Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What should we do?

Start over after we finish the war
- 7 (53.8%)
Continue from part 3
- 6 (46.2%)

Total Members Voted: 13


Pages: [1] 2 3 ... 6

Author Topic: If Bay12 was a Fort part 4: Continuation [Something's happening]  (Read 5475 times)

MoonyTheHuman

  • Bay Watcher
  • I think the DEC VAX hates me.
    • View Profile
    • hellomouse

Yup, new GM, new thread, Fun times isnt it? Before we get started, please answer the poll up top (once i add it). This is to help me get organized and to allow me to give information a central place.

Spoiler: Personell information (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Supplies (click to show/hide)
Spoiler: Info for newbies (click to show/hide)
Previous thread: http://www.bay12forums.com/smf/index.php?topic=149024.0
Current goals: http://www.bay12forums.com/smf/index.php?topic=149024.msg7504230#msg7504230
Discord: https://discord.gg/t6vBkNG

How 2 join:
Just ask me on Discord. We dont really have a formal way of doing it.

Now, let us decide.
« Last Edit: April 06, 2018, 09:56:25 pm by MoonyTheHuman »
Logged

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #1 on: July 30, 2017, 02:03:53 pm »

I have to say, this is sort of unexpected... but, hey. Might get us some new players. Speaking of which... where's the info on our goals and problems? On our tech base? Where we are, and such. There's a lot of information that's kind of absent here.
Logged



Avanti!

MoonyTheHuman

  • Bay Watcher
  • I think the DEC VAX hates me.
    • View Profile
    • hellomouse
Re: If Bay12 was a Fort part 4: Continuation
« Reply #2 on: July 30, 2017, 02:06:22 pm »

I have to say, this is sort of unexpected... but, hey. Might get us some new players. Speaking of which... where's the info on our goals and problems? On our tech base? Where we are, and such. There's a lot of information that's kind of absent here.
I'llget around to it once we get the poll's results.

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #3 on: July 30, 2017, 02:16:51 pm »

I have to say, this is sort of unexpected... but, hey. Might get us some new players.
Yes, you will be getting new players. At least this one.
I'll introduce myself later.
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: If Bay12 was a Fort part 4: Continuation
« Reply #4 on: July 30, 2017, 02:25:46 pm »

I have plans
Logged
Eventually when you go far enough the insane start becoming the sane

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #5 on: July 30, 2017, 02:26:31 pm »

Yo. I was the previous GM, and more importantly know a few things about physics and technology, which should be relevant here. I'll be around.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #6 on: July 30, 2017, 03:08:19 pm »

Okay then! May as well post the information that I know about.


That's about it. To get started... I think that we need a gun. A WWI tech level would allow us to balance infantry with support roles, thus having Armored Cars, Bolt-Action Rifles, LMGs, HMGs, Artillery, and possibly throw in some magitech or crazy airships/airplanes/nukes for good measure.

In terms of this... I propose a 5-Shot capacity bolt-action rifle. While I can't really design the guns, I have a decent understanding of chemistry, and thus, bullets.


Bullet Design

.30 Caliber, coming in 5-round stripper clips, centerfire. Brass casing and lead bullet can be done, though we'll need to make a die drawing machine. The ingredients for nitric acid are naturally occuring, so we should be able to use some to produce both guncotton (Literally just Cotton soaked in nitric acid and dried, smokeless powder), and mercury fulminate (mercury dissolved into nitric acid, mixed with ethanol, centerfire primer), as a propellant and primer. Bam, useful bullet.

Thoughts?
« Last Edit: July 30, 2017, 03:10:08 pm by Doubloon-Seven »
Logged



Avanti!

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #7 on: July 30, 2017, 03:10:14 pm »

Guerilla warfare tactics would probably be a boon. Everyone becomes more powerful when the enemy doesn't know where they are.
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: If Bay12 was a Fort part 4: Continuation
« Reply #8 on: July 30, 2017, 03:28:31 pm »

kuiper, we have a prototype semi autoamatic rifle, if you want
Logged
Eventually when you go far enough the insane start becoming the sane

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #9 on: July 30, 2017, 03:33:39 pm »

Ideally, I want more than our 1000 troops equipped with guns. Semi-Automatics in certain roles would work rather well, but bolt-actions are simple, rugged, and can thus be produced more widely.

