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Topics - TheRedwolf

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Welcome, commander, to Side Y. However, if we are to wrest control over the resources of the world, we must first decide who we are. Your first task is to come up with a name for our great nation, as well as what form of Government we Pledge Ourselves to. Are We:
A Liberal Democracy, pledged to spread freedom, capitalism, and ordinance throughout the world?
A Nation ran by Corporate interests, searching for a monopoly on natural and manufactured resources?
A Technocracy led by the best and brightest of our academics?
A Despotism swearing fealty to an authoritarian Dictator?
A Theocracy, Because I didn't think of that
or A Communist State led by Union Leadership?
Main Thread: http://www.bay12forums.com/smf/index.php?topic=179742.msg8367876#msg8367876

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Welcome, commander, to Side X. However, if we are to wrest control over the resources of the world, we must first decide who we are. Your first task is to come up with a name for our great nation, as well as what form of Government we Pledge Ourselves to. Are We:
A Liberal Democracy, pledged to spread freedom, capitalism, and ordinance throughout the world?
A Nation ran by Corporate interests, searching for a monopoly on natural and manufactured resources?
A Technocracy led by the best and brightest of our academics?
A Despotism swearing fealty to an authoritarian Dictator?
or A Communist State led by Union Leadership?
Main Thread: http://www.bay12forums.com/smf/index.php?topic=179742.msg8367876#msg8367876

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Forum Games and Roleplaying / MegaMek Arms Race: The Resource Wars
« on: April 16, 2022, 04:30:46 pm »
It is the year 2070, Long had the world been conflict-less, the two great nations of the world have long since been at peace, as an ancient treaty at the advent of nuclear weapons prevented any hot war between major power. This peace, proclaimed to be everlasting, is at the verge of ending as both powers realize that their deepest fears are coming true: The Oil Wells that kept the fuel industry and international commerce of both nations afloat, were going to run out within ten years. Nobody is quite sure who fired the first shot, but every nation-state in the world is sure: The Resource Wars have begun.

Welcome to The Resource Wars! I haven't run a game in here in forever, and I have a huge chunk of free time on my hands, so I figured i would run one with a twist: The battles, production, and to some extent Design will be simulated using the program MegaMek! The rules for this game are as follows:
Resources and Manufacturing:
Spoiler (click to show/hide)
Buildings:
Spoiler (click to show/hide)
Commanders:
Spoiler (click to show/hide)

Turn order goes like this:
Design Phase: design new equipment for your military to use; anyone in the team can submit a design proposal and the team votes on one (or more, in special circumstances) proposal for their team to work on that round. In the following Design Results, based on a dice roll & difficulty of the design based on your technology level/experience, you get to see what your engineers came up with based on the proposal.
 Revision Phase: works similar to the design phase, but on a much smaller scale -- use revisions to change things about existing designs or make new designs/variants with a few changes/whatnot.
Manufacture Phase: Construct new buildings, Manufacture
Battle Phase: Deploy the manufactured units on the battlefield, assign commanders, give orders, that kinda thing. Bear in mine that the AI will control both sides in an actual battle, and these will behave according to the Commander picked for these sides.
The Internal Affairs Phase can exist though won't always appear, and simply exposits ongoing affairs and events within your side or anything else that may be relevant. Plot/lore/fluff stuff. If there's any player interaction in one of these phases, then it'll be detailed at the time.
The Battle Report is always posted in the core thread (this thread), and is universal to both sides. The rest of the phases/reports start/end at the same time but each side gets their own post about it in their own thread.
Links To Sides Incoming!
the map:https://imgur.com/a/8wyqjt1
Blue is Side X http://www.bay12forums.com/smf/index.php?topic=179743.0
Red is Side Y http://www.bay12forums.com/smf/index.php?topic=179744.0
Tech Known By all:
Spoiler (click to show/hide)
Basic Designs:
Spoiler (click to show/hide)

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Forum Games and Roleplaying / Empires Of Bay 12
« on: July 30, 2019, 05:17:58 pm »
Spoiler: Ametag start (click to show/hide)
Spoiler: Foxkin start (click to show/hide)

Spoiler: Spirits start (click to show/hide)






Spoiler: Varxsea start (click to show/hide)

Spoiler: Mahou Celest (click to show/hide)

Spoiler: Cyclopsese (click to show/hide)

Spoiler: City mechanics (click to show/hide)

Spoiler: techs (click to show/hide)
Spoiler: Robot techs (click to show/hide)

