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2014-12-15, 03:21 PM (ISO 8601)
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- Jan 2007
Re: Erfworld thread IV: In memory of King Saline
A reaction to the latest update:
SpoilerThe last bit makes me wonder if one of the ulterior motives Charlie had to make the truce was to, well not quite turn Parson, but make him more amenable to him. Make him NOT want to take him out. Make Parson come to think that Charlie could be left alone in his corner of the world. If Charlie fears Parson that much, and it appears that he might, why not try every avenue that doesn't involve sledgehammers before going the wasteful route of WARWARWAR?
It's the old carrot and the stick apporach but on a softer, subtler, level.
This doesn't even need to be expanded much at all, in fact. Seeing it here is enough to perhaps suggest it.
IOW, was this bit at the end happenstance, or a partial gamble/strategy on Charlie's part? Be nice to think it is just coincidence. But Charlie might be enough of a chessmaster to see it as a possiblity and to try to see it through.Last edited by Porthos; 2014-12-15 at 03:24 PM.
Concluded: The Stick Awards II: Second Edition
Ongoing: OOTS by Page Count
Coming Soon: OOTS by Final Post Count II: The Post Counts Always Chart Twice
Coming Later: The Stick Awards III: The Search for More Votes
__________________________
No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style - Jhereg Proverb
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2014-12-15, 03:24 PM (ISO 8601)
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- Nov 2012
Re: Erfworld thread IV: In memory of King Saline
SpoilerThe contract with Charlie isn't a problem, here, I don't think. The problem is the pinkie swear with the Great Minds, which prevents Parson from even hinting at the secrets of Thinkamancy (including that Charlie has compromised Thinkamancy). If I were Parson, I'd want to test the limits of the swear by trying to bring up encryption with someone, but the mindbonk might stop him.
OTOH, insisting on encryption would let Charlie know that Parson knows that...you get the idea. In some instances, it might be more useful for Parson to play dumb, b/c it would let him deliberately feed Charlie misinformation by sending someone a Thinkagram and hoping that Charlie taps it.Last edited by Bird; 2014-12-15 at 03:33 PM.
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2014-12-15, 03:53 PM (ISO 8601)
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- Jun 2013
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- Bristol, UK
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2014-12-15, 04:41 PM (ISO 8601)
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- Southwestern Germany
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Re: Erfworld thread IV: In memory of King Saline
Well, in this update, at least, Stanley says that Rock is the highest music there is (in fact, calling it 'Titanic'), and also states that rocking out is better than dancefighting.
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In a Wonderland they lie, Dreaming as the days go by, Dreaming as the summers die - Ever drifting down the stream - Lingering in the golden gleam - Life, what is it, but a dream?
- Lewis Carroll
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2014-12-15, 05:13 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
That's Stanely. He's likely to state his personal opinion/preference as Fact.
Then again, Rocking Out seems to use different mechanics than Dance Fighting. Sammy Hagar seemed to be Rocking Out when he attacked Ansom's column.
But we also see Stanley react to a dance-fight by Rocking out, and Transylvito seemed to think they could out-dance Stanley's Rockers with the support of the Archons.
So yeah, I'm confused.
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2014-12-15, 05:44 PM (ISO 8601)
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- Nov 2012
Re: Erfworld thread IV: In memory of King Saline
I'd also be skeptical of Stanley's claim that it's "better," especially since rocking out may only be "better" than dance fighting in the context of wielding the Arkenhammer. Maybe it is technically superior, though, bonus-wise. Hard to say.
BRC brings up an interesting point about signamancy and dance fighting. Transylvito style is to dress like a greaser or a mafioso instead of wearing armor. Also, they like to kick things as much as they like to use weapons. I've never really thought that they suffered numerically for this--my feeling was that in Erfworld, dressing for a rumble is just as legit as wearing plate and wielding an axe. I could be wrong, though.
Spoiler: Book ZeroRandom aside: maybe an unknown power of the Arkenshoes is that they provide a dance-fight bonus. Off-to-see-the-wizard dance, anyone?Last edited by Bird; 2014-12-15 at 05:48 PM.
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2014-12-15, 05:52 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
Transylvito are also a very atypical side.
Most Sides seem to follow the standard template of looking like Erfified Humans, wearing armor of their side's colors, with Specials handed out semi-randomly, and the bulk of their units being "Men", standard human-looking infantry.
Meanwhile, every Transylvitan we've seen is a Vampire, with the flying special and some natural Thinkamancy to communicate with their Bats. Instead of ground troops, they have Warlords and Bats, which rely on their Warlords to boost them. Their Warlords also seem to fight unarmed for the most part.
Its possible that Transylvito gets to dress like Greasers because they're naturally tough enough that they don't need armor, whereas a "Mundane" Side wouldn't be able to get away with that. They're a highly specialized Side that loses most of the basic tools a Side can have in exchange for powerful, flying Warlords.
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2014-12-16, 12:42 AM (ISO 8601)
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- May 2007
Re: Erfworld thread IV: In memory of King Saline
They could have other units we simply haven't seen much of.
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2014-12-16, 12:47 AM (ISO 8601)
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- May 2009
Re: Erfworld thread IV: In memory of King Saline
Transylvito also had significant troop superiority, and Don was concerned about winning the fight anyway. I think it's clear that dancing on a per unit basis was not going to be as effective as rocking (how much of that was because Stanley had a rocking Arkentool is unknown).
Last edited by Kornaki; 2014-12-16 at 12:48 AM.
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2014-12-16, 03:02 AM (ISO 8601)
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- Jan 2009
Re: Erfworld thread IV: In memory of King Saline
The Titians in Erfworld are Elvis impersonators (Vagas style) and Elvis was a Rock and Roll star. Rocking out may well have a Titanic mandate. The Transylvito dance fighting is also Rock based though. And of course Wanda did Thriller. So I find it likely that anything rock connected has an advantage.
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2014-12-16, 09:25 AM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
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2014-12-16, 02:20 PM (ISO 8601)
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- Sep 2013
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- Twin Cities, Minnesota
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2014-12-16, 04:04 PM (ISO 8601)
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- Jan 2007
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Re: Erfworld thread IV: In memory of King Saline
They have swords... just seems like a lot of them prefer hand-to-hand. Could be that some of them have a special for hand-to-hand combat, or maybe that was just part of their west side story dance fighting style. Jillian also forgone her armor when she was planning to dance fight; so armor and weapons may not matter when your dance fighting, or the bonus you get from dance fighting more than makes up for the fact that you need to do it without armor... Come to think of it, i don't think i've ever seen a flying warlord with armor; i might even think its possible that flying units don't wear armor because it weighs them down; its the trade off they get for being able to fly
And actually they CAN pop infantry. They have Men manning their ships at their seaside cities. I would guess that we don't see them with much infantry because they don't think they are worthwhile. Most of their commanders can fly; Goyles/skanks, Firebirds, thunderbirds, and Bats are all flying units. They are a powerful air-based side. Men can't fly and thus would be limited to moving on the ground... not only are they less mobile than their flying troops, but their commanders can't take advantage of their flying specials if they lead those troops on the ground. So they replace every man with a dozen bats, and try to win through superior numbers. They might limit their ground troops to defensive positions. The Dollamancer can cover a lot of this. Men might be the only units they have that can pop with a seafarer special, hence them manning the ships.Last edited by slayerx; 2014-12-16 at 04:15 PM.
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2014-12-16, 09:37 PM (ISO 8601)
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- Mar 2006
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Re: Erfworld thread IV: In memory of King Saline
Oh my god. Was browsing the Erf forums and saw this.
Originally Posted by balder
It's about time. Man I've been wanting to get some solid stats on why they fight like they do since the comic started!
So the ideal stack is a warlord, 7 riders, and 8 mounts.
Bonus is highest at 8 men, so that means it goes down by at least one when you go above the ideal.
A one unit stack has no bonus, and if it gets too big it can become 0 again.
Stack bonus stays the same during the entire battle.
Leadership bonus disappears when the warlord dies regardless of it being during a battle or not.
Likely that Leadership bonus can be added during the battle as well.
Likely maximum stack bonus is +7.
A good base attack is +6.
A good base movement for land units is +18.
Good base movement for fliers is +50.
Artemis considers archery units that are at least level 3 to be prime.
I'm going to speculate on what typical stats are for the normal units now.
Speculation:
Warlord can give a bonus to any unit it stacks with during battle. Therefore, for maximum personal bonus. The warlord will go into a battle with an 8/16 stack and then stack the rest of the army so it can also gain the warlord bonus, without taking away from his original stacking bonus.
Warlord units are +3 attack and defence.
Ansom with a +10 leadership, while stacked with Wanda who has a +8 arkentool bonus, in an ideally sized stack has +33 attack. Assuming a +7 stack bonus, his base attack is 8.
Assuming that the base for a typical warlord is 3. Ansom gets a +1 for being a royal unit, and an additional +1 for every two levels he gets above his first (levels 3, 5, 7, 9).
3+1 (royal)+ 4(levels)= 8
Going by that base. I would further speculate that the base 3 infantry are like this.
Stabbers= 2 att/1 def
Pikers= 1 att (+1 if defensively entrenched; +1 if fighting stabbers)/ 1 def
Archery= 1 att (0 at melee range)/ 1 def
With a +1 to both attack and defence every 2 levels beyond level 1.
The even numbers might give bonuses to movement and/or hit points.
Stabbers and pikers can be promoted to warlord or knight. Knight has higher attack/defence then a warlord but lacks the command bonus. The two options are mutually exclusive.
A knight would have to be at least 4 att/ 4 def in this case.
Warlord, knight, stabber, piker and archer. That is the basic 5 unit types that all sides have access too.
The part I'm least sure of is archer warlord promotion. Might be a bit more lopsided like 5/1 or something. Archers seem unpopular for promotion for some reason. Perhaps just because it's rare to pop it and few promote from archers instead?
Another thing pointed out was fliers don't seem to wear armor. Possibly because the armor weighs them down so they can't fly. So, there are some drawbacks for flight. Probably a -1 to defence if you don't wear armor.
Crits are confusing. Possible that only led units or specials like warlords/knights are capable of having them and there are modifiers depending on the target. Could go like 10% if unit is 5 attack higher then defence. Extra 5% per additional point. Max 50%. Some specials have them, like gas attacks, while some are incapable like fire attacks.
Something really weak, such as a bat, likely has 0 for both attack and defence and relies upon stack/leadership bonuses to do damage.
infantry and heavies can't ride mounts, only knights and commanders can.
OKAY! Let's try to recreate a battle.
During dwagonfall.
Sylvia is incapacitated. A level 1 warlord attacks with 4 infantry. Her defender is a heavy hobgobwin knight.
Bonuses:
Sylvia is level 6, in a 2 stack with a level 2 chief warlord that isn't in the hex (1/3 level 2 bonus= 0?). I would guess you get 0 bonus because Syvia mentioned getting a boost when Parson arrived on the hex. Since Parson is level 2 and hex bonus is 1/2 total. That implies 0 boost when he's not there. Also, he's likely not decrypted, although that's not certain. So no +4 decrypted bonus.
+6+1+0= +7
Jetstone warlord is level 1, in a 5 stack, with a chief warlord in the hex... at level 8 (could be lower, Tram didn't seem to fight much)?
+1+4+4(?)= +8
Bonuses are probably equal. So the main difference would be what is the bonus of a heavy knight? If the base is 4 for a knight, I would guess a promotion to heavy gives a +3 to att/def and a bunch of HP. His total is +14/+14.
Jetstone warlord is the target. He is likely not a royal, so his base is +3 with +8 for bonuses. Total is +11/+11. If he is leading stabbers, they would be +10/+9.
Hobs seem to be able to only attack once per turn but can kill at least 2 per turn if the HP is low enough with some sort of cleave attack. If the warlord doesn't properly screen he can go down fast. Possibly a heavy unit can bulrush through infantry as well to get to the warlord. If hob kills the warlord first and the rest become easy prey.
Jack is 2/2, 6 hp, 8 move
Bogroll is 5/4 12hp,
A level 5 city can make
6 stabbers per turn
8 pikers per turn
8 archers per turn
1 gump... every 3 turns
A level 4 city can pop an heir in 60 turns.
