, about the Saurus warrior being “1 difficulty over normal”, because of their musculature but because it’s a revision instead of a design. It’s a much easier thing to do a revision and a design. Also lizardmen gives us some knowledge of reptilian things, so it provides us with a basis for dragons and dinos, and whatnot.

Basically, the only problem I see with my revision is at the cost “originality”, while yes a cool thing. Don’t you understand the cool factor of having dinosaurs as shock troops, we even have access to burning light magic, and can place it on a “solar engine” which would be a Aztec cannon I guess? And mount it on a dinosaur, lol. Isn’t the way in a Arms Race the “combined arms” tactics the best way to go? Having a variety of infantry, “cavalry”, ranger support, artillery, etc instead of having super godtier magic users and archers, the best way have a successive lead in it?
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Madman198237 on February 11, 2018, 10:15:46 pm
Yes, lizardmen are based off of things we have. No, that does not make ripping something directly out of somebody else's work make us look any better in the eyes of the enemy, or anyone else, which is my primary complaint with lizardmen. Although I'd also appreciate something with more interesting features, i.e., stone-eating rock-armored whatever-the-heck-you-might-want-to-make-them-look-like. Well, also it's not REALLY a reptile if it's not cold-blooded, and none of our stuff is going to be cold-blooded, because we live in a darn plane of ice and wind, and for SOME REASON I don't think a reptile would appreciate it here.

I'm not convinced of the logic you are presenting here. Dinosaurs are huge reptiles, which gives them GREAT shock-trooper value...and also makes them a huge target for projectile weaponry and magic. Combined arms is usually better than being completely reliant on one particular thing, yes. However, we can make use of combined arms far better if we don't have to pay for weapons (Since the goal of the Thevryn is to produce our weapons and other equipment for us, as well as constructing anything we might want to be built later). Back to the logic, dinosaurs are liable to be hugely expensive as well....and I'm not arguing for godtier anything anyway, at least not yet (There may come a time when it's a good plan to have ridiculous things of some sort available...._, soooooo?
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 12, 2018, 01:50:35 am
YOU WANT ORIGINALITY, WELL HERE’S INDIVIDUALITY

Quote from: Veloci
Revision
As repeated, the saurus warriors were lacking in individuality and yet we still needed a frontline infantry unit. The Velocis are still eight-footed reptiles, that keep their “swole” nature or rather their musculature status to them. However, they are less like reptiles, and more like birds, and truly more like raptors or theropods. They keep the light crystal talon and yet are slightly altered to seem more like claws, and their wings have been altered to look quite flanged as of a raptor, as it really doesn’t help them with flight anymore, it connected to their arms and it just slightly helps with agility and helping with jumping down surfaces. The wings may be lacking on the creature, but it’s light crystal fangs and teeth are not, and it gives the creature a powerful bite and allows it to use its own natural weapons to its advantage. They are truly a hybrid between humans and  theropods, of a species

Most of the Veloci resulting from their theropod heritage, have their claws and graspers altered in such a way that they can hold weapons, shields, and utilize equipment. Mainly this is done by adding a opposable thumbs to their graspers. The Veloci feathers that assort the creature, have a wide variety of chromatic colors, but they usually have brown feathers for their body and a rainbow blue to red Macaw feathers for their reptilian head. The Velocis still keep their ferocity as a predator, and when under combat pressure from another unit, they may ignore the orders from their leaders and go on a rampage against the closest enemy unit. At least it’s better than having them routing when their units are taking pressure.

Their is a hidden kink that the Gods do not talk about the Veloci, due to their heritage of the Ressurectionist frankenstein creatures, they are secretly flesh-mashed up creations. Indeed they are flesh velociraptor automatons, except that they their given the sentience to understand what they have become. Their only motive in life is of war and the hunt, and they know nothing else
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Madman198237 on February 12, 2018, 11:11:03 pm
Alright, well, let's start this "voting" thing, I guess. This thread needs more activity, that's for sure.

Quote from: Votebox
Thevryn: (1) Madman

I stand by my assertion that originality is cool, and the availability of weapons is also cool, especially since (GM clarify please!) it looks like our present creatures use "equipment" that allows them to fly and stuff.

And if that's the case, it's quite possible that the Thevryn could literally build our creatures for us. Or, you know, we could invent golems/mechanical somethings-or-others and have them make those instead.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Glass on February 12, 2018, 11:22:40 pm
Quote from: Votebox
Thevryn: (2) Madman, Glass
Having smiths is in general helpful. I'm thinking we get some to make bows so that we can outfit some of our dudes with those instead of claws, and expand from there.
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 12, 2018, 11:35:20 pm
Yeah and the GM also clarified things like biological needs are unnecessary traits to care about for a thing, we’re all living in a heaven paradise here. And my idea is loading with individuality to it, it combine bird elements and frankenstein flesh horrors

About a smith race, is that they will be nice when we get more races and equipment on our line, but we should probably go for a good backbone before we start with support elements. Also your thing is a basis of a design which is more difficult than a revision, it may be an attempt at an revision with creating lesser archangels.

Quote from: Votebox
Thevryn: (2) Madman, Glass
Veloci: (1) SC
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: TamerVirus on February 12, 2018, 11:38:24 pm

Quote from: votes
Thevryn: (2) Madman, Glass
Veloci: (2) SC, TamerVirus
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: darkwarlock3 on February 12, 2018, 11:39:35 pm
Quote from: votes
Thevryn: (2) Madman, Glass
Veloci: (3) SC, TamerVirus, DW
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Madman198237 on February 12, 2018, 11:51:33 pm
Yeah and the GM also clarified things like biological needs are unnecessary traits to care about for a thing, we’re all living in a heaven paradise here. And my idea is loading with individuality to it, it combine bird elements and frankenstein flesh horrors

About a smith race, is that they will be nice when we get more races and equipment on our line, but we should probably go for a good backbone before we start with support elements. Also your thing is a basis of a design which is more difficult than a revision, it may be an attempt at an revision with creating lesser archangels.
Originality =/= individuality

Yes, it's a design. Your Veloci might also be a design. In this game, the primary difference between a design and a revision is whether or not you have to prototype it.

I reiterate: Our creatures appear to already make use of "equipment", and the Thevryn should thus be able to offload some of the costs of our most basic unit. Instant usability.

Also, the Veloci have a bunch of weird intentional failures ingrained in them, which is generally not a good plan in Arms Races, unless you want to get Very Hard for having extra "Features" and then having the bugs be "oh by the way those flaws you put in there? Yeah, they're screwing you over now".
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Shadowclaw777 on February 13, 2018, 12:13:37 am
Originality =/= individuality

Yes, it's a design. Your Veloci might also be a design. In this game, the primary difference between a design and a revision is whether or not you have to prototype it.

I reiterate: Our creatures appear to already make use of "equipment", and the Thevryn should thus be able to offload some of the costs of our most basic unit. Instant usability.

Also, the Veloci have a bunch of weird intentional failures ingrained in them, which is generally not a good plan in Arms Races, unless you want to get Very Hard for having extra "Features" and then having the bugs be "oh by the way those flaws you put in there? Yeah, they're screwing you over now".

Yes they have their purposes and that is of the creation of equipment, if we had the respective equipment to carry, they would be a support creation that incentivizes us to make equipment as it would provide a reduction of expenses in fielding those equipment. Case in point they would be a support role, and have the intention of being a thing we can specialize further upon.

The intentional weaknesses in a creature should not add difficulty to a design, that is honestly absurd, the entire point of those things is to make it easier to create or help the GM with thinking of a weakness to the design if its deployed, while also adding thematic description to the design. If anything the extra “features”, as you referred them, all provide a role for the unit and that is of increasing their combat performance, and the weaknesses is of compensating for it. However I can see of making the creature simpler just for it easier to be understood and created , but the Theryn don’t seem that simple to me.

I mean if it utilizes thing we have knowledge for, and improved upon it for our own creature, unless its really difficult with knowledge to make something muscular and strong. The Theryn utilizing of light magic to create anything, would surely increase the difficulty as we have, because they lack basis in what they have is why I’m not discouraged to choose it or recommend it
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: helmacon on February 13, 2018, 12:13:59 am

Quote from: votes
Thevryn: (2) Madman, Glass
Veloci: (2) SC, TamerVirus, DW
Birbs: (1)  Helmacon
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Strongpoint on February 13, 2018, 02:49:56 am
Quote from: votes
Thevryn: (2) Madman, Glass
Veloci: (4) SC, TamerVirus, DW, strongpoint
Birbs: (1)  Helmacon
Title: Re: Gods Race Rebirth: Light (Turn 1)
Post by: Doomblade187 on February 13, 2018, 03:52:36 am
I can confirm that Introducing weaknesses that are actually relevant reduces the difficulty of a design, as it implies better knowledge of the internal workings of a creature.
Title: Gods Race Rebirth: Turn Two
Post by: Doomblade187 on February 16, 2018, 07:40:25 pm
Research Phase 2.

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Tactics (click to show/hide)

Spoiler: General Knowledge (click to show/hide)

Apologies for the delay.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Doomblade187 on February 16, 2018, 08:05:21 pm
Resurrectionists:

These Frankenstein-esque creatures stand 5 feet tall and have light teal skin and blue glowing eyes. Sprouting from their backs are three-foot long wings of Lightcrystal with small claws at the top and bottom. Their hands possess 2-inch sharp lightcrystal claws. Their minds suffer from being made of different parts, And the creatures are as smart as orcs- cunning, but not as generally intelligent as humans.
Their hardened, embalmed flesh is strong get than a mere mortals, but they still bleed and die from it.

