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Messages - GreatWyrmGold

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46636
[6v1] Lucius stabs the one with his blades until they break, wounding it badly but breaking both knives. The one [6+1-1v1] retorts with a mighty blast of energy, sending Lucius flying backwards and burning out much of its power.

46637
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: September 30, 2012, 08:12:06 am »
Alright, here's my rough draft for the relative strengths and weaknesses of the fiefs:

House Lindon (mesor): Very defensible, but fairly low population and little farmland
House Schliesen (Zrk2): Farmland, but not a lot of metal
House Haigwaa (Kedly):  Defensible and isolated, but not a lot of space, very low population, and isolated
House Bachwel (USEC_OFFICER): Defensible and with plenty of iron, but minimal food
House Lorinar (Deny): Access to metals and some food, but somewhat indefensible and a higher risk of rebellion
House Bloodraven (Tellemurius): More magic and some decent agriculture, but very low population
House Dalberg (Thorik): Woods and pastures, but not many crops. (The Norse were pretty pastoralist, which is one of the reasons the Norse Greenland colony died.)
House Chedel (Vonyx): Agricultural and a trade hub, but no natural defenses and minimal metal
House Shadowkeeper (Child of Armok):  Defensible position and isolation, but only one city and needs to import food.

Almighty Guild of Knights (ansontan2000): Leads knights, but requires the support of others due to minimal serfs.
The Circle of Psyche (IamanElfCollaborator): Scholarly, rich, and good with magic, but very small population, few warriors, and no official titles


Population numbers:
Lindon: 15,000
Shliesen: 25,000
Haigwaa: 5,000
Bachwel: 20,000
Lorinar: 17,000
Bloodraven: 7,000
Dalberg: 20,000
Chedel: 25,000
Shadowkeeper: 1,500
The Circle of Psyche: 3,000

The Guild: Let's say...500 actual knights and 3,000 squires, footsoldiers, etc.




Let me know if these are unacceptable to you, whether due to your faction's weakness, another's strength, or something else.

Remember a few things:
The goal is NOT to conquer the kingdom, and without some real skulduggery you're doomed to failure.
Assuming good farmland or fishing grounds, one farmer or fisherman can feed four people. Pastoralists can, for simplicity, feed 2.5 people each as well as provide other goods. Food can be exported...indeed, most of you sure hope it will be...
Population includes children, who may be anywhere from a quarter to a half of your population, roughly. Lower means fewer weak hands and hungry mouths, but higher means you will recover from wars and other population-losing events faster.
Wood is a vital resource, from heating homes to building them.
Alliances and such are not only okay, but encouraged! Hooray, intrigue!
Work out how many of your people are doing what. Bear in mind that you can only have so many people working in the fields or fisheries and still be operating at maximum efficiency. I'll OK or veto your lists, primarily OK but possibly with notes. Also work out how much food you can export or will need to import.

That's all I can think of right now, have fun! I'll draw up the map choices once everyone's fine with how I interpreted the bare bones of their fiefs.

46638
DF Gameplay Questions / Re: Undead Sieges
« on: September 30, 2012, 07:07:14 am »
Dig underground, set off a cave-in from there.

46639
DF Dwarf Mode Discussion / Re: Self-imposed Challenges?
« on: September 30, 2012, 07:00:16 am »
Aboveground fort. Only mines and some storage underground, the latter only a level so.

46640
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: September 30, 2012, 06:57:26 am »
Reclaim!
This me lasted a while... Can I have a new one?

46641
DF Dwarf Mode Discussion / Re: I was unaware that mules had tantrums too
« on: September 30, 2012, 06:49:12 am »
Animals attack eachother and dwarves and everything if they have to be in too small area (Small room, etc.)
Thankfully, this problem solves itself.

46642
DF Suggestions / Re: Salmonella Poisoning from Raw Eggs?
« on: September 30, 2012, 06:47:20 am »
You can't eat raw eggs.

46643
A better idea would be to hack at the root, not the branches: Have dwarves in burrows not try to haul items they aren't allowed to haul.
When did that change?
I'd always heard it was the jobs that picked the dwarves, not the dwarves that picked the jobs.
The point is kinda moot; in that case, have jobs only pick dwarves that can do them.

...Are you sure the job picks the dwarf?

46644
DF Suggestions / Re: Stockpile Greediness
« on: September 30, 2012, 06:44:16 am »
I still think an option to, say, haul stone out of the new food stockpile and to the stone stockpile would be nice.

46645
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: September 30, 2012, 06:42:15 am »
You're in.

46646
Roll To Dodge / Re: Roll To Suffocate - Space Station Destruction Game
« on: September 30, 2012, 06:41:42 am »
Name: Eric Jones
Job: Xenologist
Skills: Intuition, Care of Living Beings, Genetics
Inventory: Intranet-linked Cellphone, Jumpsuit, syringe, monkey bait, uh...stolen genetisist's ID card? Is that allowed? If not, what's something useful I can have from xenobiology?

Backstory: Eric was an average scientist before he tested a bomb that was slightly more powerful than intended, leading to a minor case of serious brain damage. He now thinks this space station will be like Moria, and wants to stop it from releasing demons to kill the rest of the galaxy.

46647
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: September 30, 2012, 06:25:43 am »
Alright, I'll look over the fiefs, come up with balance, and draw a couple maps to choose from.

46648
Roll To Dodge / Re: Survive the End
« on: September 30, 2012, 06:22:52 am »
Locate some kind of backpack or duffel bag or something I can carry stuff in without using my hands.

46649
Forum Games and Roleplaying / Re: Word association game: Ten thousand
« on: September 30, 2012, 06:21:25 am »
History

46650
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 30, 2012, 06:20:37 am »
Guys, I came up with a idea! plants need carbon dioxide, and mars' atmosphere is mostly C02, so if we 1: Made it actually freaking capable of raining water, and 2: Make it not as cold(pretty much the same thing as 1 in this case.)
We then can get plants like kudzu and BOOM! OXYGEN!
Mars athmosphere is sadly mostly non existant. Your plants can't survive due to the extremely low pressure. This also prevents rain and partially causes the extremely low temperatures. Also, Mars hasn't got a decent soil. It's just infertile dirt and rocks.

I'd say we stick to NASA's 1500 year plan.
How hard would it be to engineer a lichen that could survive in low pressure?

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