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Messages - GreatWyrmGold

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37426
Arthur could always just steal your chainsaw and leave you defenceless while we make our escape, best make friends with GWG hes the one you pissed off  ;)
Hm...Editing action.
Aww no chainsaw. D:
If I tried to kill YOU, would you let me keep the weapon you did so with?

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Edit: I'm stilling giving GWG/Unholy my next loot cause I'm nice D:
Thanks. Maybe you can have the panties.

37427
Roll To Dodge / Re: ROLL to DUEL: PlutoniumApe vs. Robocorn
« on: January 20, 2013, 11:47:13 am »
As a gold dragon, I can breathe fire into the arena two turns out of six, and will do so.

Not aiming for anyone, kinda aiming for both. Because why not?

37428
Roll To Dodge / Re: Roll to Pierce the Heavens!
« on: January 20, 2013, 11:45:26 am »
"Someone man the gun!"

Drive closer. And faster. If any are somehow in punching range, punch them.

((My character seems to be the coolest one that's not causing insane levels of destruction.))

37429
Roll To Dodge / Re: ROLL TO DODGE THE LAW II: Rebellion
« on: January 20, 2013, 11:40:19 am »
Join Crew. Initiate Plan.

37430
It looks to be made out of metal. Metal is usually pretty heavy.

...Capture it alive, sell it to the shopkeep!

37431
Forum Games and Roleplaying / Re: You are a new God
« on: January 20, 2013, 11:35:04 am »
We are going to have a lot of fireball (or plasma) cannons on our fortress.  I just think we should have at least one chaos weapon as well and if we're just going to have one, it might as well be a really powerful one.  Remember what happened to that shaman when our dragon breathed chaos on it?  It killed the goblin and gave us an ally (albeit not an extremely useful one).  Now imagine pouring huge amounts of chaos energy on an advancing enemy army, killing tons of them and giving us legions of mutated monsters as well.  If we don't like what they turn into, just pour down some spores and turn them into fungus spawn.
Well, some issues...
1. Expense
2. Fallout
We have to live here. If we keep irradiating the land with Chaos, it'll be harder to do so. Even if we don't hit our village, how many traders would be willing to cross a band of Chaos-tainted land to reach us?

It's not actually fallout, this isn't a nuke.
Well duh. Fallout is just a nice metaphor for all the insanity Chaos does.

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Also, since we already have a sort of firebolt salvo planned, I think it would be better to go with the Chaos. Alternatively, we could try to give it a few different firing elements, which would also strengthen the Chaos. Because what's more chaotic than several different elements at the same time?
Le sigh. How about we just make a cannon room which we can buff with life, chaos, and fire from us, and death, chaos, and snakes from Krait? Maybe even get some earth and creation in with it. Heck, let's find a Water god to infuse some into it to! But not now, not yet. For now, just get it in the air and maybe add some AA flamethrowers.

The problem with this is that our primary enemies are all the foot soldiers of gods of order, they will have put in place measures to ensure that they can't be royally screwed over by the directed energies of chaos, a weapon that instead utilises life or fire will be much more useful since it will completely bypass the one attribute that all ten of those gods have in common, where as a chaos cannon would be rendered useless against them because of those ten gods of order.  All of whom just so happen to be orders of magnitude stronger than us.
Nine gods of order orders of magnitude stronger than us.
And yeah, flamethrowers. Consider a chaos cannon later, when we have more time, more allies*, and fewer of our enemies are Order gods.
*Including a Water God.

37432
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: January 20, 2013, 11:29:23 am »
If we have a moment before harvest or whatever, take the militia and pay a visit to these bandits. Since they didn't attack us, I assume they are too weak to face us. If it was twenty or so seasoned bandits, they could steamroll us and they know it. So they would probably have done it by now. (I think).
Dislodge them by saying they disturb trade and should either join you as guards or get out, lest they will feel your wrath.

Probably improve your riding and sword skill before that...

Otherwise our money (dont pressure people with taxes too much... We need this money, but we need them more) should be first spent in a still.
Let's discuss a plan of attack with our squire. The Lord was right, we do need some simple infantry. We should ride to the land of sir Percival and ask one of the military captains of retired swordsman, axemen, cudgelers, or spearmen. If any we bring them back after buying some of the weapon our guy is expert in and head home, we will pump out some serious dudes after that fast and quick. Tell the people that if the join the military, their land will be worked by a neighbor, and the neighbor will receive a percent of the profit, but you will no longer have to worry about food, due to being fed by the communal plot.
lets gather information before we commit ourselves to a plan of action.
Can't argue with any of these. Here's a way to weave them together:

1. Try to gather some info on the bandits.
2. Meanwhile, locate a veteran to train our militia. Room and board should be a good payment for some; for others, throwing in some pottery or an official title would probably help. We can find something.
3. Have the veteran train the militia.
4. Finish recon.
5. Defeat/Befriend bandits.
6. Get back in time for the harvest.

37433
Befriend monster. In whatever sense.

37434
Forum Games and Roleplaying / Re: You are a new God
« on: January 20, 2013, 11:24:12 am »
Or, instead of Chaos, we draw on that little fire attribut we have going, and then cook them.  These are gods of ORDER.  They all can counter chaos, not all of them will be frost gods, which means that we can cook them out.  And as for the frost god it will take a continual uptake of mana to defend from a giant flamethrower, which we don't have to worry about thanks to the manarack.
And another benefit: No fallout.