The magical abilities of these creatures is small- they only have enough air magic to fly.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: TamerVirus on February 16, 2018, 11:00:49 pm
I guess we should prototype the dinos lizardmen Velcoi to see if we have anything that can muster as a frontline
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Madman198237 on February 17, 2018, 12:20:45 am
Not yet. We have a turn of production before combat starts, so we'll be "prototyping" everything then, while pouring out a lot of Resurrectionists.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: TamerVirus on February 18, 2018, 05:16:04 pm
I'll put down some proposals:

Design:Lightcrystal javelins: Thin shafts of wood topped with a lightcrystal spearhead. Designed to be lightweight and aerodynamic, these weapons are meant to be thrown at opposing forces from afar. Purpose: long range skirmish weapon for both air and ground troops. Useful for disrupting troop positions.

Design: Burning Light 'Blasters': A long two-handed staff designed to emits beams of burning light in controlled blasts. A medium to long range weapon, this will provide our forces with an alternative method of damage dealing from afar.

Design: Portable Shielding Stone: Using our strong basis in shielding magic, Small hemispheric stones are engraved and enchanted with a temporary shielding spell. A single-use support item, the spell is activated on user command, allowing the creation of on-demand ground cover for our troops. Could possibly be enchanted with air magic to provide zones of aerial cover as well
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: helmacon on February 18, 2018, 06:12:17 pm
Revision: Conglomerate Purification

A purifying of the nature of flesh-golem creatures that allows them to reproduce as any other being would. This should allow for normal population growths of both the Veloci and the Ressurectionists, as well as any other creatures that may be made via flesh-golem shenanigans in the future.

(should this maybe be a research/knowledge action instead? Intended to be a universal upgrade to Frankenstein creatures, but really just amounts to us knowing how to do it...)
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 19, 2018, 11:34:34 am
Research Mithril Shield and Spear Set:
For our brute force we have designed a Mithril tower shield and a Mithril spear of 5 meter length. By applying these new tools to our veloci they become a tough impenetrable wall comparable to the mighty 300.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Glass on February 19, 2018, 11:36:04 am
+1 to the javelins, blasters, and shield/spear sets.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 19, 2018, 03:58:22 pm
Mithril Spear  and Shield Set: Detoxicated, Glass
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Madman198237 on February 19, 2018, 04:37:16 pm
According to the GM, plate armor difficulty is "Not too bad", so...

Ambasse Telemna
We have soldiers, but soldiers need protection. We are the Light, so our soldiers must be bright, forever untarnished, unharmed. The Hauberk of Silver shall see to it. Rather like the knights of the end of medieval times, the Ambasse is composed of three layers. All layers are constructed of many differently-shaped pieces, so that any of our creatures can be armored with any or all of the armor layers. The first layer is gambeson, or padded cloth that covers most of the body. This layer is ALWAYS worn, no matter what. The next layer is mail made of steel or Mithril, interlocked rings alternately welded and riveted (or entirely welded [which is better, as welded links are harder to pierce than riveted ones], if made by superhuman smiths). The mail layer is generally sufficient for anything not meant for piercing advanced armor. However, when things become really nasty or you just want to be extra shiny, a third layer can be added. Composed of steel or Mithril plates and fitted over the mail, these plates are basically unbreakable, providing unbeatable protection for the creature beneath them. Because of the modularity of the design, custom-fitted (and thus more time-consuming and expensive to make) suits can be made for important servants of the Light, with delicate lightcrystal glyphs embedded in the plates, capable of causing hostile magic to wash over them instead of harming the suit and its occupant.

Our soldiers tend to have built-in weapons, so our first order of business is making high-level protection for them all. This is geared towards us producing a Thevryn-style smith unit, because otherwise we might get bankrupted trying to armor everything. Although we can resort to only armoring some creatures in gambeson or mail, instead of plate-armoring everything. This will be cheaper. Gambeson should be almost free, but still prevents long-range arrow fire from killing people...usually.

I'm waiting on GM comments on the actual characteristics of Mithril. Depending on said comments, I might make some adjustments to the design.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Doomblade187 on February 19, 2018, 06:38:33 pm
Mithril is made by the gods in a process involving the Divine energies. This can be delegated to minions, but energy is still needed. It is as strong as bronze, but half the weight. It is a light teal in color, and reflective if polished properly.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 20, 2018, 07:27:12 am
Let us broaden our knowledge and invest in Mithril so when the battle starts we have a bit of all and can choose to advance in any field.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Shadowclaw777 on February 21, 2018, 12:12:27 am
Let’s get a vote box

Quote from: Votes
Research

Designs:
Lightcrystal m Javelins
Burning Light “Blasters
Portable Shielding Stone
Conglomerate Purification
Ambasse Telemena: (2) Madman, SC
Mithril Spear and Shield: (2) Detoxicated, Glass

Revisions:
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: darkwarlock3 on February 21, 2018, 04:16:01 am
+1 to ambassador telemena
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 21, 2018, 05:35:15 am
Let’s get a vote box

Quote from: Votes
Research

Designs:
Lightcrystal m Javelins
Burning Light “Blasters
Portable Shielding Stone
Conglomerate Purification
Ambasse Telemena: (3) Madman, SC, detoxicated
Mithril Spear and Shield: (2) Detoxicated, Glass

Revisions:
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Glass on February 21, 2018, 06:58:19 am
Quote from: Votes
Research

Designs:
Lightcrystal Javelins
Burning Light Blasters: (1) Glass
Portable Shielding Stone
Conglomerate Purification
Ambasse Telemena: (3) Madman, SC, darkwarlock
Mithril Spear and Shield: (1) Detoxicated

Revisions:
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: TamerVirus on February 21, 2018, 10:49:16 am
Quote from: Votes
Research

Designs:
Lightcrystal Javelins
Burning Light Blasters: (2) Glass, TamerVirus
Portable Shielding Stone
Conglomerate Purification
Ambasse Telemena: (3) Madman, SC, darkwarlock
Mithril Spear and Shield: (1) Detoxicated

Revisions:
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 21, 2018, 12:14:05 pm

Quote from: Votes
Research

Designs:
Lightcrystal Javelins (1): sc
Burning Light Blasters: (3) Glass, TamerVirus, sc
Portable Shielding Stone
Conglomerate Purification
Ambasse Telemena: (3) Madman, SC, darkwarlock
Mithril Spear and Shield: (1) Detoxicated

Revisions:
To be fair I added scs votes
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Madman198237 on February 21, 2018, 12:21:47 pm
By SC do you mean Shadowclaw? Because he posted the votebox earlier and did not vote for anything other than Ambasse Telemna, and hasn't posted since.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 21, 2018, 01:44:29 pm
ah actually i meant glass.. sorry
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Madman198237 on February 21, 2018, 01:56:03 pm
Quote from: Votes
Lightcrystal Javelins ():
Burning Light Blasters: (2) Glass, TamerVirus
Portable Shielding Stone
Conglomerate Purification
Ambasse Telemena: (3) Madman, SC, darkwarlock
Mithril Spear and Shield: (1) Detoxicated

This is what the votebox should look like right now, unless SC wanted to vote for more than one thing for some reason.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Detoxicated on February 21, 2018, 02:07:56 pm
I'll switch to Ambassel
Also for our next research
Veloci Battle priest Caste
The Battle Priest veloci are apt at conjuring Mithril equipment. They are chosen at a young age and settle matters of law amongst veloci. They can sing well and often will use songs of battle to strengthen troop morale. Their song is law and a full battle priest gets to lead a band of regular veloci. Thus caste is prone to research techniques to aid in combat while also being swift fighters. For now their main task is conjuring Mithril however.
Title: Gods Race Rebirth: Turn Three
Post by: Doomblade187 on February 24, 2018, 03:15:03 pm
Research Phase 3.

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Tactics (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: TamerVirus on February 24, 2018, 04:13:19 pm
We have: -Skirmish
               -Air Superiority
               -Heavy Foot Infantry
               -Armor
               -Piercing/Slashing weaponry
               -Defensive 'Tank' (Archangel)

We lack: -Ranged weaponry/Artillery
              -Healing support
              -Complex Battlefield Tactics
              -Blunt weaponry
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Detoxicated on February 24, 2018, 04:26:17 pm
Veloci Battle Mage
From an early age the aspiring youngsters are chosen and trained to become elites amongst their kin. They are trained in clawed martial art to shape their bodies like Mithril and then they are trained in healing magic. They use chants to channel healing spirits, more complicated spells are done with chants and dances.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 24, 2018, 04:35:55 pm
Well, this DOES assume we're going to see something even SIMILAR to medieval/gunpowderless combat, but to fight a battle we need:

1. Skirmish Force
-Wear down the enemy before engagement, cripple poorly-protected enemy units (i.e., unarmored archers, artillery pieces and their crewmen)
+ Archers, missile cavalry, light cavalry
2. Fixing Force
-Once battle is joined, hold the enemy in place. It's preferable if you also break their formation (i.e., use a wedge shaped frontline so the enemy doesn't maintain a good shield wall, and faces inwards rather than outwards).
+ Pikemen or anyone with a shield.
3. Shock Force
-Once the enemy is held in place, flank them with shock units and smash their exposed flanks.
+ Heavy cavalry, sometimes well-armored infantry with two-handed weapons for the faster attack and heavier punch.


