Seraphi Posted August 16, 2010 Share Posted August 16, 2010 Can I call dibs on Navisa1, planet Caracol? Link to comment Share on other sites More sharing options...
archimage_a Posted August 16, 2010 Author Share Posted August 16, 2010 Whaddaya think about Daeka Archi? Capable of allocating bodymass into practically any sentient (or non-sentient, if the individual sacrifices the ability to manipulate their structure except in ways preprogrammed into the original transformation), organic form physically possible, absorbing other biomass and manipulating it at will, making living ships and buildings, disguising themselves as other races, etc. Non-sedimentary minerals would be practically useless to them, except for weaponry and in some cases armour stronger than what they would be able to emulate. Can you expand and explain that? Also how do developments work? Do we need to update them constantly?You can leave anything you don't want to deal with to your advisors, or you can take control of everything. Develoments are like cities...Workers, Jobs(Factories, Labs, Powerstations), recreational stuff.They should also be fortifed as anyone who lands on your planet will fight here. Occationally your advisors will randomly bulldoze stuff to build monuments that the citizens want...These have no real effect but will annoy citizens if you then demolish/block their construction.Natural disasters will occasionally occur as well. Circlon sounds fine, needs a tech list "Oh you, need circlonium to make spaceships! Looks like you're [cabbage] out of luck!"Will happen as you develop new techs and such....and usually your scientists will be working with materials that you actually have access to. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
paul191600 Posted August 16, 2010 Share Posted August 16, 2010 Slovakia is claimed in the name of the Imperium. The sour dough of the epitmous pie hungers for another's sweet lips to be dulled into a state of most irreverant humblenessTUBULAR BELLS! Link to comment Share on other sites More sharing options...
Grim_ Posted August 16, 2010 Share Posted August 16, 2010 Orkz: AdvantagesFast reproduction (extremely fast reproduction)Spore Based reproductionTechnology cannot be used by any other race (the only reason it works is because the orkz believe it will due to their unused psychic power)Extreme lack of Tactics (Ork tactics; Step1(optional) WAAAGHH Step two (charge with your hundreds of thousands of soldiers)Create their own ecosystem whenever one of the spores land on a planetOn death 1,000 spores are released (to spawn more orcs)Exremely short development (any tech orkz have the knowledge hardwired into their genome)WAAAAGH (A chance of all of the orcs banding together in a system and sweeping it clean of all none orcs before returning to their infighting. It also powers the ork tech as well as let's them know who is "bigga" (ork society is based upon combat hierarchy) It is heightened when orks enjoy themselves (read fight))Extreme BloodlustEntrenchment (once the breeding spores are on the planet it would take the destruction of all life on the planet [mass orbital bombardment, virus bomb,etc) to get them outOrkoid Ecosystem (once the spores create the underground womb they first spawn sqigs (food) snotlings (slaves who take care of the food and fungus) and gretches (slaves for menial labor)Insane Hardiness (can thrive on most any world and can survive decapitation if their heads are quickly sown on another body)Determinator (Orks Waargh and that's about it)Unaffected by propaganda (see Determinator and Stupidity)Soldiers cost nothing or very little DisadvantagesInfighting (Extreme blood lust)Adults cannot travel on ftl space shipsCannot take tech from other races Extreme lack of Tactics(Relatively) Limited supply of mechanics (due to fast reproduction and development they will have more of them [though of lesser quality])Armor (or lack thereof)Weapons (slightly sub grade)High lacking of air supportStupidity (raising of research time)Ramshackle technology Lack of FTL starships Link to comment Share on other sites More sharing options...
Seraphi Posted August 16, 2010 Share Posted August 16, 2010 Step1(optional) WAAAGHH Step two (charge with your hundreds of thousands of soldiers) Are you trying to imply that the WAAAAAAAGHHH is optional? And you call yourself an ork. Link to comment Share on other sites More sharing options...
