Forum    Members    Search    FAQ

Board index » Erfworld Things » Reactions




Post new topic  Reply to topic  [ 109 posts ] 
 
Author Message
 Post subject: Duke Forecastle, Part 2
 Post Posted: Mon Jun 16, 2014 2:10 am 
User avatar
This user is a Tool! This user was a Tool before it was cool This user is a member of Team Erfworld IRC Quote of the Moment This user got funny with a rodent This user has been published! Here for the 10th Anniversary Has collected at least one unit
Offline
Joined: Wed Apr 22, 2009 10:30 pm
Posts: 361
New One is up.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 7:16 am 
    Offline
    Joined: Thu Feb 27, 2014 10:52 am
    Posts: 7
    Oh, so we're going the 'Forecastle gets the Seafarer special' road.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 7:24 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri May 30, 2014 12:06 am
    Posts: 490
    the admiral is a jerk. i wonder what the rules of gaining specials are. if it is a trained thing like being a crewmember on a ship then i guess you could gain the special when you level accompanied by proper training.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 7:28 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri Jun 06, 2014 4:10 pm
    Posts: 222
    conmor wrote:
    the admiral is a jerk. i wonder what the rules of gaining specials are. if it is a trained thing like being a crewmember on a ship then i guess you could gain the special when you level accompanied by proper training.


    I think it depends on what the special is... I think.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 7:38 am 
    Offline
    Joined: Mon Dec 14, 2009 8:52 pm
    Posts: 572
    What a short, sweet, fantastic update. I would be ecstatic to get an update like this with solid rule clarification every week.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 8:35 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Sat Mar 16, 2013 12:39 pm
    Posts: 92
    As a navy veteran, I've been saying his name "Fawksull" (in my head) as well, as that is the correct pronunciation for the part of the ship. However, I'm pretty sure a unit knows how to say his own name... So, fore-castle it is. Seems so strange to me.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 9:35 am 
    User avatar
    Print Book 2 & Draw Book 3 Supporter Year of the Dwagon Supporter This user was a Tool before it was cool Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Thu Nov 05, 2009 6:43 pm
    Posts: 66
    I'm guessing the double entendre is intentional. As in, watching a unit who would be better for castle defense become Fawksull, the leading part of the ship.

    _________________
    Here's what I see coming.

    Yes. That is a rocket-propelled bulldozer of love.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 9:39 am 
    Has collected at least one unit
    Offline
    Joined: Tue Dec 08, 2009 10:38 pm
    Posts: 169
    Hi Rob,

    I know people point out typos when they occur. I'm going to be very bold and make a comment about actual phrasing.

    Quote:
    For a given turn, the ship’s total move was calculated by the total move of all seafarers in the crew, divided by a number that was determined by the ship’s design and condition.


    To me, that doesn't have the voice of a character in a story. A small change, "the ship's total move could be calculated ..." would make it sound a little more like something someone in that world might say or think.

    _________________
    Rome wasn't bilked in a day

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 9:52 am 
    User avatar
    Print Book 2 & Draw Book 3 Supporter This user has been published! This user is a Tool! This user posted the comment of the month Pin-up Calendar and New Art Team Supporter Armored Dwagon Monthly Winner This user got funny with a rodent Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
    Offline
    Joined: Sat Jan 22, 2011 5:38 pm
    Posts: 364
    We now have a bit of insight into movement rules. Perhaps this also relates to columns on land with Siege units? The siege slowing down the entire column by being a minus factor to the algebraic formulations of a columns' entire movement, so having more siege means a slower combat group in the long run. Perhaps this is why Ansom and Vinny had so LITTLE move in book 1 for the Dwagon Ambush, because their move as a part of the column was reduced because of the presence of slow moving siege engines, and Jillian's was so great, because hers were all fast moving mounts.

    BOOM! That's the sound of your mind being blown!


    Oh, and I was lucky enough to be awake this early because I just finished writing and posting the next update for Shadows of the Evergreen, if anyone is actually interested. I'll be doing another proofreading later when I've had some sleep, and probably a full day of work or two.

