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Topics - Asheron

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1
Forum Games and Roleplaying / Guess-the-event/thing game!
« on: August 25, 2009, 12:31:05 am »
This game is simple. I post pictures ( feel free to post your own ) that hint to events or things, and you guess which events or things they depict! Some might be easy, some might be a bit more difficult. It's somewhat of the sequel to this old thing. Ah, memories. The one to first guess the picture gets the honour of having his name written in the spoiler! ( Quite an honour, even if I say so myself )


Spoiler: 1 Killas[SiN (click to show/hide)

Spoiler: 2 Panthom (click to show/hide)

Spoiler: 3 Killas[SiN (click to show/hide)

Spoiler: 4 Panthom (click to show/hide)

Spoiler: 5 Killas[SiN (click to show/hide)

Spoiler: 6 Panthom (click to show/hide)

Spoiler: 7 Phantom (click to show/hide)

Spoiler: 8 Killas[SiN (click to show/hide)

Spoiler: 9 Phantom (click to show/hide)

Spoiler: 10 tehstefan (click to show/hide)

Spoiler: 11 RedWarrior0 (click to show/hide)

Spoiler: 12 Judas Maccabeus (click to show/hide)

Spoiler: 13 RedWarrior0 (click to show/hide)

3
I have played DF now for many, many months without a release. I found that my DF-time was going down at a very frightening rate.
So, I came up with a new idea.
Make the most irrational, fucked-up fortress ever.
It shall be glorious.



In the Scalded Jungles and the Tropical Dry Brdlf Forests, did 7 young dwarves set out to create a new outpost for the glory of the mountainhomes, named...



Alebeer the Bright Delightful Drinker-Dwelling of Drinking.
Only dwarves from the group...



Alebeer the Holy Awe-inspiring Ale of Beer could muster the courage to brave all the odds.
For they would plant an outpost in the middle of an elven retreat.


Also, consider this a challenge. May the best braindead bacteria in stasis win.

4
Yes, Tvtropes, the biggest time waster the internet has ever known. It deserves it's own topic.

Lazely copy pasted from the front page:

Quote
What is this about? This wiki is a catalog of the tricks of the trade for writing fiction. We dip into the cauldron of story, whistle up a hearty spoonful and splosh it in front of you to devour to your heart's content.

Tropes are devices and conventions that a writer can reasonably rely on as being present in the audience members' minds and expectations. On the whole, tropes are not clichés. The word clichéd means "stereotyped and trite". In other words, dull and uninteresting. We are not looking for dull and uninteresting entries. We are here to recognize tropes and play with them, not to make fun of them.

It even has an article about this.

What are your favourites?

5
Forum Games and Roleplaying / Forum: Total War. APPLY NOW!
« on: July 29, 2009, 07:01:04 pm »
Yey, I'm finally done writing this down!

FORUM: TOTAL WAR.

Forum: Total War is a forum game slightly inspired by the real time battles of the rather known "Total War" video games series.

How does this work?

First of all, the 'environment"' of choice is Microsoft Excel ( MICROSOFT EXCEL? THE DEVIL'S APPARATUS? ). Yes. A 50X50 hex field is filled in with colours so that it resembles a landscape. "Regiments" of units traverse these landscapes while battling eachother.
That's it, really. This game is a game of wit in which your only goal is to humiliate your enemy by killing off his army.

I see.

An example.



This is an example of a map made up on the fly. The light green tiles are plains, the dark green tiles can be forests and the brown tiles are hills. In U7 there is an artillery regiment of ten units with 100 morale, in X13 there is a rifle infantry regiment of 100 units with 50 morale and in AE17 there is a cavalry unit of 50 units with 100 morale.

How do we play?

A turn

The game is turnbased. Every turn is split up in:
- Deployment ( only for the first turn )
- Simultanious movement
- Reaction fire
- Combat

Deployment

First, both players get an equal amount of regiments to deploy in a certain area. After the deployment phase, the actual fighting starts. Both players can see at all times where the enemy regiments are, but he does not know where they will move to until the turn is over and the next turn starts. Movement orders are PM'd to me, the GM. For example: move rifle regiment on X13 to X14, move x regiment to y,...
Battle orders are also to be given, but that's for later.

Facing

All units automatically start with a specific facing to somewhere. When an army starts in the north and the other army starts in the south, the northern units will all face south and vice versa. This is indicated with either a N,E,S,W,NE,NW,SE or a SW. This is not indicated on the example, I apologise for that.
Facing can be changed, but only during movement phase. You can change facing and move at the same time. ( For example, move X to Y facing east )

Simultanious movement.