Grim_ Posted August 16, 2010 Share Posted August 16, 2010 Ah that reminds me; If I may I will take 50 years of research into long ranged viral bombardment using hyperdrive missiles.NOPE NOTHING TO SEE HERE FOLKS CARRY ON WITH YOUR BUSINESS. Link to comment Share on other sites More sharing options...
The_Mather1 Posted August 16, 2010 Share Posted August 16, 2010 Technologies:Shielding technology - 50 yearsSmall, charged, penetrating drone missiles with both remote and autonomous modes (drones) - 75 yearsSolar energy harvesting protective plating - 25 yearsCity ships - 100 yearsMolecular construction device - 100 yearsShort range*, stable, connectable wormhole devices (stargates) - 150 years*Range is aproximately equal to that of the Destiny/Universe gates. Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
Grim_ Posted August 16, 2010 Share Posted August 16, 2010 Orkz: AdvantagesFast reproduction (extremely fast reproduction)Spore Based reproductionTechnology cannot be used by any other race (the only reason it works is because the orkz believe it will due to their unused psychic power)Extreme lack of Tactics (Ork tactics; Step1(optional) WAAAGHH Step two (charge with your hundreds of thousands of soldiers)Create their own ecosystem whenever one of the spores land on a planetOn death 1,000 spores are released (to spawn more orcs)Exremely short development (any tech orkz have the knowledge hardwired into their genome)WAAAAGH (A chance of all of the orcs banding together in a system and sweeping it clean of all none orcs before returning to their infighting. It also powers the ork tech as well as let's them know who is "bigga" (ork society is based upon combat hierarchy) It is heightened when orks enjoy themselves (read fight))Extreme BloodlustEntrenchment (once the breeding spores are on the planet it would take the destruction of all life on the planet [mass orbital bombardment, virus bomb,etc) to get them outOrkoid Ecosystem (once the spores create the underground womb they first spawn sqigs (food) snotlings (slaves who take care of the food and fungus) and gretches (slaves for menial labor)Insane Hardiness (can thrive on most any world and can survive decapitation if their heads are quickly sown on another body)Determinator (Orks Waargh and that's about it)Unaffected by propaganda (see Determinator and Stupidity)Soldiers cost nothing or very little DisadvantagesInfighting (Extreme blood lust)Adults cannot travel on ftl space shipsCannot take tech from other races Extreme lack of Tactics(Relatively) Limited supply of mechanics (due to fast reproduction and development they will have more of them [though of lesser quality])Armor (or lack thereof)Weapons (slightly sub grade)High lacking of air supportStupidity (raising of research time)Ramshackle technology Lack of FTL starships Here is the list of the Orkz's advantages and disadvantages and I would kind of like to know if it is reasonable. Link to comment Share on other sites More sharing options...
a_bert Posted August 16, 2010 Share Posted August 16, 2010 Create their own ecosystem whenever one of the spores land on a planetOn death 1,000 spores are released (to spawn more orcs) >Send an ork to an inhospitable planet>he dies>1 of those 1000 spores creates an ecosystem orks can live in >confirmed for gamebreaking 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Grim_ Posted August 16, 2010 Share Posted August 16, 2010 The 1,000 spores can be scaled back to 50 or 100 (not all of the spores would survive obviously). Also it would be very hard for me to do so simply because the adults cannot use ftl travel. The planet would have to be mildly hospitable or the spores would get fried or frozen obviously. EDIT: Oh and that reminds me of a couple things. The spores create underground wombs essentially if there are no nearby orkz. The first to spawn are the squigs (a food source) then the snotlings (food source tenders and cannon fodder) then gretchins (builder slaves) and then finally the full grown orkz. On another note I have an explanation for why the orkz cannot use hyperdrives: The hyperdrive sends the orkz into a different dimension (or sub space or whatever) that momentarily disrupts the Ork'z Waargh for some reason causing catastrophic failure in the orkz's ships. Link to comment Share on other sites More sharing options...