Alternatively, we can go straight to "medieval knights" and equip every unit we deploy with full Mithril plate and a polearm or kriegsmesser (Probably misspelled German for "war knife", very shape, very large sword meant to cut through soft armors) of some sort, and let formation sort itself out. Basically, when wearing plate armor, you don't need a shield and you don't need to keep the enemy away from you, you just take the hits (without feeling much of anything) and keep killing.
In this second case, our lineup looks a little more like

1. Skirmish Force
- Same as above
2. Fixing Force
- Did you think you were getting away without regular infantry? These guys basically keep the enemy from overwhelming your primary combatants.
+ Might be spearmen, might be pikemen (pikes preferred), might be just a bunch of guys with munition armor instead of full plate. Either way, they keep the numbers from getting too much in your enemies' favor, basically just holding the enemy in place (if he moves wrong he gets impaled) and letting the knights kill and retire (plate is really, really hot to wear for extended periods of time, and plate-armored soldiers need to back off to rest and cool down in extended engagements)
3. Shock Infantry
- Same as described above
4. Shock Cavalry
- Kind of excessive given what the primary force is, sometimes you might bring lancers, which aren't quite as well-armored as the knights, but still make use of the force of a charge to make it harder for the enemy to fight.

Either way, we're missing non-integrated weaponry for our soldiers, and we're missing mounted shock units (or equivalents). Also, we don't actually have any sort of ranged weapon, just magic that we can't utilize yet.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: TamerVirus on February 24, 2018, 04:41:54 pm
We should keep in mind that we don't have any idea how effective, efficient, or costly our current designs are at this moment
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 24, 2018, 04:45:10 pm
We will after this turn, though. So, we might as well assume they've succeeded, since any other assumption isn't going to work very well at all.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 24, 2018, 07:02:38 pm
Air superiority is far more effective when we can use that to rain death from above. Should we use lasers, guns, bows, spears, or something else? I'm personally thinking the first one; easier to have a reason that they can be reloaded without eventually having to come down for more ammunition.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 24, 2018, 07:16:15 pm
We should definitely just use the burning-light beams for ranged weapons, though indirect ranged fire (i.e., can be utilized from behind our ground-forces lines) will also be useful.

However, flying ranged fighters can't win every battle. Not in, say, the Earth realm, and not after they learn to carry shields or wear armor or some such. Either way, what tactics should we use? Alternatives welcome.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Shadowclaw777 on February 25, 2018, 02:40:14 pm
Well Artillery/indirect fire is always great to have access and the idea of monstrous creature being the support mounts for things like ballistaes and catapults has a possibility. Also chariots are really effective shock unit, but don’t expect it to be good in constant melee and we could get those. I mean I have two ideas for designs and/or revisions we could have

Quote
Research: Monstrous Reptiles
Many things of mythology have originated from the reptile derivative, such as dragons, war hydras which both have amphibian+serpentine creatures, to even just really large scaled vertebrates, heck even really dragon turtles. The divine god of Order designated their arcane focus on understanding more of the intricacies of large variants of these dry-scaled creatures and of their functioning to how to create them. The role of all of these creatures,  since usually they are of the very large creature variety really only single folds into two roles, that of being shock and direct melee engagers. However some of these creature are perfect for mounting specific war machines on.

Quote
Design: Angelic Artificers
Based on the Thevyrns, these are smaller variants of the archangel but built with fine hand manipulation and obsidian-colored eyes, and have the skilled knowledge of construction magic and the art of artifice. They wear silken robes and have a greyish tiny to their angelic skin, and are imprinted with a wide array of knowledge. The current version of them are golemsmiths and can create flesh automatons like the Ressurectionist and Veloci with their own hands, and are still smiths and can crafts and utilize weapons of war.

Reptiles just doesn’t directly correlate to things like dinosaurs, but it has versatility in its usefulness because of many associated creatures that is of the reptilia family, can provide many uses on the battlefield, but usually in the fear-causing shock role.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 25, 2018, 02:44:48 pm
Chariots are not good for shock warfare, not really. Too much weight on the horse(s) and too clumsy, and they can't turn around and get out of the fight after the charge. Single riders on horses and/or a horse-and-rider equivalent (not necessarily a centaur, a larger and fast creature capable of wearing armor and carrying weapons, or being naturally armored and having natural weapons, would likely work just as well, if not better.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 25, 2018, 02:51:12 pm
SC, while that may be a good thing for later, arming our flyers with range should be the first priority. It's just better synergy with what we have right now. Any ground troops should more likely be made to distract from our air guys.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Shadowclaw777 on February 25, 2018, 02:53:26 pm
Than why aren’t we designing either a longbow?, or a recurve bow?

Also it’s research, meant to make the more advanced designs less difficult.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 25, 2018, 02:56:49 pm
Than why aren’t we designing either a longbow?, or a recurve bow?
Because we're designing laser staves instead.

Let's just get a votebox in here...
Quote from: Voting
Laser staves: Glass, Madman

Anyone else want to add stuff, go ahead.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 25, 2018, 03:01:02 pm
Quote from: Voting
Laser staves: (1) Glass
Thevryn: (1) Madman

I'll repost the design when I'm not busy, but suffice to say that I think we ought to invent Thevryn first so we know the roll by next turn. We can worry about the lasers (which might count as a revision, and should certainly be fairly easy) next turn.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Shadowclaw777 on February 25, 2018, 03:05:29 pm
Well their are a few questions that need to be determined with laser staffs. One is it a “beam” of energy, or does it shoot just like energy pulses out of the crystal orb from the staff. Another one is what is the desired range values?, if it shot out a “beam” of energy than it should have close-moderate range but a lot more armor-piercing + damage properties, while a staff that just shot out pulse bolts of energy would have a greater effective range like up to 100m. Finally is the desired energy battery type it would have, essentially how much “laser” time or bolt could it shoot out before the light crystal orb would have to recharge/be replaced.

I guess it would be the beam variety since it’s based on the Scoring Light knowledge we have
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 25, 2018, 03:14:45 pm
The plan is that it would be long-range enough to keep our guys away from where our enemies can hit them, and not have to be recharged often so that they can spend as much time in the air as is possible.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Detoxicated on February 25, 2018, 03:26:33 pm
Quote
Laser staves: (1) Glass
Thevryn: (1) Madman
Veloci Battle mages: (1) Detoxicated
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 25, 2018, 03:28:21 pm
I think we have kind of sealed ourselves into a not-completely-hit-and-run beginning army, now, Glass. We already made plate armor and some sort of ground-based raptor thingy, though resurrectionists ought to be good enough as flying troops for a while. Either way, we purchase one of everything we've invented this production turn and work from there. I just hope we don't need three revisions to fix a bunch of bad rolls...
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 25, 2018, 03:42:23 pm
Why hit-and-run? Just follow our enemies around, always out of reach, and just keep dropping death on them! Our guys on the ground, meanwhile, run interference, making sure that our enemies can't pay attention to what our guys sky-side are doing and where they're aiming, and driving them out of areas where the flyers can't reach.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: TamerVirus on February 25, 2018, 03:44:19 pm
.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 25, 2018, 03:45:52 pm
And if the enemy uses a horde? Can you kill enough of them fast enough? If they're a huge army of tiny fliers? We can't hyperfocus air.

Also, our fliers can't stay up forever (probably), which means we end up with groups hitting, then running to rest, recharge, whatever.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: TamerVirus on February 25, 2018, 03:53:28 pm

Design: Burning Light 'Blasters': A long two-handed staff designed to emits beams of burning light in controlled blasts. A medium to long range weapon, this will provide our forces with an alternative method of damage dealing from afar.

Here is the laser staff I proposed earlier, for refrence

Quote from: votebox
Laser staves: (2) Glass, TamerVirus
Thevryn: (1) Madman
Veloci Battle mages: (1) Detoxicated
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Detoxicated on February 27, 2018, 12:15:14 am
I'm fine with staves
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 27, 2018, 09:13:13 pm
Going to breathe a little life into the thread by complaining that if we're going to do the Thevryn we should vote for them NOW, since the staves should be a revision from our already-known magic of burning light beams, which means we'll instantly know the roll, while for the Thevryn we need to either prototype or deploy them to learn the roll.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 27, 2018, 09:23:40 pm
Hmn...
Doomblade, do we get a second round of 3 designs, or do we go into combat as soon as this is done? If the former, I'm good with the Thevryn; otherwise, I want those weapons available to us now.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 27, 2018, 09:30:26 pm
Former, IIRC Discord discussion properly.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Doomblade187 on February 27, 2018, 09:34:55 pm
Yes, a second round of three designs. Then combat.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 27, 2018, 09:41:31 pm
Former, IIRC Discord discussion properly.
I've been staying away from Discord for a while. Ergo, :/

In that case, yeah, let's do the Thevryn.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Madman198237 on February 27, 2018, 09:42:00 pm
Former, IIRC Discord discussion properly.
I've been staying away from Discord for a while. Ergo, :/

In that case, yeah, let's do the Thevryn.

Early in the life of the game, like before you left Discord. Either way.
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 27, 2018, 09:51:26 pm
My memory is pretty universally terrible.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: Shadowclaw777 on February 28, 2018, 09:18:14 am
Quote from: votebox
Laser staves: (2) Glass, TamerVirus
Thevryn: (2) Madman, SC
Veloci Battle mages: (1) Detoxicated
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: TamerVirus on February 28, 2018, 09:58:17 am
I'll change my vote to Thevryn so we have time to revise and to break the tie
We can do ranged weaponry next round


Quote from: votebox
Laser staves: (1) Glass
Thevryn: (3) Madman, SC, TamerVirus
Veloci Battle mages: (1) Detoxicated
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: Glass on February 28, 2018, 10:14:04 am
Quote from: votebox
Laser staves: (0)
Thevryn: (4) Madman, SC, TamerVirus, Glass
Veloci Battle mages: (1) Detoxicated
Title: Re: Gods Race Rebirth: Light (Turn 3)
Post by: darkwarlock3 on February 28, 2018, 10:35:37 am
+1 to Thevryn
Title: Gods Race Rebirth: Light (Turn 4)
Post by: Doomblade187 on March 04, 2018, 03:09:39 pm
Production Phase

10,000 Power to spend.

