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Messages - GreatWyrmGold

Pages: 1 ... 163 164 [165] 166 167 ... 3706
2462
Stop being a jerk and admit that this isn't all my fault.

2463
I'm pretty sure Betweenford said it at some point.

2464
We don't have any indication that said message was from Betweenford is what we mean. It could have just been Newford saying it to Betweenford.
Betweenford said it originally.

2465
Forum Games and Roleplaying / Re: Insane Troll Logic
« on: April 06, 2014, 11:34:59 am »
I do not.

I argue about everything. I is a letter. The alphabet is argumentative.

GWG argues about everything.  Average humans dislike frequent arguements.  Therefore GWG is not human
GWG is not human. "Great Wyrm Gold" is a kind of dragon. Therefore, dragons are not human.

2466
There's a difference between "not interested" and "interested but incompetent".

The former means you don't do anything.
The latter means you do something but screw it up royally.

2467
Do we even know that there is an Oldford?  It could just have been Newford referring to Betweenford, as he would be 'Old Ford' to him.
Old Betweenford mentioned an "Old Ford" who he said bye-bye to. I'll get the whole quote...
"TRAINING'S OVER
BYE BYE OLD FORD
DOWN WITH THE KING
LONG LIVE THE LORD"

...and even if there was Oric would have had to kill him to obtain the position of King; which could make him one of the Seraphim if anything.
Only if Oldford was the king. Which I never even suggested, and which the evidence I quoted more or less disproves.

2468
There is hyper edit http://kerbalspaceport.com/hyperedit
I clicked "Download".
Quote from: Kerbal Spaceport
File does not exist. Make sure you specified correct file name.
...
I'll see if I can find it elsewhere.

2469
Alright. MechJeb is again working, yay. Let's get a proper update done.


We do some high-Kerbal-space science, enter Minmal influence, and gather more science. We get a Mysterious Goo, Material Science, and EVA Report from each, and a Crew Report from Minmal influence. Now to get home. Apoapsis is at 83 megameters and over 16 days away; let's see if we can't return faster. MechJeb says we have a bit over 560 m/s of Δv left. Less than half of our Δv gets us to Kerbin in about half that time, so we do it. Despite being over 46 megameters from Kerbin, we're on a suborbital trajectory.

(In case you care, it took a bit more than four days to get out there.)

I accidentally warp through Kerbin, goddammit, and am out of electric charge. I'm pointing more or less retrograde, so I try burning, but I start spinning. I manage to trim down the orbit some. I briefly get an encounter with...something as I try to reduce periapsis, but it goes away. While screwing around some, I somehow end up switching focus from my craft to the Sun, which...isn't helpful. Eventually, I burn all my fuel, bringing the apoapsis down to eleven megameters. I wait, warping slower so I don't fly through Kerbin again. Eventually, we get there, falling at over three kilometers per second. Naturally, we start getting very hot very fast, which is good because it means I can see the frikkin' spaceship since we naturally landed in the dead of night. We splash down near shore, possibly not to far from KSC. I can't tell because, until I figure out what part of my failed alt-tab sent map view to the Sun, I can't bring it back to figure out where we are.

Our 16-day voyage nets us 250 Science. Time to make some decisions; I'd like to do another mission, but that would involve me making tech decisions, and that's something I'd rather let the Council do.

Available Technologies:
  • Advanced Flight Control: Newer, slightly fancier versions of reaction wheels, winglets, plane cockpits, and probes. Also a few neat MechJeb tools. (90 Science)
  • Aerodynamics: Airplanes and, if you so desire, air-breathing boosters. (90 Science)
  • Electrics: Inline batteries, lights, and most importantly solar panels. (90 Science)
  • Fuel Systems: RCS, fuel lines, a little Rockomax engine, a big solid booster. (90 Science)
  • General Construction: Launch Stability Enhancers, struts, tri-couplers, and a couple new kinds of decouplers. The only unresearched tech in its tier. (45 Science)
  • Heavy Rocketry: Bigger rockets (solid and liquid) and 2.5 meter fuel tanks. (90 Science)
  • Landing: Gear bay and struts. (90 Science)
  • Space Exploration: Ladders, Mobile Processing Labs, thermometers. (90 Science)
Jeb notes that Fuel Systems, General Construction, and above all Heavy Rocketry would let us build bigger rockets than ever before. Bill points out that solar panels would mean we don't have to worry about losing control like Dudzer did, and also supports airplane development. Bob recommends Aerodynamics, Landing, and then gathering 11 Science for Space Exploration so we can make Science Planes to explore Kerbal biomes. Archibald recommends Electrics and Fuel Systems so we can go on longer voyages. Meleny wants Fuel Systems and Space Exploration, hoping that these make for better spacecraft or whatever.
Director GreatWyrmGold heavily advises Electrics, to avoid snafus like what just happened. He would also like to work on planes to get all the science he can from Kerbin, and wonders if Squad could add an option to gather all available Science from all Kerbal biomes so we don't have to do these silly landbound missions in Kerbal Space Program unless we want to.