Both players move simultaniously. In the case that two regiments collide in movement, the regiment that was the closest to the hex stays and the other one "bounces off" to a tile adjacent to the goal tile. If a regiment of you and an enemy regiment collide, these two regiments engage in melee combat.

Reaction fire.

When a regiment does not move on a turn, it has a chance to do reaction fire to enemy regiments. When a enemy regiment marches in to the range of the not moving regiment, or it is already in the range of the regiment and it moves again, to a tile still in range of your regiment, then it recieves "reaction fire". Every standard regiment will automatically do reaction fire unless there is a regiment between them and the enemy regiment ( see friendly fire ). They can do this only once a turn and they do it automatically to the first enemy regiment that moves ( the first regiment that comes up in the list of movement orders that the enemy gave me ). Only your "general" regiment can have more than one reaction fire a turn, it has 3 reaction fires to be exact.

Combat: Battle orders

After regiments have moved and reaction fire has been given, the map will be updated. Both players will see the shifted situation on the battlefield. Now, combat orders are to be given.
For example, Red Cannon 1 ( all regiments will be numbered in the game, I did not do this in the example, sorry for that ) shoot X10/blue rifle regiment 1.

Combat: Basics

There are three types of units in the game:

- Infantry

The mainstay of the army. They can do both melee and range, they move at a speed of 2 tiles a turn. They can shoot in a specific vector to where they are facing ( see range ), up to 6 tiles away.

-Cavalry

These move at a basic speed of 4 tiles a turn. They can only engage in melee but they are a lot more proficient in it then infantry. On top of that, they cause more moral loss when they charge. They have less units in a regiment than infantry though. 

-Artillery

These are the support regiments of your army. They move at only a tile a turn, and if they move they need a turn to be redeployed. ( This will be indicated with a white "U" in the regiment's name ). However, they can shoot up to 15 tiles in front of them ( see range). They cause significant morale loss to enemy regiments. They also have a rough aoe.
 
Combat: Melee Basics

In the case that two regiments "bounce", or that two regiments move adjacent to eachother, they will automatically go in to melee. There is no way to stop this and both regiments will automatically fight eachother. When one of the two regiments stand still and the other regiment attacks them by moving adjacent to them, that unit is "charged". If two regiments move to eachother and end up adjacent, they both "charge" eachother. A regiment that is charged suffers a morale loss and more casualties than in a regular round of melee combat. You can order them to withdraw in the next turn, at half speed, but if the enemy manages to figure out where you are withdrawing to, he can force you in to another round of melee. Because withdrawing from melee reduces your speed in half, it is hard to run away without any support, so withdraw wisely.
Notice that combat is also simultanious. So, two regiments will do damage to eachother like they would be able to do on the start of the turn. In other games, one player might be allowed to start first and he would be able to do damage first, which would mean the other player's regiments are weakened and do not do quite as much damage as they would if they would start first. Nothing of that here.

Combat: Range Basics

If two regiments shoot eachother, they deal damage to eachother. How much? See Combat: Damage. Hmmm. Not a lot to talk about here. Let's move on.

Combat: Friendly Fire

If a regiment shoots another regiment, but a friendly regiment is located between your regiment and the enemy regiment, damage is dealt to the friendly regiment. Oh dear.
To keep things simply and to punish friendly fire, the amount of damage dealt to the friendly regiment is half of what the enemy regiment would normally recieve. On top of that, the enemy regiment recieves only half the damage of what it would it normally recieve. If two friendly regiments are in the way (!) each regiment recieves 1/3 of the damage the friendly regiment would normally deal to the enemy regiment. Remember, friendly fire isn't.

Combat: Terrain

Terrain is rather important in Forum: Total War. It influences movement and how much damage you recieve. Terrain in this game is rather basic. We have:

- plains: alters nothing to damage or movement
- hills: damage taken is reduced by 10%, every tile of hills passed counts for 1.5 tiles of plains ( important is that all decimals are rounded upwards, so 1 tile of hills = 2 tiles of plains and 2 tile of hills = 3 tiles of plains. )
- forest: damage taken is reduced by 5%, every tile of forest passed counts for 1.5 tiles of plains...
- buildings ( if there are any ): damage taken is reduced by 50% except for damage taken when shot at by cannons, this is increased by 25%!

Combat: Morale

Morale is very important. All units start out with 100% morale. When various things happen, there morale can change. It can never go above 110% and never below 0%.
This is a list of what can make it change:

Loss of half the regiment in one turn = -45% Morale
Loss 1/4 batallion in one turn = -20% Morale
Loss 1/8 batallion in one turn = -5% Morale
Shot at by artillery = - 3% Morale ( can only cause a loss of morale up to -9 %)
Loss of the general regiment = - 5 % Morale to all units, permanent
Regiment rested for a turn ( did not move or shoot ) = +5 % Morale
A routing enemy unit nearby ( is within 3 tiles ) = +5% Morale
A routing friendly unit nearby ( is within 3 tiles ) = -5% Morale
1/2 army is destroyed = - 10% morale to all units, permanent
General unit is nearby ( is within 3 tiles ) = + 10% Morale
Charged by infantry in the front = - 4 % morale            
                           in the side = - 9 % morale            
                           in the back = - 11 % morale
Charged by cavalry in the front = -9 % morale            
                           in the side =  - 11 % morale            
                           in the back = - 16 % morale
End of turn = +4 % morale
Killed, routed or dispersed enemy regiment = +10% morale

Morale has an effect on your units efficiency.

If the morale is:
110 - 100 % => Triumphant, +2 movement speed, except for cannons, +1 reaction fire per turn
99 - 80 % => Enthusiastic, +1 movement speed, except for cannons
79 - 60% => Steady
59 - 40 % => Unsteady, - 10 % damage
39 - 20 % => Waver, - 25 % Damage, will not charge if it's a rifle regiment
19 - 10 % => Rout = the regiment runs away from all nearby enemy regiments, and is uncontrolleable for 3 turns. When you regain control of it, it starts out at 20% morale again.
10 - 0 % => Disperse = the regiment is deleted from the battlefield.

Combat: Damage

- Normal melee

Cavalry kills a random amount of units each round. That number is between the amount of units left in the regiment/3 and the amount of units left in regiment/2. This number is then affected by cover, morale,...
Infantry kills a random amount of units each round. That number is between the amount of units left in the regiment/5 and the amount of units left in the regiment/4. Once again, that number is then affected by cover, morale,...

- Charges

A charge deals more damage then usual.
When cavalry charges, it does half of the amount of units in the regiment left of damage, but recieves a fourth of it's own units in the regiment as damage, on top of this can come the damage caused by it being charged, so a unit that is charged from different sides can be completely annihilated. NOTE: Both numbers are NOT affected by morale.
When infantry charge, however, it can either have a succesful charge or a failed charge. To determine this, a dice is rolled. On a 1,2 or 3 the charge is a fail, on a 4,5 or 6 is succesful.
If the charge fails, the infantry loses a third of it's own units and deals a fourth of it's own units in damage. If the charge is succesful, vice versa. NOTE: Both numbers are NOT affected by morale.

- Normal range

When a rifle regiment shoots another rifle regiment or cavalry regiment or heck even an artillery regiment, it does a third of it's own amounts of units in damage, but that number is affected by morale, cover and RANGE! The closer the enemy is, the more damage you do. If the enemy is 6 tiles away, you do only 60% of your damage. If the enemy is 5 tiles away, 70%, 4 tiles 80 %, 3 tiles 90 %, 2 tiles 100 %. You can't shoot anyone when he is one tile away, cause then you are in melee, of course!

- Artillery bombardment

Artillery does not shoot, instead, it "bombards".
Artillery kills a random amount of casualties between it's own amount of units multiplied by 2 and it's own amount of units multiplied by 4. That number is of course affected by morale, cover,...
HOWEVER, artillery also has an aoe. For every tile adjacent to the tile the artillery regiment shot, a dice is rolled. If the dice is 1,2 or 3 the tile is not hit, if the dice is 4, 5 or 6 the tile is hit and a random amount of units between the number of artillery units divided by 4 and the amount of artillery units divided by 2 is killed. This number is once again affected by cover and morale.

- Vectors of range!

Artillery and infantry can shoot everything in a specific vector.

If we assume the example regiments are facing right, then, the following infantry regiment can shoot all tiles that have an "O" in them.
         
           O O O
  O O O O O O
I O O O O O O
  O O O O O O
           O O O

And a artillery regiment could shoot:

            O O O O ...
         O O O O O ...
      O O O O O O ...
A O O O O O O O ...
      O O O O O O ...
         O O O O O ...
            O O O O ...

- A last word on artillery

Artillery can not engage in melee. If they are engaged in melee, they will automatically be destroyed, unless there is a friendly regiment adjacent to the artillery regiment to protect them. They will recieve the amount of damage that was targeted at the artillery regiment.

WOW! You made it! 

Good! If you made it and you want to join, fill this in to apply.

Colour of your army:

That's all.