Spoiler: Production Costs (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Tactics (click to show/hide)

Spoiler: General Knowledge (click to show/hide)
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 04, 2018, 03:12:10 pm
What's the cost of Thevryn?
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Doomblade187 on March 04, 2018, 03:18:22 pm
5 Power, sorry.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Madman198237 on March 04, 2018, 03:33:05 pm
Quote from: Plan Junkyard
1 Thevryn: -5
1 Ambasse Telemna: -5
1 Veloci: -6
ALL (1426) THE RESURRECTIONISTS: -9982 points
Results:
2 unspent points
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Detoxicated on March 04, 2018, 03:46:23 pm
+1
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 04, 2018, 03:55:00 pm
I feel like we should build a few more Thevryn. It's always good to have more things that produce stuff for us.

Quote from: Plan Slightly Less Junkyard
10 Thevryn: -50
1 Ambasse Telemna: -5
2 Veloci: -12
ALL (1419) THE RESURRECTIONISTS: -9933 points
Results:
0 unspent points
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Madman198237 on March 04, 2018, 03:59:14 pm
We don't know how they're going to work, though. This is basically a "prototyping" turn. The things that we know work for sure (Resurrectionists) we build a lot of, everything else we don't spend any points on without good reason.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 04, 2018, 04:28:19 pm
*shrug*
My plan puts us down only 7 ressurrectionists, leaves us with no points unspent, and, if the Thevryn work, gives us higher production in the long run.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: TamerVirus on March 04, 2018, 05:34:18 pm
Tallying it up:

Quote from: votebox
Plan Junkyard: (2) Madman, Detoxicated
Plan: Slightly Less Junkyard: (2)Glass, TamerVirus
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: helmacon on March 04, 2018, 07:09:23 pm
Beep hoop,

We should also make an archangel this turn.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 04, 2018, 07:11:59 pm
We can do that next production phase.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: helmacon on March 04, 2018, 07:53:45 pm
Next production phase we may want to be buying our new units. Just pull it out of the resurrectionists we are buying.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Madman198237 on March 04, 2018, 07:54:44 pm
Resurrectionists can (I think?) reproduce, so we want as many of them as possible, now, rather than later.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: helmacon on March 04, 2018, 07:57:37 pm
Can arch angles reproduce?

Also, I thought they specifically could not reproduce, on account of them being dead and all that...
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: TamerVirus on March 05, 2018, 05:28:10 pm
Doomblade, can we get some clarification regarding unit reproduction? Is that even a mechanic in this game?
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Doomblade187 on March 05, 2018, 06:00:28 pm
Doomblade, can we get some clarification regarding unit reproduction? Is that even a mechanic in this game?
It is a mechanic. And in fact, while no units at the start can reproduce, I have decided that the flesh golems can. It will require magic infusion to the units, for the record. Gotta stabilize the disparate genes.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Rockeater on March 06, 2018, 11:52:02 am
PTW
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 12, 2018, 09:36:14 pm
*poke*

Guys can we please get a tiebreaker
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Madman198237 on March 12, 2018, 09:38:02 pm
Quote from: votebox
Plan Junkyard: (1) Detoxicated
Plan: Slightly Less Junkyard: (3)Glass, TamerVirus, Madman

In the name of getting this game moving, I'll swap votes. And, inevitably, blame Glass when we see the (inevitable) poor rolls the Thevryn got.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 12, 2018, 09:40:15 pm
My plan puts us down only 7 ressurrectionists, leaves us with no points unspent, and, if the Thevryn work, gives us higher production in the long run.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Madman198237 on March 12, 2018, 09:49:49 pm
Why does that matter, though? I'd not be blaming you because your plan doesn't spend points on Resurrectionists, I'd be blaming you because you paid for something that didn't work.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Glass on March 12, 2018, 09:58:19 pm
But if it does work, it's quite helpful. And my point is that it's hardly a large risk. Down only 7 Resmen in exchange for 9 more Smiths and a Veloci. If it doesn't work out, oh well; 7 soldiers isn't a huge loss. If it does, that's an early start to our industrial base, and more of our soldiers will have better equipment.
Title: Re: Gods Race Rebirth: Light (Turn 4)
Post by: Rockeater on May 17, 2018, 09:46:53 am
Ptw
Title: Gods Race Rebirth: Light (Turn 4 Research)
Post by: Doomblade187 on May 17, 2018, 03:14:08 pm
Research Results

Veloci
As repeated, the saurus warriors were lacking in individuality and yet we still needed a frontline infantry unit. The Velocis are still eight-footed reptiles, that keep their “swole” nature or rather their musculature status to them. However, they are less like reptiles, and more like birds, and truly more like raptors or theropods. They keep the light crystal talon and yet are slightly altered to seem more like claws, and their wings have been altered to look quite flanged as of a raptor, as it really doesn’t help them with flight anymore, it connected to their arms and it just slightly helps with agility and helping with jumping down surfaces. The wings may be lacking on the creature, but it’s light crystal fangs and teeth are not, and it gives the creature a powerful bite and allows it to use its own natural weapons to its advantage. They are truly a hybrid between humans and  theropods, of a species

Most of the Veloci resulting from their theropod heritage, have their claws and graspers altered in such a way that they can hold weapons, shields, and utilize equipment. Mainly this is done by adding a opposable thumbs to their graspers. The Veloci feathers that assort the creature, have a wide variety of chromatic colors, but they usually have brown feathers for their body and a rainbow blue to red Macaw feathers for their reptilian head. The Velocis still keep their ferocity as a predator, and when under combat pressure from another unit, they may ignore the orders from their leaders and go on a rampage against the closest enemy unit. At least it’s better than having them routing when their units are taking pressure.

Their is a hidden kink that the Gods do not talk about the Veloci, due to their heritage of the Ressurectionist frankenstein creatures, they are secretly flesh-mashed up creations. Indeed they are flesh velociraptor automatons, except that they their given the sentience to understand what they have become. Their only motive in life is of war and the hunt, and they know nothing else

Simple, 4

Rationale: A combat powerup while keeping the same powers could be Easy in of itself. And this is a significant combat powerup. However, you also strategically nerfed them. As such….. Simple! :D

I treated this as a design, as it makes more sense as one. For reference, all revisions result in changing the revised unit to the new version, unless it is specified that you want a variant.

The flesh vats spew out your new servants. While it is admittedly a strange sight to see multicolored feathers floating in the vats, it's a reminder that this new era is a promising one. The new golems shake themselves off and promptly kneel, waiting for orders. Barring the occasional incident where two bump into each other and start off a small brawl, the new fighters look majestic in their orderly rows. Each stands about 8 feet tall, their colorful head feathers marking a strong accent to their dull scaly skin and brown plumage. Their clawed hands possess four fingers, three primary and an opposable thumb. In an interesting note, they seem to also have developed colorful plumage for not only their hands, but also their clawed feet, usually trending a bright orange or yellow, bright and saturated as the holy light that hovers over your home. Their wings, folded in parade formation, show promise and will give them some much needed mobility for ground troops in this complex war. Their crystal fangs glimmer in the light as they smile, ready for war.

6 Power, will need transportation for full conquest of air and water domains.

Ambasse Telemna
We have soldiers, but soldiers need protection. We are the Light, so our soldiers must be bright, forever untarnished, unharmed. The Hauberk of Silver shall see to it. Rather like the knights of the end of medieval times, the Ambasse is composed of three layers. All layers are constructed of many differently-shaped pieces, so that any of our creatures can be armored with any or all of the armor layers. The first layer is gambeson, or padded cloth that covers most of the body. This layer is ALWAYS worn, no matter what. The next layer is mail made of steel or Mithril, interlocked rings alternately welded and riveted (or entirely welded [which is better, as welded links are harder to pierce than riveted ones], if made by superhuman smiths). The mail layer is generally sufficient for anything not meant for piercing advanced armor. However, when things become really nasty or you just want to be extra shiny, a third layer can be added. Composed of steel or Mithril plates and fitted over the mail, these plates are basically unbreakable, providing unbeatable protection for the creature beneath them. Because of the modularity of the design, custom-fitted (and thus more time-consuming and expensive to make) suits can be made for important servants of the Light, with delicate lightcrystal glyphs embedded in the plates, capable of causing hostile magic to wash over them instead of harming the suit and its occupant.

Hard, 4

Rationale: Developing full plate armor is a big thing. So, it's development of a significant independent concept. The lightcrystal glyphs also add to the difficulty. Since they were part of the main text of the design, this pushed the difficulty to Hard, as even though shielding is well known magic, it being added as an enchantment is new. If the crystal enchants had been listed as a conditional add-on, I would have left this design normal and added them on a 5-6.

It's beautiful. The silver sheen of the mithril catches the holy light and is simply radiant. The gambeson is sufficient for the upper layers, the welded mail (rivets? Who needs rivets?) Is light and flexible, though this 'Steel’ metal confuses you as to what it is. The bronze mail you make instead, despite confusing statements by one  of your fellow gods, does the job, but is twice as heavy. But the outer layer is where this truly shines. The mithril plates are, as mentioned, radiant, and test well against blows of all types, though specialized crushing weapons will still fell a wearer if of sufficient heft. The bronze version, though twice as heavy, also does the trick.

Regarding the enchantments, they work well as far as you can tell, though you don't exactly have many samples of dark magic handy. The only downside is that, due to the delicate nature of the glyph engraving process, it requires a dedicated Thevryn to perform, otherwise it adds notable cost.

6 Power for Mithril, 4 for Bronze, Add 4 for enchanted shielding, 1 if using a Thevryn

Thevryn
In the West of the Calad Aranarth (Can we reuse the names?), there dwell a strange race, like a smaller Archangel. Standing at about six feet tall, with clever hands and keen eyes of grey, they are the Wrights, masters of all crafts. Born with an innate ability to use any sort of crafting or construction magics, the Thevryn are incredibly intelligent and naturally inventive. Be it wood from the Fervain Eryn, or stone and metal from the Ered Caladcarn, or even purest Light from the very Orodrim Anoer, they can shape it into nearly anything, from the grandest of fortresses to the smallest and most delicate of ornaments. For now, they merely craft with their hands, as we have no magics appropriate for them to use.

Normal, 2

Rationale: Similar to Archangel added no difficulty. Adding comprehensive shaping/crafting magic was considered a new concept being developed and added.

From the West of the Calad Aranarth, the Wrights heed your call. Their slender, shimmering forms belie the strength they possess, a strength that has let them master the magics of forming and shaping. They will serve, and serve well. Their magic works best with the proper tools, understandably, so until they are properly equipped, they will work slower than they do in their gilded workshops.

5 Power, each craftsman can make 10 power of equipment for 5 power.

Spoiler: Production Costs (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Tactics (click to show/hide)

Spoiler: General Knowledge (click to show/hide)

Note: Power costs have changed. Yes, your gear increased in cost. Namely the armor, as it was too cheap. This doesn't cost anything this turn.
Title: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Doomblade187 on May 17, 2018, 08:31:23 pm
Production Phase

The legions emerge from divine light, the ranks of the Resurrectionists myriad and ready. Their crystal wings gleam in the sunlight as they assemble, ready for combat.

Spoiler: Current Units (click to show/hide)

The Scouts you sent out during the initial production run have returned. They report by the gate they explored.

Air Domain

Your scouts return, their forms at worst slightly ruffled. The air domain was, according to the lead scout, a fairly nice place. The portal opens into midair, unfortunately, but you luckily sent flying scouts. The place is… quiet. An endless sea of sky above marred by only the occasional cloud, a fluffy sea of clouds below, the in-between is largely empty, marked by a bevy of floating islands. Most are small, a mere 200 meters across, but occasionally a larger mass is sighted, stretching far across its space in the air, and one notably large mass even has smoke belching from it. Flying creatures inhabit the land, but it's unclear how exactly they fly- their flight is slow, drifting with the currents, but occasional bursts of speed seem to be summoned almost at will. Large flying predators can be sighted above, occasionally taking a pass at prey, though they are almost always driven off by some curious ranged weapons used by the natives. The islands have all sorts of terrain, a volcano even being sighted on the largest isle visible so far. A large spray of clouds in the vast sea below was visible in the distance, but the scouts left without further investigation.

Water Domain

The portal doesn't let water through, luckily. The scouts make their way through the portal and straight into an endless sea. Visibility is somewhat limited due to the water, but it's not overly dark, a strange light coming from far above. Strangely, there doesn't seem to be a surface, and though it certainly gets darker the deeper they go, there is unlikely to be an ocean floor. Following a close call with some of the native marine predators, a creature with a 10ft long body and sharp teeth that hunts in packs, the scouts make their way to an air bubble. There are many of these floating in the endless sea, and each holds an assortment of plants, dirt and rock, and there are some sighted towards the depths that seem to be heated by strange glowing streams. There are natives, and they are not friendly. Your scouts return from this venture with strange barbed spears peppering their bodies. They had been retreating to the portal when a school of seemingly amphibious beings swam by and fell upon them. Luckily, the scouts were able to escape, but they had to use magic to to cut the trailing ropes.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Detoxicated on May 18, 2018, 02:45:16 am
Battlesharks
By taming the large underwater predators we can easily equip them with saddles so our troops can ride them within the water plane. Their fast movement eases transportation and underwater they become fierce beasts who can easily destroy the unsuspecting enemies
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Glass on May 18, 2018, 05:54:17 am
We’re in production phase, Detox, not design phase.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Doomblade187 on May 18, 2018, 10:17:47 am
To clarify, this is a design phase. That said, you can deploy some troops if you want.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Glass on May 18, 2018, 10:20:03 am
Oh, got it. Ok.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: The_Two_Eternities on May 18, 2018, 11:51:12 am
PTW/joining Light.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Doomblade187 on May 21, 2018, 12:23:24 am
Designs, please! :)

Also votes.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Rockeater on May 21, 2018, 01:45:14 am
Ok, I will vote now
Quote from: vote
Battleshark:(1) Rockeater
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Shadowclaw777 on May 21, 2018, 02:42:24 am
Superioritatem Skyship: We as the glorious light know of imbued flight, and the Skyship is one of our grandest and yet imposing design, it is a wooden vessel that looks like a galleon, it is large and capable of the transportation of troops through the dimension of air and even the material realm. It is capable of flight with its three of its top-layer sails, a tensile fabric material and three wooden wings on each sides that move in a rotating direction like as in a bird they are vehicle-wings, and in a way it is a form of ornithopter. The main center of the vehicle is a light core mithril orb that is imbued with aerial magic, and allows the vehicle to maintain flight much easier with its realistic sails, and wing sails.

The vehicle contains a light support mithril plating and structure around it as well as its wooden material it has its hull based on, and open wooden areas around the sides of the ship as mounts for heavy-weapon emplacements that we can ever design in the future. As well as a large cargo bay, in the center of the ship that can contain a hundred of troops for transport purposes. As well, these vehicles of war can be crafted by the Thevyrns and even more effective when in the Foundry of the Crusade.

Thalassic Veloci: The current flesh automaton raptors are developed and effective warriors but now a new breed for a life of aquatic life is now in need of development, we revise the Veloci with several new features such as central dorsal fins and fins around the arms, that allows for more momentum and direction with swimming in an aquatic realm, as well as webbed talons and hands for improved turning ability in the water. One last feature is of their multicolored feathered being replaced with hardened mithril scales that have a dark navy blue embodied to them, that gives them a source of protection and camouflage in the watery depths.

The heightened changes to them have made them even larger to about 10 ft in length, and have developed effective new senses as referred as active electrical fields to the flesh automaton raptors, as they are effective hunter-killer seekers in the water, as well as the muscle in the seas. They still keep their muscular or “swole” appearance to the marine raptors. A final note is that their still flesh automatons and lack a need for a source of oxygen, they are the legion of the sea

Foundry of the Crusade: The foundry is a thing for our Thevryns to work in and create weapons for a true divine mandate against the darkness, the foundry can create equipment and vehicles at a much greater reduction of a cost when all of the angelic workers have stratified workplaces and compartments where they can prioritize and build the weapons of war. The drawback to such a design, is the need of a constant angelic workforce in the Crusade Foundry for it to be maintained. This is the grandest and regal workshops for the Thevryns

Quote from: VoteBox
Skyship: (1) SC
Thalassic Veloci
Foundry of the Crusade
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Glass on May 21, 2018, 08:17:57 am
Quote from: VoteBox
Skyship: (1) SC
Thalassic Veloci (1) Glass
Foundry of the Crusade
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Rockeater on May 21, 2018, 09:00:02 am

Quote from: VoteBox
Skyship: (1) SC
Thalassic Veloci (2) Glass, Rockeater
Foundry of the Crusade
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: darkwarlock3 on May 21, 2018, 11:29:09 pm
put one on skyship and Thalassic Veloci
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Shadowclaw777 on May 21, 2018, 11:30:24 pm
Quote from: VoteBox
Skyship: (1) SC, DarkWarlock
Thalassic Veloci (2) Glass, Rockeater, Dark Warlock
Foundry of the Crusade:
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: helmacon on May 22, 2018, 12:11:17 am

Quote from: VoteBox
Skyship: (1) SC, DarkWarlock
Thalassic Veloci (2) Glass, Rockeater, Dark Warlock
Foundry of the Crusade: (1) Helmacon
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Rockeater on May 22, 2018, 12:19:09 am

Quote from: VoteBox
Skyship: (2) SC, DarkWarlock
Thalassic Veloci (3) Glass, Rockeater, Dark Warlock
Foundry of the Crusade: (1) Helmacon
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: TamerVirus on May 22, 2018, 08:52:02 am
Quote from: VoteBox
Skyship: (3) SC, DarkWarlock, TamerVirus
Thalassic Veloci (3) Glass, Rockeater, Dark Warlock
Foundry of the Crusade: (1) Helmacon
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Detoxicated on May 22, 2018, 12:53:27 pm
Quote from: VoteBox
Skyship: (3) SC, DarkWarlock, TamerVirus
Thalassic Veloci (3) Glass, Rockeater, Dark Warlock
Foundry of the Crusade: (1) Helmacon
Battlesharks: Rockeater, Detoxicated
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Rockeater on May 22, 2018, 02:49:29 pm

