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Messages - thatroleplayerGal

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16
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 05, 2018, 11:04:29 pm »
Three members of the Horde forage at H9, and two forage at I8.

17
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 05, 2018, 10:16:53 pm »
There is nothing stopping you from doing more than 5 different kinds of actions in a turn. There's just random penalties for doing so.

Your logistics can be increased by various science projects.
Yes, but I mean in regards to population. Can I use all five actions allowed by my logistics even if I don't have the population to support it?

18
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 05, 2018, 08:36:12 pm »
So with logistics, can I make my civilization forage with more members than my population allows? I.E five actions of 2x civilians foraging on tiles, rather than five actions of only one civilian.

19
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 03, 2018, 06:48:56 pm »
Spoiler (click to show/hide)

Hopefully I can start praying to Hasoc again soon. Eventually. Maybe.

20
How is being specific a bad thing? In fact, because of its specifications, it means is they will fight a few weak mooks, and considering they are together, which I should add is a major bonus to their combat effectiveness, they should be able to deal with said mooks without getting too injured.

Besides, the reputation we will get can be used to get more and better villains in the future, part of the plan is to make Darkhand and Harvestman infamous enough that we can get more people on our side. As more villains means more actions, and more actions means more resources.

And on top of all of that, if Operation Beatrix doesn't get Darkhand and Harvestman mooks to fight, what makes you think Operation Dark Klaw will? Its basically Dark Klaw + Harvestman getting some revenge and both of them helping each other get revenge.
Operation Dark Klaw doesn't have Harvestman in it, which is why I suggested Dark Hand gathers favors while Harvestman is deployed in an unrelated deployment and takes down some generic mooks to level up.

21
Guys, Operation Beatrix is too specific. I think we need to focus on Harvestman leveling up right now, while Dark Hand handles acquiring favors, not send them both on a favor-reputation mission. Without generic mooks to fight, they aren't going to level up.

22
I'd quite like Gangs.

23
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 03, 2018, 01:07:12 am »
Cool lore.

((Does Rasp have a place in Sylva mythology?  :P)
(((As of yet, no. They don't even possess knowledge of Rasp's existence at the moment, so their current religion only worships three deities. Though that could change if, oh I don't know... a certain few annoying catnip fields turned to deserts...?)))

24
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 02, 2018, 10:14:33 pm »
Meanwhile, a spectacular lore tidbit!

Spoiler (click to show/hide)

25
Waaah, itsa me, wariooo

26
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 02, 2018, 05:20:49 pm »
((Now that I'm on flatter terrain, there isn't too much need for mining just now, but we could use more food production. Also, where are all the cold tiles at?))

Orassan Empire

Have 2 people farm K10, 1 person farm k11, 1 person pray to Felius, and 1 person research structure construction.

Also, we have agriculture, can't we start making farms ourselves?
According to the Civilizations list, you only have the theoretical concept of Agriculture. You've only got one research point invested in it.

27
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 02, 2018, 05:19:23 pm »
The Sylva Horde prepare for the coming storm the only way they know how. With faith in their creator, Hasoc, and a feeling of belonging bestowed upon them by Arkas, the thin, gangly creatures of the horde clamber together and cut their own flesh, marking them with strange runes.

Then, they begin an incantation.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

28
I hereby resubmit Dark Klaw for the Council's consideration.

Operation Dark Klaw

Dark Hand will meticulously hunt down each of the government scientists and officials that were responsible for the psychic program, seeking revenge against them. Under order from Brian Matter, she will kill them in ways that cannot be labeled as anything more than an odd string of freak accidents, whereupon Brian will replace the officials with his own associates, giving them more power but leaving them indebted to Matters Inc.
Mechanically, this deployment carries an emphasis on Favors.

Meanwhile, rather than anything fancy with Harvestman, I propose we send her on some very basic robbery-murders, to build some reputation and get some money. In time, once she's fairly notorious, we can use her to take over the seedy criminal underbelly.

Quote
Operation Dark Klaw (1): thatroleplayergal
Basic Deployment (Harvestman) (1): thatroleplayergal

Operation Beatrix (1): piratejoe

29
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 01, 2018, 08:01:35 pm »
The rules regarding population can be found on the first post.
Also, wouldn't a bed of sand basically just be a desert?
I mean, I suppose so, yeah. So maybe turning an ocean hot just converts it to a desert?

30
Forum Games and Roleplaying / Re: Gridhood: Bay12 edition
« on: April 01, 2018, 07:26:39 pm »
I made this as a resource for what tile temperature changes would be called, if you're interested.
Idea for hot ocean: Sandbed. Y'know, because if an ocean dries up, it would just be a bed of sand on the ocean floor. Alternate name: Ocean Floor.


Question, do our civilizations increase in population naturally, or do we have to manually do that?

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