You'll be able to fight another player ( arrange this yourself or just ask me to automatically pit you against eachother ). Due to the nature of the game, I'll be able to let several games play at once, depending on how popular this is. This might not work at all, but hey, it's worth the try. If I notice some things are unbalanced, I will tweak them, but tweaked rules only apply in following games, unless they are REALLY game breaking.

You'll be able to choose different types of terrains and armies and all that. For that, see the following post.

6
http://www.bay12games.com/forum/index.php?topic=39353.0

This thread was producing a truelly grand text adventure. However, the diabolical creature called Org halted our fun! This can not happen! Therefore, I present, ...
The Text Adventure Org is not allowed to join.

DISCLAIMER: No offense is meant to any penguin, person, or hybrid of both.

> You stand in front of a big door with the letters "POST CLOSED." on them. You are wearing a pair of wool trousers and a sweater that is FAR To large. You have a piece of flint in your pocket. Around you, there are damp, stone walls.

>Gender? Name? Sepulchritude?

>You have a feel between your legs. Oh hey, your a dude.
>You think... and think... you remember your name! It's Bob McSteelness!
>Bob McSteelness cancels think: Does not understand command.

>Bash in door with skull.

>You bash the door in with your skull. You have a headache now. The door still stands.
>A voice speaks from behind the door. 'Go away! The post is closed!"

>I said bash in door with skull and i meant it.

>You keep bashing the door in with your skull. Just when you feel like your going to fall unconscious, the door opens. A dwarf is standing on the other side.
"What ya want?"

>"Some asprin."

>The dwarf smiles.
"But of course. Come in."
The dwarf leads you through a corridor. Sounds of feasting and celebration can be heard on the other sides of many, many doors that flank you as you walk through the corridor. The dwarf stops at a certain door. You cannot hear anything from the other side.
"There's asprin in that room."
You notice there is a lever next to the door.

>Quickly shove the dwarf into the room and pull the lever. WHILE WHISTLING.

>You shove the little bearded man into the room and pull the lever. You hear a faint scream and then a whoosh. A warm glow emits from the other side of the door. You do this all while whistling.
A door opens next to you. A dwarf stares at you askingly from the porch of said door. You keep whistling.
The dwarf joins in with the whistling and you find yourself whistling "gold gold gold". After a satisfying session of whistling, the dwarf closes the door, leaving you alone in the corridor.
+1 whistle skill.

> Whistle "Can't Buy me Love."

During the second chorus, kick door open.

> You kick the door open.
"I'll give you all I got to give if you say you love me too
I may not have a lot to give but what I got I'll give to you
I don't care too much for money, money can't buy me love."
In front of you are a couple of dwarves busy training on a pump ( which is currently pumping nothing more then air ). They stare at you as you whistle "Can't Buy me Love.".
One of them claps but stops when he sees the others don't clap with him. One of the more muscled dwarves asks you what the hell you are doing and how you got here.
He also notes your song needs more cowbell.

>Requisition more cowbell.

>The dwarf beckons one of the other dwarves to go get a cowbell.
"He'll just be a minute. Stranger, what is your name, and how did you get here?"

That's where we were.


7
The Roleplaying Let's Play Version of Battleships Forever!

EDIT: NOBODY CAN JOIN ANYMORE. NOPE.

There we have it. The space version of the pirate game I abandoned due to the sheer horrors of grids. This RPLP ( Roleplaying Let's Play, woohoo ) has no grids, so everything should be just fine!
First of all, what game are we playing? Battleships Forever, of course. This cool freeware space real time tactics game is excellent for what I'm planning.

How are we playing?

This wouldn't be a let's play/roleplaying game without you guys playing along. We will be playing Battleships Forever in this universe I made up. We start off with one ship and a small squadron of "fighters". Those fighters would be piloted by you. You can customise these a bit, we'll get to that later. We move around our universe with our ship, encountering baddies, goodies, and random events on our way, hopefully creating some interesting storyline. We decide on what to do, and in the case of a battle, I shall use the handy sandbox mode of Battleships Forever to see what happens. On the way, I'll be doing a little bit of roleplaying and background fluff.

Let's get going!

So, you've decided to be a space pirate. Well, unfortunately, we all have to start low. You left home for whatever reason, and decided to be a pirate. Not being rich enough to afford your own ship, you had no other choice then to find someone who was.
Cap'n Asheron is. He's a rather shady bloke you encountered somewhere in an even more shady pub, and he offered you to join his ship, the 12th Bay, and to venture out with him together! Seeing this as the opportunity, you accepted.