Quote from: VoteBox
Skyship: (3) SC, DarkWarlock, TamerVirus
Thalassic Veloci (2) Glass, Dark Warlock
Foundry of the Crusade: (1) Helmacon
Battlesharks: (2) Rockeater, Detoxicated
[/quote]
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Glass on May 22, 2018, 02:55:09 pm
...what are the battlesharks, and if you want water-capable units, why are you splitting the vote so that we get air units?
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Rockeater on May 22, 2018, 02:57:55 pm
Air unit is more versatile
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Madman198237 on May 22, 2018, 02:58:16 pm
Quote from: VoteBox
Skyship: (3) SC, DarkWarlock, TamerVirus
Thalassic Veloci (3) Glass, Dark Warlock, Madman
Foundry of the Crusade: (1) Helmacon
Battlesharks: (2) Rockeater, Detoxicated
[/quote]
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Shadowclaw777 on May 22, 2018, 03:02:40 pm
Quote from: VoteBox
Skyship: (2) DarkWarlock, TamerVirus
Thalassic Veloci (4) Glass, Dark Warlock, Madman, SC
Foundry of the Crusade: (1) Helmacon
Battlesharks: (2) Rockeater, Detoxicated
[/quote]
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Glass on May 22, 2018, 03:02:51 pm
Air unit is more versatile
We have air units. Resurrectionists have wings.
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Rockeater on May 22, 2018, 03:07:39 pm
Air unit is more versatile
We have air units. Resurrectionists have wings.
Still support a bigger air platform then water one in the beggining
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Doomblade187 on May 22, 2018, 03:08:55 pm
Are you okay with this vote ratio?
Title: Re: Gods Race Rebirth: Light (Turn 4 Production)
Post by: Glass on May 22, 2018, 03:10:00 pm
Yes.
Title: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 25, 2018, 05:37:35 pm
Thalassic Veloci
The current flesh automaton raptors are developed and effective warriors but now a new breed for a life of aquatic life is now in need of development, we revise the Veloci with several new features such as central dorsal fins and fins around the arms, that allows for more momentum and direction with swimming in an aquatic realm, as well as webbed talons and hands for improved turning ability in the water. One last feature is of their multicolored feathered being replaced with hardened mithril scales that have a dark navy blue embodied to them, that gives them a source of protection and camouflage in the watery depths.

The heightened changes to them have made them even larger to about 10 ft in length, and have developed effective new senses as referred as active electrical fields to the flesh automaton raptors, as they are effective hunter-killer seekers in the water, as well as the muscle in the seas. They still keep their muscular or “swole” appearance to the marine raptors. A final note is that their still flesh automatons and lack a need for a source of oxygen, they are the legion of the sea

Normal, 1

Rationale: Minor edits, added electrical sensing, added natural armor.

1: The design suffers multiple flaws or a single larger flaw.

The initial stage of the design is spent on the electrical sense, a new development that the gods spend much time debating over. The advancement is successful, though, and is added quickly into the new edition of the flesh golems. They will be able to sense the natural electrical fields of larger life-forms (not much smaller than a cherub) out to approximately 200 feet. A quick pass through the golem-stretcher brings the prototypes up to the desired ten feet, and muscles is redistributed about to result in more effective swimming. The residual wings are converted into swimming fins, and the maneuvering fins are merged onto the correct points.

There’s only one catch, and it’s with the natural armor. Turning the coat of feathers into a coat of Mithril scales goes smoothly at first, up to the swim test. Mithril may be light, and the coat of natural armor certainly adds protection against cutting and piercing weapons, but the golems are coated in scales from head to foot. This makes for a lot of weight, and the golems swim only somewhat faster than a normal Veloci would. They are, however, much more capable underwater and more maneuverable.

Challenge

Pick a name for your god (or be nameless, your pick) and describe your domain! Also anything else about your god. Let's build a Pantheon!
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Glass on May 25, 2018, 05:50:41 pm
Acter, god of Improvement and champion of mortals. Of course.
I believe you guys all know who I am.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Detoxicated on May 25, 2018, 06:01:03 pm
Alba, Goddess of light, respect and good manners.

Though I feel our boss should be called the Infinite One, god of all things that were, are and will be
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 25, 2018, 07:14:21 pm
To clarify the veloci you just made were a design.

It would be a revision if you were changing the actual veloci to be aquatic. And would effect the entire existing legions (unless specified otherwise.) It would also change any future produced veloci.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Shadowclaw777 on May 25, 2018, 08:27:39 pm
Greeting and Well Met!, I am the fellow God referred to his muscular appearance and favoritism of Swoleness, my designs and goals all have a singular purpose of more than just strength but power, as whoever hold the power of all gets to determined it’s fate. When I decide to create mortals and creatures, before I decide their purpose I need them to make sure they benefit the world. Before adding some Barbells and Exercize Bemches in the world, I give mortals the values and respect needed for them to do what they must do, while adding openness of mind, as even I am not Omniscient as a God and even mortals have a possibility of outplaying in creativity. I am the god of Strength and Power

I am known as “Dudebro” too many, and I am a yellowish appearance of a angelic entity, the only thing that are noticeable are my jacked arms and slim divine lean legs, which have so much mass of skeletal muscle to them, that it makes me look not even normal any more almost like an abomination, filled with red muscle to the max, as my angelic facial features are trimmed and have even expansive skeletal muscle in every areas of my physical embodiment. My main things that I serve in my realm, are protein shakes filled with the brim with protein powder, and shakes. All mortals who can’t eat or devour these food sources have perished in my Realm of power, and there is even a culinary school and food formatting among the Swolians of my realm dedicated to Protein Shakes. While the second guild is dedicated to building as much lean or thicc muscle mass as possible as a way of adherence to myself. I will have the Light establish superiority of all the Realms, so that we have the power over all things, and make sure they have a right purpose, not be used for depravity or torture like the Darkness

Also here’s a design

Quote from: Gauntlets of Swoleness
Divinely-imbued arcane Gauntlets made out of pure mithril given the power of runes from the Gods of Light, to double the wielder’s strength, which may be used for many purposes from kinetic striking force to carrying capacity, the only side-effect is that it may make the skeletal muscle nerves be more showing on a creature. The second goal of this creation is a priority on its cheapness, a artifact for an entire army that is even more powerful than before.

Also the Gauntlets could be made with our Thevryn smiths with their fine hands for magical production
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Glass on May 25, 2018, 09:20:41 pm
“Dudebro” too many
Indeed.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: darkwarlock3 on May 25, 2018, 10:23:05 pm
I am zorkin, God of change. my domain covers change, evolution and adaptation.
his appearance is that of a giant slime.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 29, 2018, 01:31:32 pm
*Rustles thread for votes*
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Madman198237 on May 29, 2018, 03:06:18 pm
Hm, yes, um, right. Yep. Certainly.

I vote for the Spell of Immediate Victory. It causes immediate victory in any battle it is cast in, by magically bisecting all enemy combatants, while also cauterizing their wounds completely, reducing post-battle cleanup.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Doomblade187 on May 29, 2018, 03:24:52 pm
Okay, I'll roll on the impossible project table, see what you get. :3

Honestly though, you can make that a design if you want. It's feasible long-term, but it won't always win, depending on counters and method.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Glass on May 29, 2018, 03:28:02 pm
I'm thinking we should set up some anti-stealth units. Maybe they would be mages, with a light-based spell that highlights enemy units.
Maybe it could be used to help ranged units aim better, too, or to direct berserker-type units toward their proper targets.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Detoxicated on May 29, 2018, 07:59:20 pm
3 Dimensional Deep-Nautical Tactics
By studying the movement of water masses of the ocean and its dwellers we have developed a tactic to encircle the enemy without them noticing before it is too late. By using the jetstreams we make quick maneuvers while we also use the landscape has natural camouflage. Key to success is to arrive from all angles.
Title: Re: Gods Race Rebirth: Light (Turn 2)
Post by: TamerVirus on May 29, 2018, 08:07:49 pm

Design: Burning Light 'Blasters': A long two-handed staff designed to emits beams of burning light in controlled blasts. A medium to long range weapon, this will provide our forces with an alternative method of damage dealing from afar.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Shadowclaw777 on June 04, 2018, 04:22:51 pm
Quote from: Angelic War Clerics
Based on a lesser archangel and the Thevryns, these embodiments of light have innate access to direct-targeted shield magic for infantry and other units alike and produce an aura of regenerative light magic, making entities be reformed in and constructed the lost and wounded parts with the new. Also they can utilize aerial magic for innate hovering, and are effective combat support units

Quote from: Votebox
Gauntlets of Swoleness:
Spell of Immediate Victory:
Deep-Nautical Tactics:
Burning Light Blasters:
Angelic War Clerics: (1) SC
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: Glass on June 04, 2018, 04:31:55 pm
Quote from: Votebox
Gauntlets of Swoleness:
Spell of Immediate Victory:
Deep-Nautical Tactics:
Burning Light Blasters:
Angelic War Clerics: (2) SC, Glass
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 2)
Post by: darkwarlock3 on June 12, 2018, 10:38:55 am
Quote from: Votebox
Gauntlets of Swoleness:
Spell of Immediate Victory:
Deep-Nautical Tactics:
Burning Light Blasters:
Angelic War Clerics: (3) SC, Glass, DW
Title: Gods Race Rebirth: Light (Turn 2, Design Phase 3)
Post by: Doomblade187 on June 15, 2018, 04:19:22 pm
Angelic War Clerics

Based on a lesser archangel and the Thevryns, these embodiments of light have innate access to direct-targeted shield magic for infantry and other units alike and produce an aura of regenerative light magic, making entities be reformed in and constructed the lost and wounded parts with the new. Also they can utilize aerial magic for innate hovering, and are effective combat support units.

Normal, 1

Rationale: known methods of shielding, existing unit type, known method of flight. New healing magic aura.

1: The design suffers multiple flaws or a single larger flaw. Knowledge will be gained.


