Titanic Mandate vs. Elder Gods

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Mon Dec 19, 2011 2:03 pm

Haha, something impressive popped. See everyone after the holidays.
User avatar
marshalkowski
I am a Tool!
I am a Tool!
 
Posts: 31
Joined: Tue Jun 09, 2009 9:52 am

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Dec 21, 2011 2:04 am

Elder Gods Turn 9 complete. Feel free to post your turn 9 over the holidays. Be sure to take a look at the map on the previous page of this thread. There are lots of Wild Units, Natural Allies and Ruins all around your areas.

Still need Turn 9 from Nihila.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Tue Jan 03, 2012 5:01 pm

Isosceleans turn 8 and 9 complete. (I should be able to finish Turn 9 for everyone by Thursday.)
Koopa Kingdom turn 9 complete.
Evil Imagination Land turn 9 complete.

I think everyone has completed Turn 9. I will try and complete the elder gods' Turn 10 today.

Feel free to submit Turn 10.

Edit: Highlights of turn 9 include:
5,000 Shmuckers found at a ruin.
A +5 Pair of Dice of Attack for a Mount was found at a ruin. (How the hell a mount uses a magical pair of dice to increase his attack is unknown. It must be magic.)
One of the western kingdoms has six level 3 cities and one level 4 city.
Another western kingdom has one level 5 and two level 4 cities.
The first courtier of the game was popped and immediately began building a road.
A ruler was ambushed by a stack of natural allies. The ruler, a Spc. B, and four Spc. Cs stacked with him all leveled!
A ruler captured a Pit Fiend Chieftain.
Last edited by Twoy on Sun Jan 08, 2012 11:56 am, edited 3 times in total.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Mon Jan 09, 2012 12:25 pm

To take a break from the spam:

Evil Imagination Land is assembling a light siege force to send into the Elder Gods assumed Territory. They will be setting out from Nightwalk in 3 turns time, and we estimate another 6 turns to get to the frontier. I am calling on my allies for safe passage through their lands and some preliminary scouting to hopefully find a target city for our force.
HerbieRai
 
Posts: 383
Joined: Mon Sep 13, 2010 1:58 pm

Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Mon Jan 09, 2012 1:30 pm

The Koopa Kingdom's starting scouts have been diligently searching to the east for several turns now. We will report any findings as they happen.
User avatar
marshalkowski
I am a Tool!
I am a Tool!
 
Posts: 31
Joined: Tue Jun 09, 2009 9:52 am

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Jan 09, 2012 4:05 pm

marshalkowski wrote:The Koopa Kingdom's starting scouts have been diligently searching to the east for several turns now. We will report any findings as they happen.

Thanks for mentioning that. I forgot to process your scout moves for Turn 9. I also did not process scout moves for the rats, because I did not receive any.

Finished turn 10 for the elder gods, but ran out of time to post a new map. Should have a new map up on tuesday.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Mon Jan 09, 2012 5:45 pm

Uh, to clarify, I think I did send in scout orders for the rats, but here they are, to doubly confirm:

Rat 1: SW, South until out of move.
Rat 4: SE, SE, N, N until out of move. If encounters water, move along coastline.
Rat 5: Due south until out of move.
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
Join New Erf! Never too many players!
User avatar
Nihila
 
Posts: 749
Joined: Fri Apr 16, 2010 5:09 pm
Location: Probably totally lost.

Re: Titanic Mandate vs. Elder Gods

Postby LTDave » Mon Jan 09, 2012 11:43 pm

Isocelean Orders for Turn 10 submitted.

We will have scouts in 41.09, 48.21, and 40.29.

A Group of 66 Stabbers has assembled in Scalene, and is preparing for "Recon in Force".
User avatar
LTDave
 
Posts: 1679
Joined: Sun Aug 23, 2009 7:53 pm

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Tue Jan 10, 2012 4:32 pm

Nihila wrote:Uh, to clarify, I think I did send in scout orders for the rats, but here they are, to doubly confirm:

Rat 1: SW, South until out of move.
Rat 4: SE, SE, N, N until out of move. If encounters water, move along coastline.
Rat 5: Due south until out of move.

Rats 1 and 4 are outside of your communication range. Rat 5 moved to 42.55.

And here is a map for the End of Turn 9:
https://docs.google.com/open?id=0B6CKjN ... Q0MzdlYWEx

It looks like I have messages from everyone. I will try to work through as many as I can tomorrow. I should finish turn 10 by thursday if all goes well.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Tue Jan 10, 2012 9:31 pm

I should have sent those orders through the Thinkamancer, which should have unlimited range. However, that should take 8 Juice.
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
Join New Erf! Never too many players!
User avatar
Nihila
 
Posts: 749
Joined: Fri Apr 16, 2010 5:09 pm
Location: Probably totally lost.

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Jan 11, 2012 2:25 pm

Nihila wrote:I should have sent those orders through the Thinkamancer, which should have unlimited range. However, that should take 8 Juice.

I already had the Rats move. If it's ok, I will just show you what they explored.
https://docs.google.com/open?id=0B6CKjN ... E1YWNmYmZl

Koopa Kingdom turn 10 complete.
EIL turn 10 complete.
Isoceleans turn 10 complete.

Steam Gentlemen: waiting on orders for final disposition of commanders.