The 12th Bay, armed with some deflectors, guns and deployment facilities to launch a squadron of fighters, is a decent ship, but it is certainly not a top tier one. It will take skill, luck and a bit of gold to become a true and feared space pirate!

I'm in!

Good to have you in the team. First of all you'll be wanting to customise your fighter.



Every fighter has the same chassis, the T-001 fighter. However, some spare parts and paint are lying around and there is no reason you couldn't tweak your fighter with them.

The backside has two empty spaces. Each of these spaces can either be outfitted with a deflector ( allows you to protect a part of your ship from a small amount of damage every now and then ) or a thruster, which increases speed and turning rate.
The front also has two empty spaces. These can be outfitted with either a missile launcher, which shoots high velocity rockets from a good range that cause a nice amount of damage, but these can be shot down by interceptor turrets, a blaster, which fires hot plasma bolts at the enemy ( average damage, good speed, good range but less than missile launcher, the best average turret ), or with a DOMINATOR 1-T turret, which does incredible damage with a good speed but is has a very small range.

You can change the fighter to any colour you want. I'm expecting atleast one pink one.



This is the universe we're pirating in. It's full of references to bay12 and other things, a cookie in you find them all.

Sign here please

So, to join, fill this in.

Name of pilot:
Gender:
Age ( approx ):
Any background information of the pilot ( not necessary ):
Anything special:
Fighter modules:
Fighter colour:

8
Alright, here ye have another forum game, landlubbers!!!
This one features;
- Ships you make yourself!
- Wenches and treasures, arr!
- Water!
- Did I mention wenches, lassy?
- A lot of things I make up on the spot!
- And maps! Like, you can do things in a living world! Yarr!

So, the first thing ya will be wanting to do is to make a ship, ay? You just take this grid:



And draw yeeself a ship. Use brown for ye outline, grey for ye ammo storage ( 10 shots for each tile ), yellow for ye food and crew storage ( 10 rations for each tile ), red for ye cannons and black for ye masts! ( you need atleast 1 main which is 3x3, and additional ones which are 3x1 or 1x3, the amount of masts you need equals uhm... pretty much you can choose, just look at the size of your boat, compare it to mine. Don't sweat about it, it's all pretty much in it's beginning phase. )

My boat, lassies, is:



Don't worry about shapes and all that. Hell, make a bloody star ship if you want to.
I'll flesh out things if there is interest for this. Uh, I mean, arrrr mateys, get to it!

9

>> You are unsure how you got here. The last thing you remember was a flash of light and a brown creature before everything went black. You seem to be suffering from a severe case of no-character-background-needed amnesia. The only thing you know about yourself is that you are completely red, that you have no face and only 4 locks of hair. You are naked. What do you do?
>...

Spoiler (click to show/hide)

10
Creative Projects / Asheron's stories thread - the sequel is here! -
« on: June 01, 2009, 10:01:26 am »
It has been some time since I've wrote, but I suddenly felt a need to write. I'm pretty sure there are some mistakes in the following story ( which is also quite short ), and it could probably be better, but ah well. Enough of me making excuses for if you wouldn't like my story, here is it!

A battle of Red and Blue

Blue glared across the blank slate that was the battlefield. Blue had prepared it's forces, once again, for yet another battle.
The troops stood ready and in formation. An entire repertoire had been arranged for this battle. X's and Y's, ='s and =/='s, -'s and +'s. From every corner of Blue's mind had they marched to this battlefield to fight once again with Blue's archenemy, Red.
Last time, they had suffered a terrible defeat at the hand of Red. This time, however, they would win.
They had occupied the most important bottlenecks and the highest points on the nearly uniformly white battlefield. Difficult choices had been made and questions had been answered. It was now time for the showdown.
Red appeared at the horizon. Lines, circles and squares had gathered around him. The very sight of them was one that would make men flee, but his forces knew better. They stood a chance.
For a few moments, the battlefield was silent. Nervously, the troops stared at eachother, wondering who would kill who and who would survive.
The silence was broken by a thundering blast as Red stomped on the battlefield. Red's troops charged and swarmed and swirled around Blue's carefully placed positions. The soldiers of Red spilled inkt as if it were blood when they clashed with Blue's soldiers.
The swarms of Red were unendless. Some of Blue's formations cracked under the constant pressure of Red's thundering waves, other seemed almost immune. The battlefield was soon coloured with blood both red and blue. Almost everywhere, the colours had mixed in to a purplish shade, but on a few rare places, the colour of Blue has still survived and was yet untouched by Red.
The battle lasted no longer then a few minutes, and it ended suddenly. The battlefield, once a perfect field of peacefulness, was now a ravaged place. A twisting and turning pattern of red and blue buried the once white earth, symbols and letters, the corpses of heroic soldiers, were spread all around.
The teacher carefully examined the remnants of the battlefield, searching for mistakes he had passed over during the battle.
With a sigh, he once again wielded his red weapon, and he spilled yet more blood as he wrote on the very bottom of the sheet of paper;
"Come see me after class!"

