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Messages - Squeegy

Pages: 1 ... 16 17 [18] 19 20 ... 343
256
Not without a road connection, you can't!

257
Four would be fine, I suppose, I could just remove Civ 1 & 2 and have you start from the sides.

258
Spoiler: Turn 39 (click to show/hide)
At last, horses are visible on the horizon. The army of the Golden Horde rides north, flanked by their camp followers and civilians. Over days they set up their tents in the mountain pass, and the Southerners can see great fires burning in the distance, their smoke wafting up into the sky. A scouting force enters through the pass, the main body of the Horde's army remaining in camp.

Turn 40

Player interface
Admin Interface

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere

259
Which city got razed?

260
Spoiler: Turn 38 (click to show/hide)
The rumbling of hooves grows ever louder in the Southern Hold. Great clouds of dust stir on the horizon. Their nights are haunted by the war cries of the barbarian masses. The Golden Horde is almost here.

Turn 39

Player interface
Admin Interface

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek

261
Spoiler (click to show/hide)

262
I've updated the PDF with two new combat maneuvers. You can now Disorient opponents and make Prepared Attacks.

263
Well, they can run, but they can't hide. Besides, I think there were actual instances in history of rulers ruling from ships on the waves. Plus the intro of The Witcher 2.

264
Minor balance suggestions:
Give VIP's a tag that prevents them being transported (a transport 0 ability should probably work) so that they don't simply get on boats that scatter and run forever. You should also add it to merchant caravans so that you can't simply pick them up in a speed 5 ship and have them get to their destination that much faster.
Reduce the transport capacity of galleons to 1. That way carracks will actually be useful until they are made obsolete by the next teir of ships when people have significant sized fleets.
Weaken the strength of corvettes significantly, or greatly increase the cost. Either of those should be sufficient. As it stands they cost less (they have a labor cost of 4 vs a labor cost of 5 for galleons) then galleons, while being about equal strength, faster (which is huge on the open ocean, and allows them to escape anything else), and capable of carrying more troops. They are a higher teir, so they should indeed be significantly better, but they should still cost at least a trivial amount more.
Done, done and done! I don't think I'll restrict VIPs from being ferried, though. I doubt anyone will metagame like that and there are legitimate reasons for putting them on ships.

265
Ah, you cranked food production up to the max, huh? Could be fun, I'd be interested.

266
Ok! I set up the starting tiles and I think 6 will be sufficient for this game.

edit: Here is the tentative final version of the map, and the admin interface. The civilizations will be randomly assigned among the players.

267
Unfortunately, that's basically identical to the color of Forest tiles, so I'm going to change it to #00aa00. Is that alright or would you prefer to pick a new one?

268
Turn 18
Ronald takes 4d and the Flint & Steel.

Svante jogs 8m to the door and checks it. It's locked, but the door is fairly damaged. It would probably be quick to break down if three of them teamed up on it.

Ricard runs 19m back down the hallway.

Nelly hits the door. (8) It leans away from him, splintering.

Darek runs 20m back towards the gap.


269
Turn 18, Part 2
Malcolm walks 6m southwest.

Alphonse takes an Average Short sword (47/150) and a Shoddy Helmet (4/10) off the corpse.


270
Sure. Name your faction and give a color code.

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