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Forum Games and Roleplaying / Empires of Bay 12 signup.
« on: July 21, 2019, 10:57:37 am »
This is the signup sheet and a post to Gauge interest in a Polytopia-Civilization thing. I will put a poll up for the preferred scale of the game, but for now, here is the application:
Spoiler: Empire Application (click to show/hide)

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Forum Games and Roleplaying / Land wars 2: Electric boogaloo
« on: July 09, 2019, 01:14:37 pm »
I advise making your civilization somewhat unique from your generic medieval empire. I am not strict at all on themes, so go make your kingdom whatever you want it to be themed after. Hell, you can make a Goddamn Minecraft-themed civilization for all I care. (Don't worry, I won't judge you for that, I actually play Minecraft every now and then.)

Hello and welcome to Land Wars, a forum based grand strategy game! In it, players create fictional high-fantasy nations and send their armies after other players in an effort to conquer the world, or failing that, each other. It's a ton of fun.
 
If you're new, welcome, and read on; it may be a lot but I promise the game is less complicated than it sounds and it's absolutely worth it

Spoiler (click to show/hide)

You can now put your pitchforks with "TL;DR" engraved onto them down, the wall of text just ended.
 
If you want to join, PM your day 0 update! The deadline to do so is July 18th, after which point the game will start.

(Replace the placeholder fields with something else.)
Code: [Select]
Spoiler: Day X (click to show/hide)

Other:

Players can choose to leave this area blank. This is an optional space where people can put things such as the history of the kingdom, anything roleplay or in-character related, or it can just be a few random notes about your army and kingdom.



Note: this shit is not mine, it’s 0cra_Tr0per’s, but I used it with permission. Enjoy.

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Forum Games and Roleplaying / The Tribe Craftsmanship thread
« on: June 27, 2019, 01:23:11 pm »
Each recipe requires regents and occasionally a tool.
All craftsmen have 5 items that they can make a day.
The technology you start with is:
Plant cordage (weaving): 2 grass
Stone Knife (knapping): 2 rock
Spear handle (woodcarving): 1 large branch, tool: stone knife
Tanned hide: 1 animal fur 1 animal brain, tool: stone knife
Satchel: 1 hide 1 cordage
Fire: 4 sticks
Cooked food: 1 food item 2 sticks, tool: Fire

The quality of Crafts are made by 1d6 roll, 1 being a failure, 6 being
Good quality.
Main thread:http://www.bay12forums.com/smf/index.php?topic=174147.0
 

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Forum Games and Roleplaying / The Tribe Hunting thread
« on: June 27, 2019, 11:33:50 am »
This is the thread for hunting, gathering and war.
A hunter has 5 turns a day.
On each turn, the hunter gains a small amount of resources and an event. This event could give more opportunities for hunting, resources, or even danger.
These are settled by d20 rolls modified by skills and tools.
http://www.bay12forums.com/smf/index.php?topic=174147.0 main thread

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Forum Games and Roleplaying / The Tribe: SG/RPG
« on: June 24, 2019, 08:16:51 pm »
This is a game where you take the role of members of a tribe, and guide it through a rapidly changing world. There will be 3 threads, the main thread, the hunting thread, and the craftsmanship thread.
The hunting thread is for war, gathering and hunting.
The craftsmanship thread is for craftsmanship and such, and the main thread is for important decisions, and the overall status of the tribe.
Character Creation
Spoiler (click to show/hide)
The rules for crafting and hunting are defined in their own threads.
The first day BEGINS! It is midsummer.
Hunting thread:http://www.bay12forums.com/smf/index.php?topic=174165.0
Craftsmanship thread: ]http://www.bay12forums.com/smf/index.php?topic=174168.0]

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Forum Games and Roleplaying / Battleground multiverse side Y
« on: June 13, 2019, 09:38:24 pm »
Name Pending core Thread:http://www.bay12forums.com/smf/index.php?topic=174106.0
Team Comp:
Wins: 0
Losses: 0

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Forum Games and Roleplaying / Battleground multiverse side X
« on: June 13, 2019, 09:35:03 pm »
Name pending. Core thread:http://www.bay12forums.com/smf/index.php?topic=174106.0
Team comp:
Wins: 0
Losses: 0

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Forum Games and Roleplaying / Battleground Multiverse: Needs Players
« on: June 13, 2019, 09:31:58 pm »
(Insert fluff when I feel like it)
In this game, there are two teams, who pick characters (real life, fictional, meme, etc.) Based on their power level. After the characters are picked, each team thread will work as a suggestion game, choosing how the characters fight and move. The team comps can be as serious or as memey as you want.