11
Life Advice / I request aid from all you true dwarves out there!
« on: May 31, 2009, 09:57:01 am »
Recently, I found a hidden stash of stones somewhere in a box. They are all very small, gemish-like, and I wonder if any of them are worth anything. I do not know if anyone out there knows anything about stones, but since this is bay12 there should be a few of you out there. Let's get stone-spotting!

An overview of all of them.
Spoiler (click to show/hide)

Some closer shots.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

If you need better pictures I can take some more and post them. Also, if you happen to be a very rich man who will pay hefty sums for any of these stones, feel free to contact me. :D

12
Other Games / Steel Panthers: World at War! ( I need help )
« on: April 12, 2009, 04:04:49 pm »
Seeing how there is no thread for SPWAW yet... here it is.

Official site ( download here )
http://www.steelpanthersonline.com/main.asp

Steel Panthers: World at War! is a free TBS WWII game. Don't expect any nice graphics, but hey, it's free. And it can be quite fun, but it surely isn't for everyone ( hey, that rhymes ).
Anyway, I need help. I have been trying to take screenshots from the game, but everytime I try ( both with print screen and some program called screenshot utility ), I get this;



 ???

Also, I would be willing to do a battle against a fellow bay12ian, though I must warn you, I'm not that good.

13
Empire: Total War is a turn-based strategy and real-time tactics computer game developed by the Creative Assembly and published by Sega. The game is set in the early modern period, spanning from 1700 to 1799.
As with previous Total War games, Empire: Total War consists of two broad areas of gameplay: a turn-based campaign map that allows the user to move armies across the globe, conduct diplomacy, trade and other tasks needed to run their faction, and a real-time battle mode that enables players to direct the course of any battles that take place.
Empire: Total War features approximately fifty 18th century factions; however, only eleven of the most powerful and influential factions of the era are playable at the beginning. In western Europe, the main factions are Great Britain, France, the United Provinces, Sweden and Spain, while eastern Europe is represented by Prussia, Austria, Russia and Poland–Lithuania. In the Middle East, the Ottoman Empire is depicted as a dominating faction for Islam, while the Maratha Confederacy and Mughal Empire are the major powers on the Indian subcontinent.
The main campaign of Empire: Total War involves a player choosing a faction and moving to forge an empire across the 18th century world. Each faction controls various historical provinces, each with a central town and a port if they are coastal settlements. The player can produce armies and navies to take and defend provinces by military means, or adopt diplomacy and politics to make advances in the game. In addition, players can use economics and religion to their advantage, as well as clandestine means such as espionage and assassination.The campaign mode is turn-based, allowing the player to attend to all needs of their faction before ending their turn and allowing the artificial intelligence to make all other factions' moves. Each turn represents six months.

tl;dr: A very complex game of Risk.

I think most of you know Empire: Total War well enough, perhaps even have it, so a quickly copy-pasted explanation of wikipedia will do.
I'm planning to do a let's play of this game, which means that I will play the game and report about it in a ( hopefully ) funny and interesting way. However, you, the community, will also be able to do something! Advice and even decisions will be up to you!

First of all, I do not know yet which faction to use. I have played with every single one of them before but the Ottoman Empire, Sweden and France. I guess the Ottoman Empire would be a good challenge to play.

The difficulty will be on HARD.

Also, I need ministers. A minister of navy, justice, finance, diplomacy and military affairs. Depending with which faction we are playing, you'll have a lot or nothing to do. ( Austria has no ports and thus no navy at the start for example. ) If we are a republic, you'll be a happy minister, but you'll get changed by someone else every once and a while. If we are an absolute monarchy, be prepared to suck up to the king a lot. :D
Also, in-game characters die after so many turns, so everyone will have the chance to be a minister at one point.

I fear for the bugyness of the game a bit though. Sometimes the game will crash when ending the turn for no reason, so I'll have to save a lot.

Ministers

Minister of diplomacy: Servant Corps
Talk, bribe, scheme, plot!
Minister of finances: Boksi
Raise those taxes!
Minister of war and religion: Frelock
Keep the borders secure!
Minister of naval affairs: woose1
Keep the seas ours!
Minister of subterfuge and assassinations: Emperor_Jonathan
We have ways to make you talk!
Minister of justice and research: Aqizzar
Keep the peasantry shackled!

