Tuesday, May 12, 2015

Sexto Updates - Mid May

(Old thread had many comments)

Clarification- A unit drops all holdings on death. Things that are not holdings cannot be picked up or dropped voluntarily like tattoos and enchants.


Sidearm info - An item can be made into a sidearm item, being carried in an item slot rather than the weapon slot, this, allowing it to be composed of up to 200% resources, an weapon-stile item having up to 128 resources in theme in normal. At 128, res, full weight, a weapon-style-item,  has 50% weight as damage,  it has 100% weight as damage w/50% chance to hit, or 200% weight with 25% chance to hit. One still only has one basic attack, which can be combined with a weapon, but one can choose whether to use one’s actual weapon or a side arm. A side arm is defined as an item, with an item effect, but one can also define a side arm as a weapon; however, the weapon statistics only apply when the side arm is used as a weapon, and if this is done, the unit’s weapon does not provide any of it’s effects or bonuses for this attack, but still provides it’s stat, and the side arm still has it’s item effect.

 One can only have one side arm, but one can equip a normal item in the side arm slot if one chooses. One can use each resource in a smithy twice when composing a side arm, and a smithy can also be built up to 128 resource in strength, to accommodate the creation of all side-arms, as well as weapons up to 200% blood tag weight, just a a 32 resource unit can equip a 64 resource weapon, this can now be applied to 64 resource units and 128 resource weapons.. One can also take the side arm roll on a weapon, while multiplying the output by two:  50% chance to do 200% weight damage, 25% chance to do 400% weight as damage, this would be a “Wild” or “Heavy” weapon.

Easy gang capture mode- Option- Occupy  a Parcel of Gang Territory for one week, without having the % of units on the parcel that are members or allies of one’s gang dropping below 75%, at any time (no more than 25% enemy gang members on the parcel at any point within 7 rounds). At this point, the parcel changes hands. This does not change the color, type, or gang type or the resources, but rather just which player controls these.

Mortars - Inherent/Option- Units can shoot the explosives out of ~mortars. There objects, much like a piece of furniture, are carried on the outside of the body. Having one of thoe will give the mortar shell 200%/400% range,with this 2x multiplier multiplied by the color roll of the shell against the mortar. A unit can aim these in any direction including 90 degrees upward. Mortars are a piece of furniture, effectively, but these are made at the blacksmith. One can create shells like one creates grenades and claymores. One can also create shells by being inside of a smithy, and using the ability augment “Create Mortar Shell” on an ability, causing the attack, ability or assault that one has cast to become a mortar shell. Each resource composing the mortar shell has 1/100th or 1/10th 1/xth the weight of a resource, so an ability mortar shell can have up to 640 / 6400 resources composing it. This weight caliber also applies to grenades and claymores. This means a unit can carry up to 3 mortar shells, or however many grenades/explosives a unit can carry. A Carvan can carry a mortar launcher, and a mortar launcher carried by a caravan can be fired by an adjacent unit, but the caravan cannot fire the mortar by itself. One mortar shell counts as one item to a caravan. The Mortar Launcher would be the Equipped Weapon of the caravan.

149 comments:


  1. Densify - Ability- This allows the caster to raise the target’s effective weight. This ability cost the same number of resources as the blood tag of the target. This increases their effective weight to 200%, or in other words, divides all momentum imparted to the unit by 2 (from sources other than running), so long as this buff is active. This buff will give a 200% multiplier to the bonus damage imparted by momentum, vertical or horizontal. If one cast this spell at half strength, then the effective weight is increased to 150%, dividing all momentum by 1.5. This spell makes jumping 200% harder, now costing 4 movement to jump one terrain height rather than 2.

    Fairy Blood- Ability- This allows the caster to lower the target’s effective weight. This ability cost the same number of resources as the blood tag of the target. This increases their effective weight to 50%, or in other words, multiplies all momentum imparted to the unit by 2 (from sources other than running), so long as this buff is active. This buff will give a 50% multiplier to the bonus damage imparted by momentum, vertical or horizontal. If one cast this spell at half strength, then the effective weight is decreased to 150%, multiply all imparted momentum by 1.5. This spell makes jumping 200% easier, now costing 1 movement to jump one terrain height rather than 2.