Seraphi Posted August 16, 2010 Share Posted August 16, 2010 Canonically, the only reason the orks can't use FTL is because they have no reason to. If the enemy runs out, they can fight each other. They really have no reason to leave a planet once they are on it. On the few occassions they have used warp travel, most of them were eaten by demons. Link to comment Share on other sites More sharing options...
archimage_a Posted August 16, 2010 Author Share Posted August 16, 2010 Slovakia is claimed in the name of the Imperium.Can you give me a system name? PM if you want to keep it secret. The 1,000 spores can be scaled back to 50 or 100 (not all of the spores would survive obviously). Also it would be very hard for me to do so simply because the adults cannot use ftl travel. The planet would have to be mildly hospitable or the spores would get fried or frozen obviously.Can colonise a wider range of planets without the need to resort to building expensive biodomes?Say 60 degrees Kelvin on each side?(120 total out of 1,000, as opposed to the normal 60 out of 1,000) Also it would be very hard for me to do so simply because the adults cannot use ftl travel.Orkz can travel in FTL, however their ships can't. Grim, will pm you the checks on the Ad/Dis list. Range is aproximately equal to that of the Destiny/Universe gates. Within the sector the gate is built in. Building chains between sectors doesn't work, another few hundred years would be needed for that)Also (sorry rocco) will require a superconductor to build, either naturally occuring or researched. Molecular construction deviceMeaning what? Small, charged, penetrating drone missiles with both remote and autonomous modes Check, though are not ZPM powered so are weaker. Other Mather techs seem fine. -Hyperdrive Style FTL travel-Very efficient indoor farms-Vast solar fields to make batteries-Shielding Technology for plasma shields Check Ah that reminds me; If I may I will take 50 years of research into long ranged viral bombardment using hyperdrive missilesCheck Rocco's ships and weaponsCheck, though will need to get back to you on prices.Science makes things go faster unless I locate a flaw in your reasoning, in which case you will spend a few years going nowhere...same as battles, you are more successful if you provide brilliant tactics, if you provide rubbish ones then you do worse. Words on weapons/armies/battles:[hide]Orbital bombardment is fine, though the more you use it, the more you will incite more militas to fight you...Blowing up all the houses is thus a very good strategy and leaves other stuff intact. Armies consist of up to 2,000 troops per development you are attacking. Landing more than 2,000, in a development, will kill however many over 2,000 you deploy, you have been warned. Defencive armies consist of up to 2,000 per development (Must have a garrison in the development, 1 pixal per 100 troops. Garrisons larger than 20 pixals do nothing) and some percent of the number of houses in a development, plus fortifications, if any. Mechs, tanks, aircraft, navies and such come under the 2,000 limit... 1 Mech=1 Tank=1 Aircraft=1 Solider=1 Ship. Battles consist of street fighting if the development is a city, farmland if it is fields, magma fields if it is a volcano...bring weapons that fit the bill. If battles last longer than one round (3 months) then you can deploy reinforcements from orbital ships, if not then you must reinvade from scratch. Defenders can recruit additional soliders as long as they have resources, houses and a garrison. 10 troops per house. [/hide]Winning is either the end of resistance, a deal with the development or a deal with the leader. If you didn't read that then you may struggle with battles. Space Battles:Calculated.Sending tactics is pointless. PS.A year is three months long for this game. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
archimage_a Posted August 16, 2010 Author Share Posted August 16, 2010 You can send a hundred million troops, you just can't land a hundred million troops. If the limit is set at a hundred million troops then people will have armies of a hundred million troops and 500 battles of a hundred million troops...Wars would cost masses, would take ages to plan, and battle reports would be terribly massive and hard to write/read. This way a single well placed sniper can turn the tide in battles, without being superhuman. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