A quick rundown;

Great Britain; is easy to defend in Europe and has colonies in America.
France; has colonies in America, but will have to focus a lot in Europe too. Rather all-roundish.
Spain; has a lot of colonies and a lot of land in Europe, but it's all rather spread out.
The United Provinces; starts with a single province in Europe, America and India. They are quite rich, but they take some time to start rolling with. Very diplomatic and trade focused.
Sweden; Rather powerful from the beginning, but is bound to get in to war quickly with Denmark, Russia and/or Poland-Lithuania. Diplomatic and war focused.
Russia; Big, but surrounded by enemies and needs to develop a lot of land first if it wants to maintain a large army. War focused.
Poland-Lithuania; protected by Russia, but there will be a lot of tension and probably war at some point against Prussia and Austria. Rather hard to survive with. War and diplomatic focused.
Austria; Starts off strong and has many easy pickings around it. No ports at start though. WAR WAR WAR focused. Oh, and diplomatic too.
Ottoman Empire; Big, but hard to maintain. Are technologically somewhat backwards versus their European rivals. Trade and war focused. |||
Prussia; Starts off with two provinces that are unconnected. Has a strong army at start though. Is bound to fight Poland-Lithuania. Very war focused. Has trouble getting allies, next to the small German states.
Maratha Confederacy; Starts off with a few provinces in India, but in a very hostile area. The Mughal Empire to their north is at war with them from the start, and Mysore and Portugal ( both have 1 province in the area ) will attack the Confederacy in the beginning. They tend to have some financial troubles in the beginning.
War focused!



14
Forum Games and Roleplaying / The RPFG: We do not ask how many, but where.
« on: November 16, 2008, 01:26:58 pm »
Welcome to the Roleplaying forum game!

What?

A RPFG is a forum game in which you take control of a self-made character and guide them through a totally unpre-determined story in whatever desolate wasteland your benevolent and all-mighty game master drops you in ( me ). The emphasis is on the story, not on the combat or on any stats. Expect to see a LOT of improvisation.

WHY?

Because I can.

Fair enough, how do I join?

You might want to have a glance at the setting first though.
First of all, fill in this:

First name:
Second name:
( add a third, fourth etc if your character has one and you think it is important )
Gender:
Race:
( Aha, important. The flexibility of races depends from setting to setting. In this particular game, I only want standard races ( humans, dwarves,elves,trolls... you get the drill ). Even more preferable, just humans. The persons who think this will make it boring are the persons who are unable to make characters who are original because they are different, not because of their race. /rant )
Size:
Weight:
( Approximately, of course. Just for practical and visualisational purposes.)
Age:
Specific interests:
Anything special in their appearance ( scars etc... ):
Background information:
( This is important. The more you write here, the more fleshed out your character can be. )

Vices and virtues

Each character has talents and faults. Here, you can choose which ones your character has. However, you can not have so many positive things as you like. You need to even this out with "bad" things.
You start off with 5 points that you can spend. If you wish to spend more, take some negatives ones to increase the amounts of points you have.

The positive side of life.

- Of noble blood ( - 20 ) : Being of noble blood can be considered a huge plus if you live in the right time and place.
- Fame ( - 10 ) : You are somewhat known in the world, and this can be a good thing in some situations. It can, of course, also be a bad sign.
- (Wo)man of the world ( - 8 ) : Your character knows what she/he should know to live in the world. These are little things, but little things can be important.
- Well educated ( - 5 ) : Having a good education has many benefits, among the ability to read and write and having a general knowledge of the world.
- Gifted ( - 5 ) : Some persons just understand and learn better then others.
- Charismatic ( - 5 ) : Charisma has and will always be important in the world.
- Well spoken ( - 5 ) : Words are a powerful tool, especially when handled carefully. 
- Sophisticated ( - 5 ) : Though it can be a vice for one and a virtue for the other, it can generally be said that it makes you popular in more "desirable" environments, and not everyone can be sophisticated.   
- Wealthy ( - 5 ) : By whatever cause, your character is wealthy. And, despite what some would say, every sword can be turned aside by the bright shine of gold.
- Strong ( - 5 ) : Being strong is always handy.
- Stoic ( - 5 ) : Can fight pain better then others.
- Good looking ( - 5 ) : Many desire, few are.
- Been in the war ( - 5 ) : War has always been important in life, and having experienced one can be important and useful.
- Healthy ( - 5 ) : One only realises the importance of a good health when she/he lacks it.
- Pleasant aura ( - 5 ) : Giving a pleasant feeling to the people around you goes a long way in making you popular.
- Heart-conquerer ( - 5 ) : Your character is quite adept in the ways of love.
- Honourable ( - 5 ) : This person just manages to be honourable from his own.
- Survivor ( - 5 ) : Can take care of his own.
- Relaxed ( - 5 ) : Never underestimate the relaxed person.
- Good with animals ( - 5 ) : Some animals can be man's best friend, and having friends is important.
- Untroubled ( - 5 ) : Has no real urgent problems in life.
- Agile ( - 5 ) : Nice moves!
- Efficient ( - 5 ) : Is no stranger to planning and scheduling, and manages to take advantage out of it.
- Fast ( - 5 ) : Woosh!
- Master of arguments ( - 5 ) : Knows how to win a conflict with pure reason.
- Diplomatic ( - 5 ) : A diplomat has the power to start and end wars others fight.
- Cunning ( - 5 ) : "A fox, to detect the traps..."
- Courageous ( - 5 ): "...and a lion, to frighten the wolves."