    Soul Molting - Ability- This allows the target to glide like a bird can glide. Though this is similar to flying, this does not give the target the ability to fly upwards, only being able to glide if they would otherwise be falling through the air. The cost of this spell is Half of the Resource weight of the unit. (When a unit casts the ability flying, they are given 4 upward movement at no cost, this spell does not give any extra movement. This extra movement for flying, as flying originally allowed one to fly over obstacles. One can add an additional 4 upward movement by adding 50% of the unit’s blood tag in resource composition to the cast of the ability “fly” )

    Afflict Affinity- Ability - This ability does not cost AP/MP, rather than this, it temporarily costs Affinity that returns at the start of the unit’s next turn, as the debuff fades. One can sacrifice one’s own affinity to reduce the affinity of the target. One must match the number of resources composing the affinity, one can also combine and split affinities to achieve the correct number(100 level of 42 resource ability affinity, the player can sacrifice 100 of this, to reduce the affinity of any 42 resource affinity weapon/ability or otherwise of the target for one turn, the caster can also sacrifice the 100 levels of 42 res affinity to reduce the targets 84 resource affinity by 50 levels, or a 21 res affinity by 200 levels, etc)

    Conjure Light-Ability- This creates a beam of light that stems from the target location. Each resource composing the ability provides one corner of light, in one ray from the target in the chosen direction, for one round, one can extend the duration, number of rays coming from the point, and density up to 8 corners of light by increasing the number of resources composing the ability. One picks an X:Y:Z slope with an East/West number, a North/South number, and an Up/Down number for the slope of the ray, or one can pick a target point and the ray is formed between the Light-point and the target point.

    Clarification- For abilities with a radius of effect. This will apply in the cube-spherical radius from the caster, but this (e.g. reveal invisibility spell) will not penetrate through things that a unit cannot move through that are not units or movable objects like furniture or items that occupy space. . (Land, walls, doors, etc)

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  2. Clarification- A mortar's blood tag determines the size of shell it can effectively launch.

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  4. Port with a tinge of Obliviousness or Diabolical Amazement today, it seems.

    An Augment is a casting method, it does not cost any points to apply, it is simply like changing the spray pattern on the gun-handle of a garden hose.

    Breaking Strike- Basic Attack Augment- This allows one to guarantee that a resource will break on an attack, in order to gain effective 150% weight of the resource (stat contribution and color contribution of resource) [The 200% bonus is when the chance for a resource in a weapon to break being 50% per attack. If this were 20% chance for a resource to break, Breaking Strike would give 375% bonus weight of the resource (invert the fraction that is the % chance to break then multiply by 75%: this is only balanced at common rates of breakage)]

    Savage Strikes -Basic Attack Augment- One can split one’s attack, at no reduction to damage, but the targets struck must be in melee range of the caster if the assault is melee, and within a one unit radius of the target if the attack is ranged. This gives the attack a 1/X chance to hit per target, where X is the number of targets selected, but retains full damage of the assault. (E.g. 4 targets in range, 1/4 or 25% chance to hit each one for full damage.)

    Lightning Savagery- Basic Attack Augment- This functions the same way as Savage Strikes, but targets selected are selected in sequence, and they must be within the range of the original Savagery while using the current target in the sequence as the source of the attack. If this attack is unsuccessful, then it does not continue, but it receives a chance of (X-Y/X) where X is the number of targets selected, and Y is the number of targets that it has successfully struck chance to continue anyway. If this is successful, the attack continues through the chain as if it had not stopped from the point where it stopped, and then rolls the appropriate chance of success on the next sequential target in the chain.

    Splitting Strike- Basic Attack Augment- Take a 50% chance to hit initially. If one hits, this attack can be directed to two targets, at no cost, with 100% effect and 50% chance to hit. These strikes have a maximum range 200% of melee range if the assault was melee, or 50% of the original range if it was ranged. One can choose whether or not to apply Splitting Strike to the sequential strikes, if one has been successful. If one applies this augment to the bonus strikes from this augment, the 50% applies to the basic 50% chance to hit, and all Indefinitely Splitting Strikes have a 25% chance to hit after the first target.


    Brandish Blood- Ability- Take 1/R% of one’s effective health as damage, and gain 1 resource and 1 AP and MP to add to an attack, spell or ability; or gain 2 AP andMP. This where R is the effective number of resources composing the unit (with all buffs, gains and any anything else included) [This may be similar to another spell in game]

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  5. Sophie’s Song- Exit Strategy- A player can play Sophie’s Song, and this will cause all of one’s units to become true neutral aimlessly wandering units without any allegiance, and all of the resources composing one’s buildings become completely sabotaged. One’s castle is a neutral empty castle that can be occupied and captured like a normal castle.

    Brian’s Song- Exit Strategy- A player can play Brian’s Song, and this will cause all one one’s units to become neutral hostile units that are all under the same allegiance, and all of one’s buildings are under the same neutral hostile allegiance, fully functional. One’s castle is controlled by the neutral hostile faction and still functions as normal. One’s buildings do not gain neutral den castle equivalent ability to produce civilians, but the castle retains this ability. “A good man knows it is good to love his lady with heart and brian.”

