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Messages - evilcherry

Pages: 1 ... 142 143 [144] 145 146 ... 182
2146
Other Games / Re: Anyone up for a DF wurm village?
« on: March 11, 2012, 10:07:40 am »
Like I said, unless this is a non-pvp server a coastal-bay village will be destroyed unless it is well defend quickly
Then we just have to move fast.

You will need dirt walls, tall ones. Houses of atleast 50ql (only 50 because herpaderp not much more newbs can do) along the top of the dirt walls. Stone walls of atleast 50ql, low is fine, but those are inner walls. A mass amount of gates inside of the village, a tower imped to a QL high enough to spawn max guards, a hidden tunnel to act as the villages only entrance and then usually people go as far as another layer of dirt walls around the token with houses just as the first, or a raised platform, or a ring of dirt walls immediately after the first set...

O, and these dirt walls must be flatraised, and I doubt anyone here has the high digging skill required, or the appropriate masonry, so you'll need to hire people with those skills. ++ youll need someone with high carpentry to plan the houses

Not putting you down, just saiyan as your friendly neighborhood defense advisor.
I think Epic is faction-based.

From what I see, unless they have different vessels to changeover, few would want to raid such a place. They would just raid the noobspawn town.

2147
Other Games / Re: Europa Universalis III
« on: March 11, 2012, 01:23:04 am »
Let me guess, D&T?
Looks like the papal states.

2148
Other Games / Re: War of the Roses
« on: March 11, 2012, 01:20:55 am »
looks like, erh, another large warband mod. At least not like WFAS when it is propped up by East European Bickering...

2149
Other Games / Re: Anyone up for a DF wurm village?
« on: March 11, 2012, 01:19:27 am »
Tomorrow is Sunday, so it's probably best to start the migration while we have the most free time. The Q14 site surveyed earlier in the thread looks best to me, though unfortunately it's on the other side of the server so it will take a long time to sail to (Think of it as an epic adventure!).

The plan is to have (at least) two waves. The first, the colonization group, will leave tomorrow when we have a good number of people on; apparently this is usually European evening/American morning. This group should include 6 players, to make best use of the two rowboats, and they will have a few goals

1) Determine that the site is suitable for a settlement, and suitably dwarfy
2) Establish a base camp (not necessarily where the permanent settlement will be). It should be close to the shore, but ideally somewhere just out of sight. No point in leaving a flag around to attract attention.
3) Find local resources; clay is important, particularly as we'll want to build a guard tower as soon as possible. An iron mine would also be good.

Once a base is established, we can send waves of immigrants as available. This also means we wont need to have everyone on at once, likely a blessing due to time zone differences.

For now the goal is to prepare supplies for the colonization wave. The goal is:

A wide variety of tools Everyone should bring their own tool.
Weapons and chainmail armor for at least some members Definitely. We have wildlife there, and there is no guard tower as of yet. They also need to be online for a loooooong time.
160 planks and 8 large nails to build an initial 2x2 building Should be a piece of cake
Enough food to keep everyone fed We got a ton of them in the barrel.
Some chests/barrels for storage BSB, FSB and Trash should be enough. That is tons of planks and large nails plus ribbons. Plus We have a forge over there.
Spare iron for creating anything else needed on location. Yes, DEFINITELY. We still have to prospect for them.

Comments inline.

2150
Other Games / Re: Anyone up for a DF wurm village?
« on: March 11, 2012, 12:21:01 am »
Two unfinished rowboats near the shore infront of the forest. Hopefully we can get them finished soon.
Folks, don't know why you just leave everything over the place. Use carts or chests wisely for anything that have a legitimate use.

2151
Other Games / Re: Anyone up for a DF wurm village?
« on: March 10, 2012, 10:28:51 am »
as I speak, we 3 are making an expedition around the island. Screenies abound.

2152
Other Games / Re: Anyone up for a DF wurm village?
« on: March 10, 2012, 05:16:57 am »
Status update: Boat already finished by water, thanks for all the hard work.
Meanwhile, as the volcano island is so lush, some think it is not dwarfy enough. In addition, some mentioned that on the west side = open to Enemy raids. We have to make a decision fast.

2153
Other Games / Re: Anyone up for a DF wurm village?
« on: March 08, 2012, 08:44:20 am »
The main problem is, Where. Directions essential, too.

2154
Other Games / Re: Anyone up for a DF wurm village?
« on: March 08, 2012, 07:55:53 am »
Wanting to join this project.

2155
Forum Games and Roleplaying / Re: Terraforming: Suggestion Game
« on: March 01, 2012, 11:31:43 am »
The worst kind of religion would be some political religion - when people used religious rhetoric and reasoning to make decisions.
Beware of any reincarnation of Manifest Destiny, though. This is the last thing a nascent colony would want.