The negative side of life.

- Scumbag ( + 20 ) : People look down on you with vile disgust. Whatever you have done and continue to do, it doesn't make you popular with anyone at all.
- Infamy ( + 10 ) : Being infamous can be both positive and negative, but it tends to be the last one most of the time.
- Naive ( + 8 ) : Has no idea how things are and work in the world.
- Unstable ( + 5 ) : Your character has problems keeping himself together.
- Dumb ( + 5 ) : Your intelligence is unadmirable. 
- Slow ( + 5 ) : Slow in both thinking and acting.
- Lady man/manly woman ( + 5 ) : Your character is known to have certain traits of the opposite gender. Though some do not find this negative, there are always persons who do.
- Antisocial ( + 5 ) : Unpopular, unloved?
- Reckless ( + 5 ) : Likes to act before she/he thinks.
- Sickly ( + 5 ) : Simply disease-ridden or cursed by nature?
- Ugly ( + 5 ) : Repulsive for the common taste.
- Paranoid ( + 5 ) : Unpopular for his/her belief that anyone can be your future killer.
- Self-centered ( + 5 ) : Being self-centred doesn't make you popular at all.
- Easy to trick ( + 5  ) : Your character is easy to trick.
- Narrowminded ( + 5 ) : Thinking out of the box is out of the question.

Others

Fill in;

One profession;
Two passtimes;
One religious belief;

The Setting

The year is 1071. The Classical Age has passed. Many legends and myths originate from it, and many wise men has lived. However, the empires of old has fallen, and barbarians now rule the lands. Darkness seems to gather over Europe.
The Western Roman Empire has fallen, and the Eastern one is in decay. Only two weeks ago did Romanos the fourth, emperor of the Byzantine Empire, lose at the battle of Manzikert, and with it, disaster will unfold. Turkish soldiers march through Asia Minor as we speak, and corruption runs rampant.
Even Constantinople, pearl of the world, is decaying. It is here that destiny will unfold. Perhaps, it is time for a new grand leader to arise. Alexander the Great gained an empire in his short life, so why should others not too? Why should they not be of Greek blood once again?
Why should they not conquer the world. Once again.

The Game

You all start somewhere in or around Constantinople. Search for a map or something on the internet, or invent a place yourself. It doesn't matter. Jiust give me a basic situation in which you make a choice. From there on, I'll write the story, and you make the choices. You make choices anywhere between updates. If you don't make any choices, I'll do it for you. Easy.

General tips.

It's the early Medieval age. Look up stuff about it. Remember what existed, what was invented etc and what was not. If your not sure, look it up.

15
Other Games / This is great phun! - Contest/Discussion
« on: October 29, 2008, 04:34:37 pm »
http://www.phunland.com/wiki/Home
Phun is a 2d physics sandbox developped by algoryx. Uhu.
Also, it's free ( half of the readers start getting interested )
...

Phun is great to play around with when your bored. You can do ANYTHING with it, and therefore, I have decided to unleash it upon Bay12.

Because you can do anything with it, I would also want to see what you guys do with it. Post your abominations here, and win! Something...

On the moment, I am making a clock with it. I already have a seconds counter which is pretty close to how it should be ( it takes 64 seconds over a lapse of 60 seconds ). It's amazingly simple when you have a motor, really.
My next challenge is making a rocket.

EDIT: Vista refused to open paint while taking a screenshot of the clock, and now I end up losing my clock. Hurrah!

EDIT:EDIT: New idea, let's make a fully functioning bay12 village!

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