Power levels
Spoiler (click to show/hide)
Each team has 20 PL points to spend
Example Characters
Spoiler (click to show/hide)

Stats and Combat
Spoiler (click to show/hide)
Status Effects
Spoiler (click to show/hide)
Team Y http://www.bay12forums.com/smf/index.php?topic=174108.0

Team X http://www.bay12forums.com/smf/index.php?topic=174107.0

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Forum Games and Roleplaying / The End Times: Turn 1
« on: May 22, 2019, 03:39:15 pm »
The world was in it’s last golden age. The five great empires of this world prospered in peace, as the empires had no reason to fight. Great artists created masterpieces, and powerful mages improved life for all. And then the world broke, sending beasts long thought dead on a rampage, plagues of the undead, devouring everything in it’s path, as embodiments of the elements themselves seek to conquer the world. These are The End Times.

This game puts you at the head of a high fantasy esque civilization at the beginning of an apocalypse. As the intro says, there are 5 great races and it is up to you to decide what they are. Create a race, what they look like, the names and environment (snowy plains, candy forest, etc.) of the capital and 3 cities, and the type of magic the race specializes in (whatevermancy). You can get creative with this, but please don’t have any kill everyone type races. Your race can become this after the cataclysm begins.

Mechanics: each turn has 5 phases. The disaster phase, the Military phase, the government phase, the research phase, and the production phase.
In The disaster phase, I will roll a d4. If the roll is even, there is no disaster for the turn. If it is odd, however, I roll a D20 to decide which disaster happens this round.
In the military phase, each of your armies can move or attack. Armies fall into a few basic categories: combat/support land/sea. Combat works by rolling the dice for both sides’s units, and the difference is subtracted from the losing side’s units’ hp. You start with 5 warriors, and 3 archers.
Support units do not get damaged in combat.
Mages work a little different. If you station a unit of mages in a city, they will be able to produce magic items, as well as defend a city as a support unit with combat magic. You could also have a mage unit aid a normal army too. You start with one mage unit.

In the government phase, unrest occurs. In the disaster phase, a city from every nation will be chosen. If the crisis is not resolved before the government phase of the next turn, the city gains a point of unrest. If the unrest points in a city is greater than 10, the city revolts, losing you the city and all the units stationed there. They can be retaken by force if lost like this.

 In the research phase, you get 3 research options from a d20 table.
It takes 6 turns for T1 tech 12 for T2

Each civ gets 15 CP per turn distributed between their cities. In the Production Phase, you can spend these on units or buildings.

Population: your cities start with 5 population and 5 max population.
Your population determines the amount of militia you can summon. If your city is attacked and has no defending army, you spend one point of population to get a d4 combat unit. While your city has less then the max population, you lose the CP bonus it gives. Militia can only be summoned while there is no direct combat unit in the city. Any militia that survive give you the refund of population.

Buildings: buildings are things built on the production turn that give bonuses. They take time to construct.
Farm: 15 CP 2 turn build +1CP per Turn +1 max population
Forge: 12 CP 2 turn build -1 melee cost
Bowyer: 13 CP 3 turn build -1 ranged cost
Stables: 12 CP 3 turn build -1 cavalry Cost
Militia HQ: 15CP 4 turn Build d6 militia
Archer tower: 8 CP 1 turn build +2d4 combat strength

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DF Suggestions / Boats with sample raws
« on: May 16, 2019, 06:26:30 pm »
This suggestion is about boats. I know what you are thinking, "This has been suggested literally to DEATH!" And you are right, but I have something that most suggestions don't have: Details. I have painstakingly crafted these raws for giving not just a suggestion, but some applications for them and explanations of what everything does, as well as some mod applications.
boat_standard
Spoiler (click to show/hide)

item_boatparts
Spoiler (click to show/hide)
additions to the entity file
Spoiler (click to show/hide)

enjoy. I tried to solve most common problems with boats, but I don't know how well I did
EDIT: the boats look better in the text files.

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Forum Games and Roleplaying / New Bostonian Union thread
« on: March 22, 2019, 01:02:51 pm »
Fight to reclaim America!
Main thread:http://www.bay12forums.com/smf/index.php?topic=173556.0
Engineers: strk
TheFantasticMrFox
M1895
Man of Paper

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