    So sleepy.

    EDIT:
    Oh my god! He's the Nelson Checker! The most famous paint job for a ship in British Navel history, patterned after Lord Viscount Nelson's own favored pattern! I can't believe I didn't catch that on first pass.

    I wonder, will Lord Chequer pattern himself after the life of that great and indomitable man... or the death...

    /Riveted

    _________________
    Wow! My hack writing has made the front page! Read Shadows of the Evergreen here with art by ElvenAvariel!
    And what's this madness?! Strongman the Barbarian is in the Community Stream now, too?!

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:12 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Sun Nov 28, 2010 6:35 pm
    Posts: 720
    Since proper navigation, taking wind and tide into account, is actually a thing in Erfworld rather than just the "move north six hexes, then move north-east for six" style that seems to apply to land and air units, I wonder if a Seafarer-Signamancer (I'm guessing all their casters, like their warlords, have the Seafarer special) would be particularly good at cartography and navigation?

    I think quite a lot of mathematical advances were funded by the British Admiralty for their use in navigation and position-finding as well. I wonder if Seaworld has a Mathamancer who produces that kind of thing?

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:17 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri Jun 06, 2014 4:10 pm
    Posts: 222
    Free Radical wrote:
    Since proper navigation, taking wind and tide into account, is actually a thing in Erfworld rather than just the "move north six hexes, then move north-east for six" style that seems to apply to land and air units, I wonder if a Seafarer-Signamancer (I'm guessing all their casters, like their warlords, have the Seafarer special) would be particularly good at cartography and navigation?

    I think quite a lot of mathematical advances were funded by the British Admiralty for their use in navigation and position-finding as well. I wonder if Seaworld has a Mathamancer who produces that kind of thing?


    Wind and Tide are described as a random effect. Probably there are equivalent for at least other air and land vehicles. (I think mounts expend their own move rather than the rider move like vehicles do)

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:22 am 
    E is for Erfworld Supporter Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
    Offline
    Joined: Mon May 04, 2009 3:19 pm
    Posts: 12
    Location: Israel
    What's the deal with his name and it being pronounced wrong? I feel I'm missing something obvious here.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:29 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri Jun 06, 2014 4:10 pm
    Posts: 222
    Crod wrote:
    What's the deal with his name and it being pronounced wrong? I feel I'm missing something obvious here.

    Someone already pointed it out above.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:30 am 
    User avatar
    Year of the Dwagon Supporter Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Tue Oct 13, 2009 7:48 pm
    Posts: 565
    Crod wrote:
    What's the deal with his name and it being pronounced wrong? I feel I'm missing something obvious here.


    A "Forecastle", is part of a ship. "Fawksull" is the correct pronunciation as opposed to "For Castle"

    _________________
    My Deviantart

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:38 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri Jun 06, 2014 4:10 pm
    Posts: 222
    I've realised what this means for Spookism. They all deal with one type of unit and a unit stat.

    Turnamancer deals with vehicle units and movement.
    Dollamancer deals with animated units and equips.
    Weirdomancer deals with living units and abilities.

    So any naval side would benefit incredibly from having a Turnamancer. Anchobar could have one.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:51 am 
    User avatar
    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Shiny Red Star Pin-up Calendar and New Art Team Supporter This user posted the comment of the month This user is a part of Erfworld canon! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
    Offline
    Joined: Tue Aug 02, 2011 9:52 pm
    Posts: 4412
    Location: Morlock Wells
    BakaGrappler wrote:
    We now have a bit of insight into movement rules. Perhaps this also relates to columns on land with Siege units? The siege slowing down the entire column by being a minus factor to the algebraic formulations of a columns' entire movement, so having more siege means a slower combat group in the long run. Perhaps this is why Ansom and Vinny had so LITTLE move in book 1 for the Dwagon Ambush, because their move as a part of the column was reduced because of the presence of slow moving siege engines, and Jillian's was so great, because hers were all fast moving mounts.