Edit: Oh, also, we have an impending chimney fire if we don't take out some time to clean them.

Send 25 miners with sticks to be lowered on ropes and clear out the creosote from our chimneys, possibly to be reused as fuel.
« Last Edit: July 30, 2017, 03:41:09 pm by Doubloon-Seven »
Logged



Avanti!

MoonyTheHuman

  • Bay Watcher
  • I think the DEC VAX hates me.
    • View Profile
    • hellomouse
Re: If Bay12 was a Fort part 4: Continuation
« Reply #10 on: July 30, 2017, 03:51:11 pm »

Ideally, I want more than our 1000 troops equipped with guns. Semi-Automatics in certain roles would work rather well, but bolt-actions are simple, rugged, and can thus be produced more widely.

Edit: Oh, also, we have an impending chimney fire if we don't take out some time to clean them.

Send 25 miners with sticks to be lowered on ropes and clear out the creosote from our chimneys, possibly to be reused as fuel.
What miners? You havent assigned any! I'll be nice and assign some now.
This will take 2~ months and has been added to the roster of things you will be doing. You can do as many things as you want as long as you have the workers :)

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #11 on: July 30, 2017, 04:21:18 pm »

About killing the gods...

Spoiler: Idea 1- Conventional (click to show/hide)


Spoiler: Idea 3- Nuclear Option (click to show/hide)

« Last Edit: July 30, 2017, 04:28:49 pm by Doubloon-Seven »
Logged



Avanti!

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: If Bay12 was a Fort part 4: Continuation
« Reply #12 on: July 30, 2017, 04:56:11 pm »

reduce furnaces to 50%, givibg us 8 months of breathable air and 4 months of `clean` air
dig out the air tunnels. this will use up most  miners. remainig miners dig flourite. flourite is common material.
other dorfsv refine nickel into pipes and valves etc.
make sulphuric acid also,
I personally will improve my semiauto rifle.

its midnight goodnight
Logged
Eventually when you go far enough the insane start becoming the sane

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: If Bay12 was a Fort part 4: Continuation
« Reply #13 on: July 30, 2017, 05:12:44 pm »

Assign 25 people as alchemists, instruct them to make Nitric Acid, with 5 assigned Haulers to get materials. Assign 10 Metalsmiths to make two bathtub-sized mixing vats for the alchemists. Promote & Assign 10 engineers as overseers, along with 10 metalsmiths, 20 crafters, and 10 haulers to make an electric rifling machine, as well as a die drawing machine. Have the alchemists study their craft for the short time it will take to make the vats.
Logged



Avanti!

MoonyTheHuman

  • Bay Watcher
  • I think the DEC VAX hates me.
    • View Profile
    • hellomouse
Re: If Bay12 was a Fort part 4: Continuation
« Reply #14 on: July 30, 2017, 05:53:04 pm »

UPDATE: 4 weeks passed
Much work has been done.. Until it paused at week 3. A miner cleaning out the shafts found a strange construct of magic and metal, pulsing with energy.. And pierced it. The resulting detonation was immense, sending the miner flying into the wall and out the top. The area is Saturated with magic now. 2 Tubs of Nitric acid were made during this time, filling both, and the machinery was paused midway. Its as if this was delibrately happening against you. Currently you have the new goals of cleaning up the mess, oh, and getting Chaotic Skies unstuck from the hallway. The miner who caused the blast seems to be acting.. Odd to say the least, no-one can seem to touch them. ((Glass, here you go, hop in!))
The massive amount of magic now in the environnment could be useful while it lasts, the construct seems to be repairing itself with it, a siphoning seemingly protruding from it.. The chimneys, rocked by the explosion, for one, are now completely clean, and the workers near them covered in soot.
EDIT: Something is diffrent. Its as if the laws of magic rewrote themselves..

Excuse the bad update. Im feeling lazy and didnt have much material.
« Last Edit: July 30, 2017, 05:56:03 pm by MoonyTheHuman »
Logged
Pages: [1] 2 3 ... 6