An heir costs 150K-ish smuckers to designate.
Jetstone pops orlies, unipegataur, gumps.
Spacerock pops knights, sourmanders/ ???
GK pops ogers, spiders, dwagons.
Transilvito pops bats, goyles (no mount, because everything flies), skanks
FAQ pops knights, gwiffens, mega-gwiffens
Production probably works like this
Level 1, Stabbers, Pikers, Archers+ Knights or special unit (1 per turn)
Level 2: Commander + Mount unit (1 per 2 turns, both)
Level 3: Special unit (1 per 3+ turns)
Additional options if on a sea side hex?
I would guess that Capital sites always produce the same things but normal city sites can produce whatever the capital site does if razed and rebuilt.
I would guess that hit points are limited but don't reach 0 unless it hits a vital zone. So getting an arm cut off can bring you to 1 hit point but getting the other arm cut off can't finish you off. You have to be given a solid hit in the chest, throat or head area to die, possibly torso. This allows hp to be limited but makes sure you don't die from a paper cut. As there is no bleeding mechanic and I've never seen someone die from being dismembered, I think this makes sense.
Last edited by tomaO2; 2014-12-19 at 01:58 AM.
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2014-12-18, 09:25 PM (ISO 8601)
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- May 2012
Re: Erfworld thread IV: In memory of King Saline
Is it just me, or have Wednesday updates quietly stopped? We didn't have one last week and I've waited until now to accept that apparently we won't have one this week.
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2014-12-19, 09:55 AM (ISO 8601)
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- Jan 2009
Re: Erfworld thread IV: In memory of King Saline
The Wednesday updates were supposed to be intermitant from the start.
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2014-12-19, 10:45 AM (ISO 8601)
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- May 2009
Re: Erfworld thread IV: In memory of King Saline
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2014-12-19, 11:18 AM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
SpoilerI think I know what he is going to do. He's going to have the Eagle go and capture the 2nd officers from the other ships. That might bring the Qauken to HIS side.Member of the Giants in the Playground Forum Chapter for the Movement to Reunite Gondwana!
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2014-12-19, 11:20 AM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
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2014-12-19, 12:04 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
The next Forecastle update ought to be interesting.
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2014-12-19, 12:26 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
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2014-12-19, 12:31 PM (ISO 8601)
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2014-12-19, 12:36 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
Doing things at least superficially resembling the real world activity exists, but is merely a cost saving measure.
SpoilerThose furnaces/ovens the ship has are probably completely ignored by all the sailors, but grant the ship the ability to either convert wheat to bread or outright pop bread directly at greatly reduced price, thus making the Quakken taming strategy much more economical.Last edited by Douglas; 2014-12-19 at 12:38 PM.
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2014-12-19, 12:54 PM (ISO 8601)
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2014-12-19, 01:12 PM (ISO 8601)
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2014-12-19, 01:43 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
One ship against a fleet? Pretty grim. But that's nothing compared to victory. Should Forecastle win this engagement decisively, what will he do next turn when he has even more mouths to feed?
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2014-12-19, 02:12 PM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
Eaaagullll! (it's near the end)
5e Homebrew: Death Knight (Class), Kensai (Monk Subclass)Excellent avatar by Elder Tsofu.
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2014-12-20, 04:57 AM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
Numbers may still be a problem. The eagle got few remaining luck points.
Do I contradict myself?
Very well then I contradict myself. I am large, I contain multitudes. (W.Whitman)
Things that increase my self esteem:
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2014-12-20, 05:09 AM (ISO 8601)
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2014-12-20, 06:21 AM (ISO 8601)
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Re: Erfworld thread IV: In memory of King Saline
I'm pretty sure only Seaworld warlords can see the status of the Luckamancy reserve. Anchorbar may see the first 2 or 3 of their Quakken friends get taken out and retreat, with no way to know that an invisible limited resource is being used up to do it.
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Archives:
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Isstinen Tonche for ECL 74 playtesting.
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Arcane Swordsage: Making it actually work (homebrew)