37435
Forum Games and Roleplaying / Re: (Un)Holy Powers(OOC)
« on: January 20, 2013, 11:23:22 am »
So wait are you guys going to get angry if I sacrifice or kill some independent mortals?  I don't actually plan on killing that many, just want some for my experiments and my generators.
Nice thing about the laws as they are, it's a bit vague. The biggest question is how the Synod votes...

Proposal E is passed.

Spoiler: The Synod (click to show/hide)

37436
Forum Games and Roleplaying / Re: You are a new God
« on: January 20, 2013, 11:19:29 am »
The sap miners would need to come up to feed yes, but that doesn't mean they can't be underground for a while to mine.  Anyway worst cast scenario we could modify our saps (not create a new species) so that when they go underground for long periods of time they morph into a fungus version of themselves that doesn't need sunlight.  When they come back up, they just morph back.
Or just turn them into Mycelium Saps.

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The chaos cannon would be great for defense.  If we make it so that it can actually aim, anytime there is an enemy army on the horizon we just boost that baby up and fire it off at them.
Depends. It would be something like using a dirty bomb, only the radiation works like Hollywood radiation.

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Like I've said times before, use plant material like roots of fungus material to wrap around and fortify the tunnels.
+1, FTFY.

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We do need more worshipers.  I think we all agree on that but how and where are we going to get them?
Hm...Two things.
1. Chat with our pals about what makes worshipers give mana, and try to incorporate that into our Stems.
2. Chat with Krait about the possibility of forming a "pantheon," which people can worship to give mana to multiple gods at once. Even if each only gets (2/[g+1]) of the total mana, it's worth it. (2g/g+1)>g, if my guessing isn't off...let me check.

Provide them with a stable economy and a loving, caring god if they pledge themselves to us.
Also helkps.

37437
...Ah. That makes this a bit more...complicated.

37438
Forum Games and Roleplaying / Re: (Un)Holy Powers(OOC)
« on: January 20, 2013, 11:14:28 am »
Votes tallied. Incidentally, we need to recruit someone whose username starts with an H.

Oh, and C failed.

Jbg isn't part of the Synod, I think.
You would be correct.

Spoiler: The Synod (click to show/hide)

37439
Forum Games and Roleplaying / Re: You are a new God
« on: January 20, 2013, 11:10:49 am »
I like the tree thing, but why does no one want to train some saps to mine? The tree can grow its roots down creating a tunnel to mine from then fill wherever the manarack is removed. There problem solved, no dwarfs mining, still our secret, no weak mole tunnels..
Does no one else want that?
Meh.

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And as far as your castle thing goes, a vine elevator will allow the enemy foot soldiers inside, and there ought to be some space for crops, as then we can both hold out against siege, and grow more soldiers en route.
And, once again, I think it would be beneficial to add some ingrained genetic memory as to how one fights/conducts warfare to our soldiers, since if we can make new life we got to have a pretty damn good understanding of biology.  It would save us having to train then, which means that fresh soldiers would be much more effective if we can't afford the time to train them.
No I mean it would be a platform lowered by vines to the ground from the center then pulled back up and in. The plants are under our command, if enemies board the platform just tell the plants to let go.
For food, lets go with Krait and build a vine like plant that grows lighter than air bags and melons. It will grow out in a plane from our fort which we can just pull back in to harvest. Plus these vine plants can grow all over the city.
Sounds like a good idea.

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+1 to ingrained fighting skills.
No arguments here.

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1. For now get the flying castle up and running.
2. Start the mining operation.
After,
1. Possible some scout units since right now we are going blind about the world around us
2. Spec-op style units
3. Increase production of Saps
4. The go ahead for the alchemist to start making the bombs.
+1 Lets just get this game going. Poor GM having to read this lol.
Agreed.

And we will add all that stuff like uberweapons later, when we upgrade fortress, now nukes are just not needed, it's an airbase with some fire support, not a strat bomber . Now we decide what to ask from Uristel, he can't make a chaos cannon
Again, be more practical and concentrate on more important and urgent matters then some cannon that may ( or may not) be useful much later
A bit redundant, since I agreed with UkRa on this last post, but...+1

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GWG,  tunnels in stone have other reasons to collapse, and you trust an animal to make it right. Tunnels of the real world moles collapse constantly, not only when it's raining. It's why holes in the fields appear.  Expect the same holes from our magical mole. IMO, You all overplayed DF and think that mining is easy.
Alternatively, I have faith in the GM that we will get warning before the tunnels collapse...and I believe that tunnels collapsing would do nothing to our village, which is kinda not on top of the manarack. All it would do is startle our poor little mole.

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As for worshipers, it's true, but expanding and improving afterlife first is an easier way to increase mana generation...
+1 to improving afterlife.

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Sap miners...  plant miners and undeground, don't you see a problem?
+1

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Save mana for the fortress construction? we have 300+ already
I think he means to set aside 200 before doing stuff with it.

37440
Forum Games and Roleplaying / Re: [D&D 3.5] A world asunder.
« on: January 20, 2013, 11:07:00 am »
Lodestone Marauder, I believe. Unless you mean those drakes.

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