    BOOM! That's the sound of your mind being blown!
    I think you're misinterpretting the situation. I agree that the column probably has it's move calculated in a similar fashion, but that same mechanic is definitely not being applied to those smaller groups you mention. Groups that don't have a Vehicle with them don't run out of Move collectively, they simply chose to go only as fast as their slowest member. We see this with Jillian actually, she's moving with a group and stops because some of her Mounts run out of Move and they want everyone together. When her plans change, the takes the Mounts with Move remaining and leaves Webinar with the "exhausted" ones.

    _________________
    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:53 am 
    User avatar
    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Shiny Red Star Pin-up Calendar and New Art Team Supporter This user posted the comment of the month This user is a part of Erfworld canon! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
    Offline
    Joined: Tue Aug 02, 2011 9:52 pm
    Posts: 4412
    Location: Morlock Wells
    Ashendant wrote:
    I've realised what this means for Spookism. They all deal with one type of unit and a unit stat.
    Turnamancer deals with vehicle units and movement.
    That may be a fair description in part, but is not an exhaustive list of the abilities. Turning a unit to your side, and accelerating production schedules do not fit within that description, yet Turnamancers do it.

    _________________
    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:54 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri Jun 06, 2014 4:10 pm
    Posts: 222
    0beron wrote:
    BakaGrappler wrote:
    We now have a bit of insight into movement rules. Perhaps this also relates to columns on land with Siege units? The siege slowing down the entire column by being a minus factor to the algebraic formulations of a columns' entire movement, so having more siege means a slower combat group in the long run. Perhaps this is why Ansom and Vinny had so LITTLE move in book 1 for the Dwagon Ambush, because their move as a part of the column was reduced because of the presence of slow moving siege engines, and Jillian's was so great, because hers were all fast moving mounts.

    BOOM! That's the sound of your mind being blown!
    I think you're misinterpretting the situation. I agree that the column probably has it's move calculated in a similar fashion, but that same mechanic is definitely not being applied to those smaller groups you mention. Groups that don't have a Vehicle with them don't run out of Move collectively, they simply chose to go only as fast as their slowest member. We see this with Jillian actually, she's moving with a group and stops because some of her Mounts run out of Move and they want everyone together. When her plans change, the takes the Mounts with Move remaining and leaves Webinar with the "exhausted" ones.


    We've seen battlebears pushing siege engines. Those units around the collumns might've been working as "crew" to increase it's move by pushing it.


    Last edited by Ashendant on Mon Jun 16, 2014 10:59 am, edited 1 time in total.
  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 10:57 am 
    User avatar
    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Shiny Red Star Pin-up Calendar and New Art Team Supporter This user posted the comment of the month This user is a part of Erfworld canon! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
    Offline
    Joined: Tue Aug 02, 2011 9:52 pm
    Posts: 4412
    Location: Morlock Wells
    Agreed. It's definitely reasonable to assume Columns/Seige might work the same way. I just was objecting to Baka's assumption that ALL groups work the same even when they lack a Vehicle-type thing.

    _________________
    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jun 16, 2014 11:00 am 
    Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Fri Jun 06, 2014 4:10 pm
    Posts: 222
    Quote:
    That may be a fair description in part, but is not an exhaustive list of the abilities. Turning a unit to your side, and accelerating production schedules do not fit within that description, yet Turnamancers do it.


    I wasn't stating movement as in "move" only. I would say that production and loyalty have tendencies to decrease that could be called movement.

  • Tip this post

    Make Anonymous
  • Top 
       
    Display posts from previous:  Sort by  
     
    Post new topic  Reply to topic  [ 109 posts ] 

    Board index » Erfworld Things » Reactions


    Who is online

    Users browsing this forum: Baidu [Spider], Bing [Bot], TMTO and 18 guests

     
     

     
    You cannot post new topics in this forum
    You cannot reply to topics in this forum
    You cannot edit your posts in this forum
    You cannot delete your posts in this forum
    You cannot post attachments in this forum

    Search for:
    Jump to: