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Messages - GreatWyrmGold

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37021
Forum Games and Roleplaying / Re: (Un)Holy Powers(OOC)
« on: January 23, 2013, 10:15:55 pm »
Hm...

Again, looking at everyone's domains:
Alrezar: Wind, Ice. Wings or icy abilities.
Azaroth: War, Fire, Destruction. Attack abilities.
Azem: Earth, Fire, Wealth. If we make golems, start it here.
Cupitas: Lust, Restraint, Pain. Use your imagination.
Draco: Law/Justice, Light, Peace. Spackle, lasers, glowy bits, and an Aura of Peacefulness (augmented by Jim to keep prisoners fine with their situation).
Inithis: Afterlife, Death, Duels. Some sort of soul-capturing ability??
Javier: Death, Disease, Trickery. Maybe zombies? Maybe give them illusion abilities?
Jim: Persuasion, Creation. Maybe a mind-affecting ability to keep them persuaded to not escape?
Usael: Defense, Contracts. Some defensive abilities? Making them follow their contracts better?

Spoiler: The Synod (click to show/hide)

37022
Forum Games and Roleplaying / Re: You are a new God OOC thread.
« on: January 23, 2013, 10:07:51 pm »
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You haven't addressed my points...and you're assuming that XP is a major game element.
Xp is a major game element, it gives +1 to that magic. And I did address your points.
That requires you to actually respond to the reasoning given, notably the fact that the "XP" given would be multiplied by five people.

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1. Oh, sure, evangelism may be assumed to be worthless.
2. If you don't spend money, what good is it?
1. The civilians may have not been compelled by the evangelism. For all we know, they may have assumed we were evil, although it's not likely. We just don't know yet, and so you cannot say that evangelism is worthwhile.
Oh, sure. The god sending priests healing around is obviously evil, and we can't assume even a single person was moved.

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2. If we don't spend mana, we can send it later. Wouldn't it be nice to have more than 0 mana in a battle for once?
True enough...but we mustn't be misers.

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Well, you actually did. Also, since we, quote, "just increased the need substantially," it is quite possible that our consumption rates outstrip the regrowth rates.
Never said anything like that. If I did, show me. And if indeed we are now consuming faster than it is being replenished, we are still getting more bushes since we are not eating the seeds, so that won't be a problem for long.
It would be easier if you didn't keep severing links to my posts...oh, wait, someone else. Sorry.
You're not familiar with how plant growth works, are you? Barring magic, it takes time. Besides, people have eaten plants into extinction before IRL--explain that.

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Au contrare. There's real-world evidence on the first, putting aside how unlikely it is that Corruptor would have let us send some people off on an unexpectedly Wild Goose type of chase. As for the second, that's mathematics.
1. real world evidence has nothing to do with this since it is fictional. 2. We just don't know. If it is effective, it could be not worthwhile. Attracting 1 person is not much for our work.
1. Oh, right, this world has people whose psychology is utterly divorced from real-world peoples'.
2. If we attract an average of three more people over the whole evangelizing lifetime of a booned person than we would have without the boon, it's a profit. And that's assuming that the additional power gained from those worshipers doesn't let us get more worshipers or other benefits (e.g, a nobleman who gets a bunch of food given to him helps us build a temple on his land or something).

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You misunderstood what I said, and we "don't need" Life Booners because we're not using them. A surplus of food always helps, to say nothing of what happens when we make new plants...]
If we don't need Life Booners, we shouldn't make them. And a surplus of food does not always help. If you have more food then you can use, then that money for the surplus could have been spent on things that are immediately useful, like expanding the afterlife. And when we make more plants to make Life Booners more useful, we can make more life booners. Also,
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2. The people that will hopefully be flocking to us, or who we build homes for to evangelize?
is where you said it.
We "don't need" Life Booners because some of us don't see how they could be useful. They could boost our economy, help the world, and earn us the favor of people around the region. How is a surplus of food not useful? We could sell/gift the food around, or save it for a rainy (more likely dry/war-torn) year. Oh, and the thing about homes was meant to mean "build homes for the people converted by evangelization," which was more clunky but evidently more clear.