The work on the new angels goes well. Imbuing the new creations with light and air magic goes well, so you set to upgrading their appearance to a refined look, with a swept, imposing body and sharp but kind face. Unfortunately, in your artistry, you didn't notice that running the magic together caused a conflict in the energy flow, resulting in almost no flying ability while doing their healing aura. The healing aura itself turned out well enough, and will heal most minor to moderate wounds within a minute. Severe wounds are still a risk.

Contest judgement after the rest of my homework.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 3)
Post by: Rockeater on June 21, 2018, 10:11:56 am
If we do the votes now things will go faster
Quote from: Vote
Foundry of the Crusade(1):Rockeater
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 3)
Post by: Glass on June 22, 2018, 08:37:27 pm
Quote from: Vote
Foundry of the Crusade(2):Rockeater, Glass
Foundry sounds good to me. Industrial base is a key to military success.
Title: Re: Gods Race Rebirth: Light (Turn 2, Design Phase 3)
Post by: Doomblade187 on July 12, 2018, 06:33:24 pm
Design Phase 3 Results

Foundry of the Crusade:
The foundry is a thing for our Thevryn to work in and create weapons for a true divine mandate against the darkness, the foundry can create equipment and vehicles at a much greater reduction of a cost when all of the angelic workers have stratified workplaces and compartments where they can prioritize and build the weapons of war. The drawback to such a design, is the need of a constant angelic workforce in the Crusade Foundry for it to be maintained. These are the grandest and most regal workshops for the Thevryn.

Hard, 1

Rationale: developing crafting systems, developing large structures.

The Foundry of the Crusade is a grand thing, an angelic cathedral designed by artisans for artisans. The Thevryn are very excited, and provide input to you at every stage. The result is beautiful, a work of soaring arches, delicate skylights, and gilded trim at every corner. Every Thevryn gets their own workplace, and they set up basic flows of crafting to make your divine gear. Previously very individualistic, the Thevryn take up roost with speed and competition, resulting in more than a few divine headaches. Each crafting room is connected to a distribution hub where helpers distribute materials for those crafting. The Thevryn want to work in the crafting rooms as opposed to material distribution, and prioritized them in the build out. In the focus to build out these individual workstations, the process for getting the equipment out of the building suffered. In addition, each crafting room got a lot of work area, resulting in a cramped distribution room. Beyond these issues, however, you have designed a divine workshop worthy of the gear you have designed.

1 Foundry has 10 Foundry Hubs.
1 Foundry Hub uses 100 Material/turn and needs 20 workers.
1 Material is equal to 1 power for non-magical equipment. (Mithril counts as non-magical)
1 Material is equal to 0.5 power for magical equipment.
You can use 1 Thevryn to perform armor enchantment, this is allowed if the hub is producing armor and does not shut down the hub, though it does “waste” 5 material.
1 Power = 2 Material (may be rebalanced depending on future developments)
You must run 1 type of equipment per foundry Hub. Any wasted material is not refunded, material is not shared between foundries.
You do not have to run all Foundry hubs in a Foundry. This doesn’t cut maintenance cost, though.
1 Foundry costs 400 Power/Turn to run. You can choose to not run the Foundry if you want, and this will save the maintenance cost.

Foundry Notes:
Manpower needs are based on Thevryn.
The power to materials ratio is basically static. Don't try to improve this, as it's based on the fact that creating metal bars is easier than creating armor. It's less mental effort for the gods.
You can build more than one Foundry. This just makes the overall complex bigger, adding more hubs. Each Foundry contributes to maintenance cost, but currently are run as one cost.

Production/deployment phase next, please stand by.
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)0
Post by: Doomblade187 on July 16, 2018, 09:46:09 pm
Production and Deployment Phase

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

Planning sheet (download a local version):
https://docs.google.com/spreadsheets/d/1RwkHhE57CiFoQv7uJRfdX_Prx8Fqfs5ZQOuRH9mjlBg/edit?usp=drivesdk

Spoiler: Production Costs (click to show/hide)
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Doomblade187 on July 18, 2018, 11:30:26 am
Foundry update:

1 Foundry is 2500 Power to build.

1 Foundry has 10 Foundry Hubs.
1 Foundry Hub uses 100 Material/turn and needs 20 workers (Thevryn).
1 Material is equal to 1 power for equipment
1 Power = 2 Material (may be rebalanced depending on future developments)
You must run 1 type of equipment per foundry Hub. Any wasted material is not refunded, material is not shared between foundries.
You do not have to run all Foundry hubs in a Foundry. This doesn’t cut maintenance cost, though.
1 Foundry costs 200 Power/Turn to run. You can choose to not run the Foundry if you want, and this will save the maintenance cost.

Thevryn now produce 10 power of equipment for 8 power (rounding output up)
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Glass on July 18, 2018, 11:33:38 am
1 Material is equal to 1 power for non-magical equipment. (Mithril counts as non-magical)
1 Material is equal to 1 power for magical equipment.
Since I can't ask about this quickly in Discord: is this supposed to be like this?
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Doomblade187 on July 18, 2018, 11:38:30 am
As I mentioned on discord, yes. It was just strange holdover formatting. I have edited for clarity.
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Rockeater on July 21, 2018, 11:46:06 pm
Someone wants to write a plan?
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Doomblade187 on July 21, 2018, 11:47:31 pm
Someone wants to write a plan?
And this is why I built the spreadsheet. :)
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Rockeater on July 21, 2018, 11:50:15 pm
On phone so I can't do much
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Doomblade187 on July 21, 2018, 11:54:57 pm
On phone so I can't do much
Aw. I understand. If you want, just give me general splits, like "send half ressurectionists to air plane", and I'll make it work.
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Rockeater on July 22, 2018, 12:15:32 am
Naw, I will write something when I get home
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Shadowclaw777 on July 22, 2018, 03:06:13 am
3,500~ Aquatic Plane
2000 on Aquatic Dinos (334+7=341); 1000 on Angelic War Clerics (143) (3,005 Current Cost)
500 on Armor (50 Enchanted Mithril On War Clerics, +1 Enchanted Bronze on Aquatic Dino )
Total Cost: 3505
~~~~~~~~~~~~~
3,000~ Air Plane
1,500 on Ressurectionists (214); 1000 on Angelic War Clerics (143)
500 on Armor (50 Enchanted Mithril on Ressurectionist)
Total Cost: 2999
~~~~~~~~~~~~
3495 on Foundry
2500 on Foundry, 199 Thevyrn

Total Cost: 9999

2 Extra Energy per Thevyrn for Equipment + Plate Enchant Reduction by -3; 10 Currently Jobbing (So 20+30 Energy Saved on Enchanted Mithril)

Utilize 50 Energy on Aqua Dinos and Extra Armor, +7 Dinos + 1 Enchanted Bronze

Done? Call it Plan Alpha Crystal, why not

Send All Current Forces Except Archangel to Air World (And Thevyrn Stay in Light Plane)
Send All Archangel and Aquatic Division to Water World

Quote from: VoteyBox
Alpha Crystal: (1) SC
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Rockeater on July 24, 2018, 02:33:38 pm
Quote from: votebox
Alpha Crystal: (2) SC, Rockeater
Title: Re: Gods Race Rebirth: Light (Turn 2, Production)
Post by: Glass on July 24, 2018, 02:38:19 pm
Quote from: votebox
Alpha Crystal: (3) SC, Rockeater, Glass
Sure, why not. If only to show that we're not all dead.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Doomblade187 on August 12, 2018, 01:47:09 am
Combat Results:

Water Realm:

Archangel
2 Veloci
336 Thelassic Veloci
143 War Clerics


Your soldiers dive into this portal, the armor of The Creator's angels softly clinking against itself. Luckily, angels don't need to breathe, so while they aren't the strongest swimmers, and their armor weighs them down, they get by well enough. By comparison, the thelassic veloci swim in bold loops, testing their limits. This does attract a greedy nibbler, but the veloci band together to fight it off with minimal injury and there doesn't seem to be a pack around to back it up. The Archangel seems bemused by the creature’s efforts, and as the group begins to move onwards, takes up a central position, gliding upright through the water with no visible physical effort.

Keeping an eye out for natives, the party makes for the first of the air bubbles, some of the veloci towing the slower warpriests. As they close, however, they note a presence approaching rapidly in the water. The formation of veloci quickly forms up to face the threat, a school of golems against the natives of this realm. The initial exchange would have gone entirely the way of the natives, except for the efforts of the Archangel. A softly glowing ward deflects the thrown harpoons, sending them floating away from your troops. The veloci on the fringes swim forth, aiming to engage the slender amphibians in hand to hand combat. The two packs meet, the smaller number amphibians scattering as they realize their mistake. Unfortunately for them, very few escape, and those that remain are outmatched by the veloci, their sharp but fragile teeth and pointed claws no match for the toughened flesh and crystalline claws of the veloci. The veloci attempt to chase down the survivors, but are vastly outmatched in swimming by the eel-like forms.

Unfortunately, a side effect of the conflict that would be trivial in many biomes shows its face as a large swarm of nibblers approaches from below. The warpriests have barely finished repairing the damaged veloci, sans the only dead member, as the school closes on your troops. The armored veloci leads the counter charge, swimming at their own slightly slower pace to rake one of the lead predators as the others follow behind, biting deep and holding on with claws buried deep in its sides as the two fall back into the heart of the school. At the same time, the Archangel drops a protective shield over all the members of your force, so the following battle is entirely one-sided. A swirl of blood flows into the water, staining it a dark purple as the predators meet their new masters.

One short swim to the air bubble later, a curious sight appears. While the top surface of the earth in the bubble shows minimal signs of habitation, there appear to be pockets carved into the side, small holes in the moist earth. It's here that the locals to make their home. The survivors had warned their allies, however, and the evidence of a recent departure is evident. Regardless, as your troops start to make their way into the bubble, the wall easy to pass through while still not allowing water, the remaining natives strike.

Unfortunately for them, the Archangel has very good eyes. As it drops a ward across your soldier, it turns and slashes a forcefield though the leader of the group, cutting it in two. It lets out a harmonious laugh, one reaching across frequency and melody to rumble through the chest of your forces. The rest of your forces meet theirs, the swarm of probably 100 swimmers surging up around the sides of the bubble to fight. The locals also carry knives now, forged out of some dark stone, the same as their harpoons. Unfortunately for them, it's no contest. While one or two veloci die, their wards overwhelmed, the locals are outfought and outnumbered, their ambush tactics rendered worthless by the Archangel. It's a clear victory, and while several swim away faster than your soldiers can follow, you have won a great day in this fight.

Losses: 5 Thelassic Veloci, 2 Veloci

Air Realm:

1643 Resurrectionists, 50 with enchanted mithril plate
143 War Clerics


Your soldiers fly through the portal, wanting to avoid an awkward transition, and are instantly at home. The resurrectionists are at home in the cloud sea, as are the war clerics. Flying over to the nearest floating island, they set up a basic camp, not that it needs much given their lack of hunger. No native creatures are visible from the current vantage point, though the puffy clouds remind your troops of the floating creatures the scouts had sighted. After a brief inspection of the floating island, in which time you are unable to discern quite how it floats, the troops move forward, pushing towards the next set of islands, beyond which the large island with a small volcano can be seen.

And then the ambush strikes. Encompassing the entire island a group had stopped on, a large contingent of strangely puffy creatures silently jets out from below the island. Holding strange, wide-bore pipes with multiple handles, the creatures open fire with a whisper, barbed hooks of what appears to be bronze or copper flying out at high velocity from the barrels, spearing into the soldiers on the island. The twisted rope-like materials that trail behind prove to be the real threat, however. The natives had already drifted back from the blast of the initial shock, but as the projectiles land, their slender arms grasp the weapons and they blast away at unnerving speeds, towing the unprepared Resurrectionists along with them. Those quick enough for their comrades to hold onto them instead suffer large bleeding wounds, though the now-grounded healers can patch them up.

You still have over a thousand soldiers in the air, however, and they want their friends back. The airborne host descends from the island, swooping after the puffy natives and their towed comrades. Thus, the dogfight begins. The multiple arms of the natives prove useful in this as they try and continue their retreat, this time sending out spiked metal balls at high velocity. The impacts would normally not be too bad against the toughened flesh of the resurrectionists. However, the natives were aiming at wings. Several resurrectionists go down, flailing, into the mists below. However, with the last volley, the natives show their weakness. Their formerly puffy forms are deflated and weak, their formerly swift bursts now anemic as they struggle to inflate quickly enough.

With this opening, the resurrectionists strike. Swooping in with quick, brutal claw strikes and vicious bites, the first soldiers in go for the hunters holding their comrades, their claws flashing and spraying green blood through the air as the fleeing hunters die and fall, slowly and gracelessly. The sheer numbers of resurrectionists in the air mean that no more than two strike on the hunters are needed to set the remainder in rout. As the survivors flee, the Resurrectionists carry their wounded back to the angels on the island. Most pull through, but a few took exceptionally severe hits, and being dragged through the skies was not conducive to their survival.

You lost some soldiers, but your massive host presses onwards. You have a foothold. Now it's time to exploit it.

Losses: 75 Resurrectionists, 5 with enchanted plate.

Light Realm:

The Thevryn watch bemusedly as your other creations march to war, but are perfectly content to remain in their gilded foundry.

Spreadsheet updated, let me know if you need the new deployment figures.

Now is the Design Phase. Feel free to do all three designs at once.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Glass on August 12, 2018, 11:22:55 am
Idea: Angelic Negotiators.

Basically, units that work to convince the natives of the various planes to cooperate with us rather than fight against us, and maybe even to work for us. Even if they can't get native units to join our army, even if they can only convince some of the natives to not attack us, it'll mean that we lose less units in combat each turn, so that when we're finally fighting the Dark team's army, we'll have not lost as many units to what are basically the planes' "natural hazards" as they will have.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on August 12, 2018, 11:28:59 am
That will be useful for a very short time, if we make them Mind Controlers instead of Negotiators we will have some use for them against Dark team
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Glass on August 12, 2018, 11:45:22 am
We could always revise them later on to create ones that can mind control. If they already have the base of how to negotiate and convince, it'll just make them that much more effective. And besides, it'll probably be easier to make negotiators than to make a group that does a new type of magic right now.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on August 12, 2018, 01:33:49 pm
Fair enough but I would prefer if we at least give them weak mind control
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Glass on August 12, 2018, 01:36:01 pm
Maybe they have a weak "like me, I'm friendly" field that we could later strengthen into mind control magic.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on August 12, 2018, 01:38:57 pm
Work for me, I just don't want a design that lose so much power when it come in contact with the actual enemy
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Doomblade187 on August 13, 2018, 11:19:01 am
Notice:

You have captured two barely alive members of the natives fighting you in the planes, one from air and one from water. They are currently in stasis at the home plane.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on August 13, 2018, 12:37:16 pm
Add testing on them to the fluff
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Shadowclaw777 on August 18, 2018, 01:07:49 am
Quote
Plane-Pounder Solarbeam Cannon: A shining golden-clad hefty cannon that is formed through mighty mithril and two celestial and metallic wings are embodied onto it, the cannon stores a centralized radiant charging crystal on the end of the barrel, and through the Thevyrn mechanical approach of drilling and smooth-boring it, as well as a focusing mithril lens; it shoots a powerful and encompassing divine searing beam of light that burns through all forms of corruption, as the barrel of the cannon has large wooden wheels alongside it but the mithril crystals gives it the capabilities of levitation making it less hindered by rough terrain and other hindrances; and the beams can blind weaker soldiers with its powerful light.
Quote
Thevyrn Spellbreakers: The Spellbreaker Order of the Thevyrn in the divine realm is a sacred caste of the angelic workers as they are capable fighters and smiths that have a divine hatred and prejudice against the users of the arcane art as they are there favored enemies and they are the hunters of those that utilize magic, they imbue themselves with the smithing of tools in the divine against the threat of monstrosities that utilize an assortment of arcane abilities.

There abilities come in twofold, the first is they can briefly energize their angelic form and be surrounded by silvery mist, than the Spellbreakers teleport up to thirty feet to an unoccupied space that they can divinely see or “feel” with their angelic gaze. As well they can form a radiant weapon, energizing themselves with the mithril orb that forms there heart, to allows a silvery scourge or cat’o nine tails that they do to perform punishment against those that fell from the stray of light, the scourge whips are surrounded by mithril crystals that cut through skin and claw through armor, and are very painful to fight against as it gashes across skin, their order seeks against the betrayers of light and they are effective auxiliary smiths and combatants on the front lines; they as well like other angels can forms angelic wings during use.
Quote
Superioritatem Skyship: We as the glorious light know of imbued flight, and the Skyship is one of our grandest and yet imposing design, it is a wooden vessel that looks like a galleon, it is large and capable of the transportation of troops through the dimension of air and even other hostile realms since the mithril orb can energize a divine barrier during flight. It is capable of flight with its three of its top-layer sails, a tensile fabric material and three wooden wings on each sides that move in a rotating direction like as in a bird they are vehicle-wings, and in a way it is a form of ornithopter. The main center of the vehicle is a light core mithril orb that is imbued with aerial magic, and allows the vehicle to maintain flight much easier with its realistic sails, and wing sails.

The vehicle contains a light support mithril plating and structure around it as well as its wooden material it has its hull based on, and open wooden areas around the sides of the ship as mounts for heavy-weapon emplacements that we can ever design in the future. As well as a large cargo bay, in the center of the ship that can contain a hundred of troops for transport purposes. As well, these vehicles of war can be crafted by the Thevyrns and even more effective when in the Foundry of the Crusade.

Quote from: BoxOfChoice
Angelic Negotiators
Solarbeam Cannon: (1) SC
Thevyrn Spellbreakers: (1) SC
Skyship: (1): SC
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on August 18, 2018, 11:13:14 am

Quote from: BoxOfChoice
Angelic Negotiators
Solarbeam Cannon: (2) SC, Rockeater
Thevyrn Spellbreakers: (2) SC, Rockeater
Skyship: (2): SC, Rockeater
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Glass on August 19, 2018, 05:49:50 am
Quote from: BoxOfChoice
Angelic Negotiators: (1) Glass
Solarbeam Cannon: (2) SC, Rockeater
Thevyrn Spellbreakers: (3) SC, Rockeater, Glass
Skyship: (3) SC, Rockeater, Glass
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: darkwarlock3 on January 29, 2019, 04:20:07 pm
i put my vote on the skyships
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on January 30, 2019, 12:37:59 am
You have the option to choose up to 3 designs if you want
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Madman198237 on January 30, 2019, 10:12:05 am
I can't be bothered to get back into this game right now. I don't have time. I do, however, have time to tell people that the votebox needs to be adjusted somewhat so that it's clear who's voting for how many designs...is this a dice-based game or do we just have three designs we need to do? I can't recall.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Rockeater on January 30, 2019, 10:54:15 am
Just 3 designs
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Doomblade187 on January 30, 2019, 11:38:01 pm
I am assuming votes locked, but feel free to continue to Bote.
Title: Re: Gods Race Rebirth: Light (Turn 3, Design)
Post by: Glass on January 31, 2019, 12:38:03 am
(I’d just like to make it clear that my votes are exactly where I want them to be.)