MiniTitans: Still waiting for Turn 10 info.
Last edited by Twoy on Thu Jan 12, 2012 4:25 pm, edited 4 times in total.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Wed Jan 11, 2012 3:30 pm

Fellow leaders: My Boos report two Elder God Cities
Boo-1 discovered an Elder God level 4 city named City 5 at 57.18. Boo-1 reports 8 archers on the walls.
Boo-2 discovered an Elder God level 3 city named City 14 at 60.25. Boo-2 reports 14 archers on the walls.
User avatar
marshalkowski
I am a Tool!
I am a Tool!
 
Posts: 31
Joined: Tue Jun 09, 2009 9:52 am

Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Thu Jan 12, 2012 2:34 pm

Has anyone allied with the Elves, specifically the Altruist elves camped in the central swamps?
User avatar
marshalkowski
I am a Tool!
I am a Tool!
 
Posts: 31
Joined: Tue Jun 09, 2009 9:52 am

Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Thu Jan 12, 2012 3:07 pm

I have no plans to ally with any of the naturals. I have captured an elf cheiftan (I cannot remember his denomination) and a pit fiend. Personally I find their "double upkeep" not worth the investment, although popping full stacks at once can be a powerful asset.
HerbieRai
 
Posts: 383
Joined: Mon Sep 13, 2010 1:58 pm

Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Thu Jan 12, 2012 3:36 pm

HerbieRai wrote:popping full stacks at once can be a powerful asset.


I sure hope it is. Apart from the starting 3 units, a warlord that just popped (*grrr effin' unlucky*) and the nat allies I've got nada zilch nothing.
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Toolbox Member & Kickstarter Backer
Toolbox Member & Kickstarter Backer
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Thu Jan 12, 2012 3:54 pm

BLANDCorporatio wrote:I sure hope it is. Apart from the starting 3 units, a warlord that just popped (*grrr effin' unlucky*) and the nat allies I've got nada zilch nothing.


wow, you mind if I ask what your sides upkeep is this turn? Mine is around 2.5k for 6 characters and roughly 90 units (half are basic stabbers)
HerbieRai
 
Posts: 383
Joined: Mon Sep 13, 2010 1:58 pm

Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Thu Jan 12, 2012 4:03 pm

Oi! It's not polite to ask a lady her weight, nor a side it's upkeep :P .
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Toolbox Member & Kickstarter Backer
Toolbox Member & Kickstarter Backer
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Jan 12, 2012 4:30 pm

marshalkowski wrote:Has anyone allied with the Elves, specifically the Altruist elves camped in the central swamps?

Those are unallied. Also, they are a bit expensive. The upkeep is not listed in Version .36, but their upkeep cost 200 Shmuckers per turn per unit and even more for a chieftain.

On the other hand a full stack with a level 1 chieftain has a base attack of 118 and defense of 118.

Koopa Kingdom turn 10 complete.
EIL turn 10 complete.
Isoceleans turn 10 complete.
Steam Gentlemen turn 10 complete.
MiniTitans turn 10 complete.
Last edited by Twoy on Sat Jan 14, 2012 7:33 am, edited 2 times in total.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Thu Jan 12, 2012 4:48 pm

Ok-dokey, I've sent you the orders; I didn't mention it explicitly, but that was it for this turn from the SG.

PS:

is the map a torus? Ie does it wrap around both ways? Or one? Or none?
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Toolbox Member & Kickstarter Backer
Toolbox Member & Kickstarter Backer
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Fri Jan 13, 2012 2:05 am

BLANDCorporatio wrote:is the map a torus? Ie does it wrap around both ways? Or one? Or none?

No wrapping.

I will run Turn 11 for the Elder Gods on Saturday.

Highlights of Turn 10:
2 Scouts find 2 Elder god cities.
Best ruins searched:
5,000 Shmuckers
+3 shield of defense
+3 belt of attack
One side has two level 5 cities and a level 4 city (Plainboot is level 5, though the map still shows 4).
A side popped his first warlord.
One side has about 8 full stacks gathered together ready to march on the Elder Gods. They are currently about 50 moves away from City 14.

Map at the End of turn 10. Let me know if anything is wrong (other than Plainboot).
https://docs.google.com/open?id=0B6CKjN ... U3YzIzNmQw

Note to self: Roll caster ability for all level 5 casters (See page 19). (Random number: 0169) Lucky roll for the Western Kingdoms. Three of the four eligible casters get the special talent. the number after the casters name is the percent of their juice cap that can be spent on spells outside their school.

Just realized that Baldrick already has this ability, so I am giving all three eligible casters the special ability. (Three out of four were supposed to get it.)
Lex Luthor: 25%
Taxes: 10% (At the beginning of turn 10, you can cast "Nobody Saw That," and go for something better than 10%.
Jai the Acute: 15%

I changed this rule (in version .39) so that a level 5 or 10 caster who gains a special talent will have more juice to use on the extra discipline.
As a caster gains experience, there is a chance that they develop the ability to cast from other disciplines within their class if they were not already able to do so. At level 5 casters have a 10% chance to develop this talent, and a 20% chance at level 10. If the roll is successful, roll an additional d100 and divide by 2 (rounded to the nearest 5, minimum 10) This is the percent of their juice cap that can be spent on spells outside their school in a given day, as above.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: No registered users and 0 guests