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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-25 07:06pm
by Darth Yoshi
Vehrec wrote:My cubic meter of stuff will of course contain all the survivalist handbooks for reestablishing civilization I can find, a history of the construction, methods and surveying of the Erie canal, and foodstuffs in the form of tomatoes, potatoes, sweet and dent maize, wheat, barley, onions, beans, and whatever else I can get my hands on. 500 cows switch out for each of 1000 pigs, goats, sheep, chickens, and another 1000 pigs because I fucking love pork.
Do you really need all that paperstuff? We do have magic laptops with magic internet.
Serafina wrote:Um...thats me.
I was wondering who you were pre-name change. Coolness.

Crossroads, how strong are ogres? I'm guessing that they can't double as trebuchets, but could they chuck dead cattle over walls? Also, how do centaurs stack against human archers? They're stronger, so obviously they have greater range, but do they have better vision and accuracy to take advantage of that?

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-25 07:12pm
by Crossroads Inc.
Darth Yoshi wrote:Crossroads, how strong are ogres? I'm guessing that they can't double as trebuchets, but could they chuck dead cattle over walls? Also, how do centaurs stack against human archers? They're stronger, so obviously they have greater range, but do they have better vision and accuracy to take advantage of that?
We are going by LOTR Ogres, the big ones that can smash trees an people an such. The damage they do and the damage they take from the movie is fairly consistent and isn't too far fetched for a beast of that size.

Oh yes, I also finally started a thread in STGOD, and everyone whose interested should post over there so we have a full list of active players.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-25 07:22pm
by Raesene
Vehrec wrote: Raesene, you want any boats built? You've got a better position to exploit that resource, but I've got the bigger support base.
I'm open for trade agreements, I'm not interested in Cod Wars (until I have a real navy ;-))

I was thinking about taking New York, but decided I want to stay more out of the way. I'll expand into Canada/Northern New England.
One problem I noticed when looking up the St. Lawrence River are the Lachine Rapids. They prevent the direct navogation of the complete river, and I do not have the resources to build the canal - yet. Maybe a collaborative effort by the Northeast Americans ?

I can offer various foodstuff, salt, fish, lumber and probably paper and charcoal as trade goods, and am interested in metal, ore, textiles and anything interesting you can offer.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-26 03:39am
by Darth Yoshi
Crossroads Inc. wrote:We are going by LOTR Ogres, the big ones that can smash trees an people an such. The damage they do and the damage they take from the movie is fairly consistent and isn't too far fetched for a beast of that size.
Cool, so they're primarily siege units.

Also, what limits are there for fortress design, other than the wall specs? I'm thinking of making a almost entirely underground fortress with entrances scattered around the area, with the visible fortress acting as a decoy.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-26 04:27am
by Mr Bean
Underground fortresses were not exactly popular for a good reason.
No such thing as medieval oxygen tank. Any rival Overlord can simply pile flammable material atop your fortress's exit and air-shafts and asphyxiate your troops in place. What a wonderful idea an underground complex until you wonder how exactly your going to breath down there.

Keep in mind even during the Civil war digging down deep enough to matter and still getting Oxygen to Miners was a very serious issue and one of the main reasons mines got much more active around the turn of the century when steam power let them install blowers in mine-shafts.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-26 05:17am
by Darth Yoshi
Curses, foiled again. Ah well, it seemed like a good idea.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-26 08:56am
by Crossroads Inc.
Darth Yoshi wrote:Also, what limits are there for fortress design, other than the wall specs? I'm thinking of making a almost entirely underground fortress with entrances scattered around the area, with the visible fortress acting as a decoy.
It all depends on how good you are at designing a functional castle/fortress. Most of us are plucking pre-existing castles out of the time line because, well, I really wouldn't know how to design one of my own and make it look believable. If you want to give it a crack just be sure to provide lots of diagrams and schematics.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-26 01:13pm
by Solauren
Castle Ravenloft comes to mind for me.. mahahah

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 08:02am
by Styphon
Weird thought I had today: 1350 ought to be early enough for us to be able to save a number of species from extinction in this alternate timeline. Moas (certain species, anyway) and thylacines come to mind in the Australia/New Zealand area, the North American contingent can make some effort to preserve the passenger pigeons, if anybody sets down in Madagascar they can try to save the elephant bird, and so on.

Anybody else up for putting some effort into such a thing? :P

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 08:51am
by Solauren
What the hell part of LORDS OF DARKNESS don't you people understand?

We're using Orcs and Goblins, not Gnomes and Elves!

Where SUPPOSED TO BE EVIL.

Saving a species? WHAT, THE, HELL?

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 09:16am
by Raesene
Perhaps they taste well ? :twisted:

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 12:36pm
by Styphon
Solauren wrote:What the hell part of LORDS OF DARKNESS don't you people understand?

We're using Orcs and Goblins, not Gnomes and Elves!

Where SUPPOSED TO BE EVIL.

Saving a species? WHAT, THE, HELL?
What, you don't want to save the elephant bird and then selectively breed it to make something like a chocobo for your orcs? :P

Also, where =/= we're, learn English.
And the OP says nothing about us being evil.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 02:01pm
by Starglider
Styphon wrote:And the OP says nothing about us being evil.
My mutant swan creatures will contain the same fraction of evil, by weight, as the original species they are derived from. :)

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 02:14pm
by Raesene
Starglider wrote:
Styphon wrote:And the OP says nothing about us being evil.
My mutant swan creatures will contain the same fraction of evil, by weight, as the original species they are derived from. :)
Swans can be nasty.
Are your Flyers intelligent or more like draft animals ? I couldn't find the post where you describe them and give the stats.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-07-28 06:20pm
by Mr Bean
Solauren wrote:What the hell part of LORDS OF DARKNESS don't you people understand?

We're using Orcs and Goblins, not Gnomes and Elves!

Where SUPPOSED TO BE EVIL.

Saving a species? WHAT, THE, HELL?
Oh yes indeed. That's a real Tiger rug your standing on. And baby seal throw pillows thank you Gragramash for clubbing each one of those by hands. Over there we have the pits of unspeakable vileness which also double as the local Jail headed up by Zulbar the Unclean, say hello Zulbar. And yes he is Pine fresh, nothing thirty car air freshers can't solve even with a Orc who deserves the name the Unclean.


But saving Messenger Pigeons are useful as you know, they can carry messages. And the Elefent Bird will go great in the Persephone Fun-time Amusement Park and Rare Animal Imaginarium.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-08-20 11:29pm
by Mr Bean
Thread moved to STGOD forum for reference

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-08-31 12:45pm
by Raesene
I'll consider this thread the Lord of Darkness-forum ;-)
As I've establisehd my castle, anyone in the vicinity who wants to trade should send me a flier to establish contact. My scouts on foot will take some time to reach someone (Crossroads, Dave, Vehrec, Consequences and Almightyboredone especially if they are playing and interested in trade).

I'm sort of frozen in until March or so ;-)

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-01 01:17pm
by Dave
School and fraternity life keep me quite busy, so updates may be sporadic from me.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-09 02:05am
by Zor
Darth Yoshi, what exactly are you going to use that source of electrical power for at this point?

Zor

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-09 02:19am
by Mr Bean
Zor wrote:Darth Yoshi, what exactly are you going to use that source of electrical power for at this point?

Zor
To quote the Hotspot. Puppy burning furnaces. The cute ones burn the hottest you know.

*Edit that wonderful image
http://www.gamespot.com/images/0/viewer ... screen.jpg

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-10 08:36pm
by Darth Yoshi
:lol:

Actually, the hydroelectric generator is being used to power lights, the woodshop, and the radio batteries I brought over. The windmill generator currently isn't being built, but as soon as I have enough cabling to make a second generator worthwhile, it'll support a radio tower. I'm also thinking of setting up a printing press, although printing Chinese will be a pain in the ass without proper automation. Should've brought a printer and let R&D try to McGuyver an alternate system for inkjet. *shrugs*

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-14 03:24am
by Zor
Darth Yoshi wrote::lol:

Actually, the hydroelectric generator is being used to power lights, the woodshop, and the radio batteries I brought over. The windmill generator currently isn't being built, but as soon as I have enough cabling to make a second generator worthwhile, it'll support a radio tower. I'm also thinking of setting up a printing press, although printing Chinese will be a pain in the ass without proper automation. Should've brought a printer and let R&D try to McGuyver an alternate system for inkjet. *shrugs*
Makes me glad i am going with the standard English varient of the Roman Alphabet.

Zor

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-14 10:11pm
by Solauren
Question: How much time has past now since 'Day 1'?

I feel an idea for a rp forming, but I need a time scale.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-15 03:42am
by Raesene
Solauren wrote:Question: How much time has past now since 'Day 1'?

I feel an idea for a rp forming, but I need a time scale.
I'd have no problem with the timeline jumping to spring (April 1st ?) - I'm frozen in place until then, and my minions can only fell trees, experiment with skies and sledges and train with their weapons
My scouts are moving, but it's a few 1000 km until they reach one of you, that will take several weeks.

Re: SD.net: Lords of Darkness (RAR!) Mk-II

Posted: 2009-09-15 04:01am
by Darth Yoshi
Zor wrote:Makes me glad i am going with the standard English varient of the Roman Alphabet.

Zor
*shakes head sadly* Foiled by my own genius... :D
Solauren wrote:Question: How much time has past now since 'Day 1'?

I feel an idea for a rp forming, but I need a time scale.
Well, my second entry was supposed to be set sometime during spring that year, although Zor posted an intro after. If no one else minds, we could just move the timeframe up to spring 1350 and go from there, since it doesn't look like anyone else will be joining in.