The_Mather1 Posted August 16, 2010 Share Posted August 16, 2010 Small, charged, penetrating drone missiles with both remote and autonomous modes Check, though are not ZPM powered so are weaker.Not to start any arguement or anything, but shouldn't the power depend on the amount of power available, so like one launcher hooked up to 10-20 fusion reactors should equal it? Molecular constructor ~ 3D printer that uses atoms/molecules for building. As for the gates I suspected as much, just one question; gate jumping (traveling one gate at a time) across sections would work if the proximity of gates within each of them was close enough? Also, one sniper? Like Simo Häyhä? Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
archimage_a Posted August 16, 2010 Author Share Posted August 16, 2010 Its not an arbitary limit.Developments are 100 pixals by 100 pixals, 1 pixal equals 10 meters, so 1 square kilometer. 4,000 troops in 1 square kilometer, plus houses, civilians and such, is about right. Arbitarily having 2 million troops in 1 square kilometer, plus houses, civilians and such, is unrealistic and has no tactical value....Making weapon research practically useless. Not to start any arguement or anything, but shouldn't the power depend on the amount of power available, so like one launcher hooked up to 10-20 fusion reactors should equal it?Would depend how much power it could store more than anything. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
archimage_a Posted August 16, 2010 Author Share Posted August 16, 2010 20,000...There are 10 developments. I got the idea from research into medievel sieges, where 500 defenders could often hold out against an army of thousands for years(If you land, take control of a portion of a city you don't retreat, but carry on fighting, depriving the defenders of their resources, while you are still supplied from your drop ships.) You bring artiliary (Orbital Bombardment) and breach the walls, blow up the weapon store (Garrison) and set fire to the houses...and the defenders can be brought down by a smaller army and fewer deaths on your side. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
archimage_a Posted August 16, 2010 Author Share Posted August 16, 2010 Can I have a passive defense of my entire space fleet though?Probably, what do you mean? Also do we start with a certain number of ships or something?You start with 50 worth years of building ships. I don't know how much that is yet. And what about deployment costs? You spend X time training an army, you buy their weapons and pay their wages/supplies...if you use them or not.Deployment costs are only for fuel for the ships you send http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
a_bert Posted August 17, 2010 Share Posted August 17, 2010 mfw it's obvious that the exact number of troops makes no difference yet rocco argues anyway 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Nexaduro Posted August 17, 2010 Share Posted August 17, 2010 Hey Dungeon, long time no see. Gonna be playing this? If I play, I could use an ally... (And no Daeka, stupid idea anyways.) 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Nexaduro Posted August 17, 2010 Share Posted August 17, 2010 Meheheheheheheheheheheh.... If all goes according to plan, I won't even need 10,000. :twisted: 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Nexaduro Posted August 17, 2010 Share Posted August 17, 2010 Delta and Beta Andromeda both have the planet Buchward. 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Nexaduro Posted August 17, 2010 Share Posted August 17, 2010 For planet Annchi, Beta Quadrans, why does it say Surface Gravity: Simpkins? Also, best planet name ever: MalseVasPaolaferrari. Strike that, it's DeMeis. :thumbup: Alpha Crater, Zeta Crater, and then Epsilon Crater is in the next square over? :huh: Beta Argo appears twice, Padua and Matsuki are copied but the bigger one has many more planets as well. Sector 19: Caeli is unclickable. Erm, I think I found another player's planet. It has shippy things and a space station. :P Delta Canopus appears twice. Sector 33: Beta Crater planetless. Sector 29: All but Alpha Antares unclickable. Sector 21: Alpha Carina planetless. Hopi appears twice in Gamma Merak in Sector 42. 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Nexaduro Posted August 17, 2010 Share Posted August 17, 2010 Leningrad? Lovely choice Rocco. An ideally Earthlike planet!Even a bit cold, Thoth for the Rebels eh? 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Nexaduro Posted August 17, 2010 Share Posted August 17, 2010 Good, good. By the way, that post I have a little higher on the page is going to be updated as I go along with bugs and stuff, if Archi somehow misses it could you remind him? And is it just me, or are Fluorine atmospheres very rare? 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
The_Mather1 Posted August 17, 2010 Share Posted August 17, 2010 That may have something to do with how fluorine destroys many forms of matter due to its chemical unstabillity. Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now