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If we grow food hundreds or thousands of times as fast...that removes pretty much the only cost. With a few Life Booners focused on growing meatmelons* and wheat, we can sell food to other villagers for just about as little as we like and still turn a profit. Capitalism, ho!
*Which could sell for more. Meat is considered a luxury food in real-world medieval times, so a substitute would be roughly analogous to imitation lobster or something, which sells for more (pound-for-pound) than bread.
We do not know how much these will sell for.  And growing things with magic to sell for silver is converting mana into silver. We have better ways of doing that, so we don't need to be using less efficient methods.
1. So? If it's basically free, it's basically free money.
2. We're not turning mana into mere silver, we're turning it into goodwill from others nearby, improving the quality-of-life of many less fortunate individuals, potential converts, food surpluses, and truckloads of silver.

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Oh, sure. Let's ignore common sense and assume evangelism does nothing. [/sarcasm]
We just don't know. I refer you to my above response. Stop assuming completely unproven things and just wait a day or two, so we can guage if it is a good enough use of mana and manpower. And common sense is nothing more than guesswork.
WELL SORRY FOR ASSUMING THAT SENDING AROUND IMPORTANT MIRACLE-MEN WOULD RECRUIT PEOPLE LIKE IT WOULD IN REAL LIFE INSTEAD OF INEXPLICABLY AND UNMENTIONEDLY DOING ABSOLUTELY SQUAT.
Seriously, there's meta and in-world reasons for evangelism to do stuff. We might as well not assume that we can expand the afterlife any more.

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What makes you think Maher made vampires?
For one, he's a death god. For another, vampires aren't living, and therefore have no soul, so they could not have been a preexisting race. Third, how would such a race come to be otherwise?
1. So? He's not the only Death God, and Death isn't the only sphere that could create vampires.
2. Vampirism isn't a race, it's a curse.
3. Creation by another god. Maybe a god of Blood, or Curses? Or one of the other Gods of Death? Your assumptions could hold just as well for assuming that the Empire of Tranquility's one god made vampires. There's less proof of Maher making vampires than there is of evangelism being able to work, so you can't assume that by your own logic.

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Life boons are a lot more versatile than fire boons. Look at Eldrick; he's done everything from making bushes spring up in combat to making mushrooms into buildings with that little power of his. Fire? It burns. That's about it.
Let's represent this one mathematically. Yes, L > F. However, L+F> L, because we know fire is useful in some things.
Fire is useful in some things. But...let me use a D&D metaphor.
Evocation is useful in combat. Transfiguration can be useful in combat, and everything else. Therefore, munchkins more often play transfigurers.
Life boons can be used in combat. Eldrick's trick isn't the only possibility. Entangling vines? Poison ivy? Thorns? Some sort of new plant we make and hand out seeds for? The sky is the limit!

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...How is that relevant to saying she's the "least tested"?
I said she's the most tested, not the least, and thus is most likely to be able to control a chaos boon.
Mentioned that I misread that.
How are Chaos and Fire related?

Most game systems I play have leveling but no XP.
Example, please? Sounds awesome.

When did anyone say that being alive was a requirement for having a soul? Our followers in the afterlife are dead. They have souls.
They don't have souls, they are souls. Their dead bodies have no souls.
However, moving "dead" bodies could. Especially since Laskus's soul was a soul.
Oh, and couldn't vampires be alive?

My idea for the after tournament (and next mana income)

1) Grant Eldrick minor chaos boon, plant mutation one, added to his plant creation
2) grant him 5 apprenticies\assistances with minor plant boons (I'd propose ten, but..)
3) Grant  Azula chaos shield boon (shield that turns hostile elements into unharmful ones)
4) Grant her five minor boon apprenticies (preferably mage souls)
5) Say that you are leaving to the afterlife to improve it and order not to worry you, unless
a) Fortress is finished
b) We got attacked
c) Some god wants to see us badly
Approval.

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6) Order Eldrick and his assistant to do all that improvements I proposed many times
Which ones?

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7) Order Azula to train fire mages and multiply firejackets in process
8) Spend as much time (if that means several days, OK) and mana as we can in the afterlife improving it's defenses and, maybe, trying to expand it even more. This time by adding new things, not merely more of the same. We should try to get it to *3 standard
9) Return when castle is ready\we have a major problem
No problems. Although isn't the Afterlife big enough to hold its current souls?

Oh, and on the subject of improving the Afterlife: I was right, significantly increasing the size of the Afterlife costed more than the initial cost.

37023
Forum Games and Roleplaying / Re: You are a new God
« on: January 23, 2013, 09:50:44 pm »
Laksus vs Erasmus
Eldrik vs battlemage
Azula vs high priestess

Sounds good?
I'd rather have Tiberius get in on this than Eldrick. Other than that, no objections.

And of course not to the death.

37024
Roll To Dodge / Re: The Art of Minimalism VII: Oh, Right, Fire
« on: January 23, 2013, 09:27:26 pm »
Respawn. Ask for spelunking gear
[3] You get a helmet with a flashlight.

Dig ramp out of hole with shovel.
[5] Ramp dug! [3+1] Some bullets hit you, but you're okay.

type in "ammunition for submachine-gun"
[1] YOU'RE MAKING THIS TOO EASY. Some bullets fly out at you. Respawn?

Build a fortress out of the toasted nyancats, then. I SHALL RULE A KINGDOM! BAHAHAHAHAHA!
[6] Hey, why the the fortress moving? And where'd the live nyancats go?

Respawn, curse like no tomorrow, got to the keyboard and hope I type in "Super awesome fairy net" correctly since I'm still drunk/insane.
[3-1] You type SIPPER AWEDOM FAORY METH. ... [5] You get a glass of weird liquid, with a straw in it.

Respawn as Rambo.
Type in 'big laser gun'.
Eviscerate Persus.

[2] TOO BIG. [3v6] Persus does not want to be eviscerated.

Type in "rifle and bullets for the rifle"
[2] RIFLE'S TOO BIG. USE YOUR HANDS AND FEAST ON THEIR FLESH!

Argue I can't be killed when already dead.
Resume digging ramp with hands. Find shovel and get back to regular work.
[3] You're a zombie. Zombies are too dumb to dig. [1] A typewriter hits you in the head, destroying your brain. Respawn?

Place fairy at computer. Tell her to type like none have typed before.
[6] She types by throwing the typewriter into the pit. [4] You hear a groan of redeath.

Comfort Tara.
[3] She's happy now.

Respawn as a policeman and take smg.
[6] You do. It goes off, hitting ShadowDragon (that's what the dice say). [3+1] He's okay. Speaking of okay...okay, NOW it's out of ammo.

GM TURN:
[5] The Nyancats merge into a massive Nyanfort, a building made of Nyancats! It breathes [6] fire!
The former ShadowDragon notes the current ShadowDragon and runs over to him. [4+1v4] He pokes him, drawing a little blood.

37025
DF Suggestions / Re: Several suggestions for food and booze
« on: January 23, 2013, 09:12:43 pm »
I'd love to see mugs used. I'm still unsure of how a dwarf carries and drinks from an entire barrel by himself without spilling any. Is there a method involving balancing it on the table or do they just pressurize them after brewing?
A barrel is basically a bug mug without a handle. A dwarf just needs to use two hands and great dexterity. This is, of course, a bit tiring, which is why dwarves only drink about once a week (but drink a significant fraction of a barrel when they do so).

37026
DF Suggestions / Re: Immune-System Infecting Diseases
« on: January 23, 2013, 09:09:05 pm »
Just to point out...actual diseases should be added before specific ones. Flu before Spanish Flu, you know?
Flu already pretty much has the building blocks in place.
Aside from infectiousness and implementation? Yes. Of course, since modding is rarely if ever an accepted argument, and infectiousness is what makes a disease...

Sorry to be a wet blanket, but this is one of those premature suggestions.

37027
DF Suggestions / Re: Dwarven Postage System
« on: January 23, 2013, 09:07:19 pm »
Here's an interesting question: How did mail delivery work in the real-world medieval world?

37028
DF Suggestions / Re: Even bigger worlds?
« on: January 23, 2013, 09:06:17 pm »
Also in the future pcs might be able to run worlds of gigantic sizes at fair speeds.
Sadly, this will not happen unless multi-threading support is added.
Thankfully, multithreading is on Toady's list of things he intends to do once he's mostly done with new features.

By Travel speed the largest world is about the size of europe.
Europe must be a lot smaller in your world. The biggest DF worlds are 600-odd miles to a side, IIRC...

37029
DF Suggestions / Re: Boats
« on: January 23, 2013, 09:03:06 pm »
Necroing is fine.
Still, how are you going to handle ship's heading in corners using DF's ASCII based map system. Are you suggesting to just turn all the characters by X degrees, or something like that?
Basically what would happen is having the boat be a "map" on the map, and it would just rotate x degrees as needed to fit in the river.  Therefor if there is a turn that your ship can't make it across, then it would show having the bow and stern on the one bank and maybe having the mid section on the other bank.
Any boat idea needs to be able to interact with other things on the map well, which given DF's tile-based nature probably limits it to 45-degree turns. Spinning the world about the ship wouldn't work well for that. Anyways, it changes the problem from turning the ship to turning the whole world...