2470
This thing that wasn't supposed to be a plot is taking ages to get done with
Precisely.

And yes, you are ignoring peaceful solutions. Sens plan wasn't too bad, yet even after "killing" one of her dudes and presenting video proof the demon is ignoring any and all cooperation.
Video proof from a highly questionable source. Proof that wouldn't have been needed if Sen hadn't claimed that Seham's servants had betrayed him for no apparent reason.
Hell, Sen could have told the truth ("one of my former allies froze them, I haven't been able to undo it") would have worked great!

Quote
so yes, I can complain. And if this is how you treat your players, then I will certainly not make the mistake of playing in your plots again. Have you *ever* GMd a game before? People being interested into doing stuff is the GMs one and only job. Everything beyond that is just improvisation. This is why I stand in contact with many players via PM, to get them interested and involved before stuff even starts. Planning plots is best done in dialogue.
I have GMed a game, many, in person and on forums. It's just that I have never had the problem of players screwing up their plans so badly that the plot got out of control; I'm used to people doing the opposite.

2471
((Fair))
Selina pales considerably before running towards the herbalist tent, her herb bag on her back as well. If necissary, she slowly explains how to treat this to the camp healer.
She gets healed.
"Careful with that magic stuff. Be glad it's only a little cut. We can't do much if you blow off a limb."

(From the movie, we can see mountains all around the area, except for the coast. Yes, there will be passes, but those passes are probably going to be guarded. I'm not saying "ooh invasion is completely implausible," I'm just saying it's going to be tough)
((On the other hand, we outnumber the Arendell...ian? Arendellan? Arenian? We outnumber their army. I've decided that there are around 3-4 thousand soldiers total in their army, plus the icemen; there are several thousand in this part of the army.
Being able to combine the might of multiple large nations makes an army a much larger one. Yeah...there's a reason they're confident.))

"'Kay, maybe we shouldn't be using magic unless we really need to. That okay with y'all?"

Are we moving out soon?
Yeah, it doesn't seem anyone else has stuff to say.



You march out. Half a dozen magicians, two dozen soldiers, and a witch-hunter. It doesn't take a week before Finna says you're close.
"Alright. First, let's take these bastards on. I've heard reports about them, but they're contradictory. We'll need to see for ourselves. You six, hide to the side and watch."
You do as you are commanded, because the other option not only increases the RL time taken but also exposes you to the wrath of both icemen and Finna. Not that the icemen were what you had expected. You had heard a wide variety of stories. They're ten feet tall, twenty, fifty, a hundred, two. They have two arms, four, none. They barely have any snow falling or they leave snowdrifts in their wake. They're snow ghosts, ice golems, weird hybrids, with spikes, clubs, steel swords, crystal armor. They fly, or burrow, or run. They can only be killed by cutting off their head, or by smashing it, or they fall apart with any strong blow. They can teleport, regenerate, summon massive blasts of snow to bury soldiers. You don't think these all can be true, and you hope most are wrong.

Well, the good news is that most are wrong.
They are humanoid, about six to seven feet tall usually. They are more snow than ice; their heads appear to be ice covered with a layer of snow and look nearly human, which makes them all that much creepier. It's hard to say if the slightly-too-large mouth, the pale color, or the very human eyes disturb you more. As for the body, it too seems to be mostly snow, with an ice core. Their limbs are thin and snowy, with large hands of ice. Some have a club, sword, or other weapon in place of one hand, or have plates of icy armor over their snowy bodies. They walk on thin legs, which seem to be moving at the wrong speed, and are surrounded with a thin coat of falling snow, which vanishes in a faint flash of blue when they move far enough away.
There must be close to a hundred of them, easily fulfilling predictions. They don't seem to be too observant, but are accompanied by maybe a dozen humans who are. They point to Finna's small force. You can barely hear their orders: "Kill those soldiers! Catch them! Hurt them!" At "hurt," they turn towards Finna's force, mostly lightly-armored soldiers with swift legs and tough, light blades. Finna orders them to attack; the icemen run towards the force. No, not run; they almost glide above the ground, their forms barely visible as the snowfall they create increases in volume. Finna orders a fighting retreat; the icemen are strong enough to cripple men with a few blows, most blows do nothing to harm them, and they are fast. Several of Finna's men fall, but a few icemen do as well to the more experienced soldiers. Blows to the upper body seem most effective.

Now, you need to decide. Will you stand by and watch Finna's force fight, or will you intervene?

2472
Yeah, I figured out the problem: I put the second MechJeb in a different place than the first. A bit embarrassing, really.

2473
Again, it wasn't supposed to be a plot. It was supposed to be y'all picking up a few clues, confronting Seham, and getting people back.

2474
((Didn't he leave with Loki?))

2475
Roll To Dodge / Re: Tribulations in Magic: Trinity of bad news
« on: April 06, 2014, 10:12:23 am »
Ditto.

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