2156
Forum Games and Roleplaying / Re: Terraforming: Suggestion Game
« on: March 01, 2012, 11:04:39 am »
The worst thing would be Jingoism against the Avians. But then Coloured People were not as human some 200 years ago...

2157
When it was a CCG

Basically I'm branching this out DF into a Euro. I love Euros, and this is just my attempt in riding the wave of Dicey-euros, Caylus-likes and Rosenberg-likes. It is not a short game - but the use of dice should restrict options somewhat, so it won't be as drawn-out or be so prone to AP.

St...Roll the Dice!

In this dice-based Euro (because everyone loves dice, right?), one play the role of dwarven pioneers building a brand new fortress. It was, for now, just a small hole in earth, but given time it will grow into a megalopolis.

For the time being, though, survival is first priority. Dwarves need food for nutrients, and they also love booze to lighten up their minds. Workshops must be built before any meaningful industry can be carried out; Stone, ores and gems will have to be dug out from earth, before being transformed by master craftdwarfship into trade goods. Soon the fortress will attract more dwarves, including professional craftsmen, soldiers, scholars, nobles, and all kinds of folk. Traders both coming from your mountainhome and other cultures, like humans or elves, will come to trade, hoping to get some of your wealth. Unfortunately, not every race preferred a civilized way; some underground creatures treat dwarves as invaders, some are naturally hostile, and goblins and trolls will try to outright conquer and loot you. You thus also need to raise an militia, then army, to repel these attacks.

The fortress, given time, will reach deeper than any dwarf have previously been to. In addition to Magma, there are rumors of an extremely rare material which can be only found at such depths. Finding this material will always be great news, and the king even wanted to move here. He also wanted a new Chancellor - a fitting job for the dwarf who has best managed the new Mountainhome.

Game Materials:

Several Starting Buildings (Outside, Farm, Still)
? Square tiles, in 3 piles (Age I, Age II, Age III for the time being), representing the land, providing resources
? Square tiles, each with a cost (dice+resources), depicting buildings (workshops)
? Cards, divided into 3 piles of age, depicting traders and encounters. Traders only come from surface, Goblins might come underground.
? Cards, depicting incoming professionals
? counters in X (# of players) colours
? black counters (representing spent resources)
1 Common Board (like in TTA: to remove need of a large crate of resource tiles like Le Havre), for points, resources, ownership of equipment and so

Laying out:

Setting aside ? tiles per age (according to # of players), shuffle the rest into 3 stacks by age
give player starting resources
Determine starting player

Gameplay (very simplified):

4 distinct phase per game year (a la kingsburg)

For first 3 phases, all players roll (a set # of) dice. Then in player order, each use 1 dice to either:
- work a tile: extract resources
- explore: draw 1 tile and can use dice immediately to work it; i.e. a calculated gamble <- thinking of adding 1vp per exploration
- build a building (use a dice or not, expend resources, add some points)
- use a building (use a specified dice, expend resources, take resources or VP)<- not sure about ownership of buildings: need a way to prevent it being too Caylus or Rosenberg
- Explore (Special action of Outside or Underground Cavern card)
- Trade (Main way of acquiring VPs, as well as advanced artisians)
- Fight Invasions (to gain VPs)
Repeat for 3 phases.
At the end of each phase, a card is drawn and put to the specified space replacing the previous card (except if there is already an invasion)

4th phase is Invasion Phase. Card by Card, players try to combat them. Failing so will lead to resources or VP lost. Dwarves have to be fed by expending food and booze.

Start player shift to next, game goes on.

Endgame
In Deck 3 there are several "adamantine" cards. When a set # of adamantine cards is drawn (similar to Diamant/Incan Gold), Adamantine is found. Players now play the current year to Autumn, before The king comes to evaluate the progress. Game winner is determined by points (some artisans are points themselves), followed by various tiebreakers.

This game has undergone zero playtesting. Feel free to give any ideas.

(potential suggestions: Ownership of buildings, getting away with the dice if drawbacks outmerit, mechanics of gaining extra dice)

2158
Only some impeding doom will bring these towns together. I do not suggest dabbling with the present affairs.

Better hunt bandits to build up your own SoI.

2159
it is what through the ages is. you only have a few things to check each turn(pop/happiness, resource/corruption, science, points, and command allowances). mechanically its only step by step but the game is very heavy as a result.

I can see booze and overcrowdedness as racial mechanics, but not base.


p.s. though if this is an Euro, it will look very Rosenberg-ish. Good place to start, really.

2160
I'm sticking with Vanigo for the time being. CCGs are meant to be played within a short timeframe, so unless you have a very good reason, you should not introduce extra complexity, fiddliness and randomness (that you can never manage) into it.

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