It is different because you have water on demand instead of having to store it in tanks.
...How can you not do the same thing with screw pumps?

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And if you want accuracy about desalination then the screw pump shouldn't be ale to do that.
I agree. It shouldn't.

37030
DF Suggestions / Re: Immune-System Infecting Diseases
« on: January 23, 2013, 08:56:09 pm »
Just to point out...actual diseases should be added before specific ones. Flu before Spanish Flu, you know?

37031
DF Suggestions / Re: Magic/Enchanted Wood
« on: January 23, 2013, 08:55:11 pm »
Also, goomba, the idea to strengthen the wood, making it extraordinary, seems to be fair game to add on to this subject, and I, for one, approve of its discussion. That should have already been clear.  >:(
Thanks.

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One more thing. Aside from calling it Magic or Enchanted, perhaps it could also be referred to as Blessed or Spirit ... well, maybe moreso for when elves refer to it.....
Those world have different implications.
Magic/Enchanted: Imbued with some sort of (presumably mortal) magic.
Blessed: Holy, possibly enchanted by a god.
Spirit: Implies connection with (and possibly habitation by) spirits.

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I think all this talk is just silly word games and semantics
No, it is about communicating to the player in the best possible way. What is the best way to communicate that wood was obtained magically without giving the player a false expectation that it is magical?
I don't think calling it magic wood does that.
Part of why I suggested wood be magical...

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So how about we drop the whole pointless discussion?
That is the point of the conversation. It took a while to get back on track (because I got confused) but we are back onto what this is about. What should magically obtained wood be called if it is called anything?
Elf-approved? Elven? Magic, if it's actually enchanted? Blessed, if it has the blessing of elven gods?

I think it should not have any distinct adjective. Maybe objects of it should have something about its nature in description and be highlighted a bit in trade and stock screens, once those things get tracked enough.

The reasoning here is that material is just material however it is obtained. Trying to distinguish elf-made wood from cut wood would be like telling apart charcoal-made steel and coke-made steel. That seems not right while they are the same material and also, once you start you can't finish and soon you'll have (elf-made wood)-charcoal-made-steel and so on.
There is, however, a practical difference between elf-made wood and cut wood: You can trade one to elves. Also another argument for actual enchantments...

37032
DF Suggestions / Re: Filling in tiles, brick walls, cement, farmland
« on: January 23, 2013, 08:50:28 pm »
Planned, approved.

I'd also enjoy being able to create pond tiles, which would interact with rain by making 1/7 water when a raindrop hits.
Pause. How, in the real world, could one make a particular depression fill up with rain like a pond does?

37033
DF Suggestions / Re: Natural Disasters
« on: January 23, 2013, 08:49:00 pm »
Once the ashes become wet, they tend to cluster together like cement and are effectively harmless.
Oh, I hadn't thought of that. Perhaps they should leave the ashes untill it rains? It would give time to gather them, and it would put a bit of a dampener on the desert/vulcano combination.
Pun intended?

Once the ashes become wet, they tend to cluster together like cement and are effectively harmless.
This is also what happens in the lungs if it gets inhaled.
Which doesn't matter if it's not inhaled.

37034
Forum Games and Roleplaying / Re: (Un)Holy Powers(OOC)
« on: January 23, 2013, 08:44:57 pm »
Spoiler: The Synod (click to show/hide)

37035
Forum Games and Roleplaying / Re: You are a new God OOC thread.
« on: January 23, 2013, 08:44:18 pm »
So, I spend the last 45 minutes making a nice, long, good post about some creature ideas and my thoughts. I try to post it. It gets a 504 time out. I hit back button, which usually lets me go back with all my words still there. And it's gone. So...fuck. Basically, make creatures that can do Life boon stuff. Our previous magical creatures don't cost any upkeep to do their magical stuff, why would these ones? And they can reproduce, which is better. I basically suggested changing a sap to do that. Also, making scouts, Phoenixes, huge transports, heavy artillery, turret like plants, and ambush units. But whatever.
I dunno; it sounds efficient, but also kinda cheap...

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