    Dungeon / Cave Creation - |2| player ability - The |2| player can create a cave by hand, using the random map generating ratio, or a mix of both. The |2| player can fill this with units it controls. The |2| player can place the entrance to this cave anywhere in the |1| realm. Oddly enough, these caves do not occupy any real space, other than an Cave Mouth around the size of a building, and units that enter seem to enter a new realm that contains the entirety of the Cave / Dungeon.

    Relinquish Momentum- Ability - This ability will reduce the horizontal, vertical, or displacement momentum of a target by one. The cost of this 25% of the blood tag of the target. This can be cast on items at 1000% effective composition, as items are only 10% of the weight of a unit; 200% for weapons; (this would largely be used if one could choose to take any part of one’s turn at any time given that there is combat or motion occurring around the unit, a unit being able to interrupt the turn of another unit to cast this, on any object in range.)

    Timed/Triggered Strike- Ability Augment- One can can put a delay on a cast ability at no charge. This effect must be incurred on the same turn that it is cast, or it will trigger at the end of one’s turn. This is different than an item trigger, as this is cast by the caster, rather than the item. ( i.e Item casts Curse of Stagger upon being picked up, or if an enemy unit comes into range of the cast.) A use of timed strike can be: After 10 unit’s traveled, apply 10 displacement momentum (knockback) to a thrown item (One casts the knockback at the same time as throwing the grenade, but the effect is not incurred until the grenade travels 10 units)

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  6. (More Accurate) Field of Vision ~ From the Line Foreword from the Head of of the Unit ~ via wikipedia

    60 degrees to either side. with the ability to see a unit without any specifics save for size of the unit if it is outside of 60 degrees to either side, but within 80/85 degrees to either side.

    60 degrees upwards and 75 degrees downward, retaining the definition of normal vision for the entirety.

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  7. Combo- Ability Augment- A combo assault takes 50% reduction to composition. The 50% effective composition is also applied to a debuff on the target called Combo Potential. Combo potential cannot be dispelled, but it fades if the target leaves the line of sight of the Combo caster for a period of two rounds. Upon attacking with a combo assault, one has a 50% chance to be able to utilize the resources composing the combo assault again, directed at the original target, at no cost during the same turn that the combo is cast. Upon losing the roll to continue the combo, one can take the 50% chance to unlay a combo at the cost of one’s next turn’s attack, being given the ability to continue the combo as if it were cast normally.


    Combo Composition- A player can change the abilities utilized and resource compositions of a combo, but one cannot increase the number of resources in the assault. One can split the composition into two parts, and effectively make a combo assault two separate unique combo assaults, and attempt to continue to be successful with the combo. One can only chose to do this if they have successfully won the coin flip to continue the combo. These double strike combos both have independent chances to continue, but are still bound by the fact that they cannot increase the number of their resource composition.

    Combo Gamble-Given that one flips the 50% chance to continue the combo, one can take a 50% chance to have the following portion of the combo impact at 200% composition. The composition of the combo reverts to it’s non-gambled composition if this roll is successful, after unlaying the 200% composition assault. If this roll is unsuccessful, then the combo ends, and it does not impact the target. One can also roll a 1 or 2 on a 1d6 to gain 300% composition, roll a 1 on a 1d6 to gain 600% composition, or roll a 1 on a 1d10 to gain 1000% composition. The combo potential will gain the bonus composition if this roll is successful, rather than the combo’s original potential.

    Crispy Realization- Ability- This allows one to realize all of the combo potential on a target at 100% resource composition. One can do this at any time during a combo, given that one has won the 50% chance to continue the combo, or there is an active combo potential debuff. This allows the unit to utilize all resources composing the combo potential debuff as any array of spells and abilities, as well as utilize the combo assault that was successful when the unit chose to utilize a Crispy Realization.

    Combo Breaker- Ability - This can only be cast if an enemy has successfully landed a combo assault. This allows one to counter a combo, and utilize 100% of all resources in a Combo Potential debuff on one’s self. If this is successfully used, the assailant is not given the chance to continue their combo.

    One can take a 50% chance to utilize one’s combat phase for their next turn to do this,while being able to utilize any unused AP/MP and Attacks from their previous turn to add to the strength of this ability. One can combine their basic attack with a combo breaker. If one loses the 50% chance to break a combo, then they lose their basic attack for their next turn, or their basic attack from their previous turn if it was not already used.

    One can take another 50% chance to break a combo after losing the first roll, if they lose this coin flip, their next turns basic attack and their MP/AP for their next turn is given to the unit striking them with a combo, and the assailant is given the chance to utilize a Crispy Realization with the newly added basic attack and MP/AP. The assailant is given the ability to use their basic attack twice, rather than use the basic attack of the unit that lost the coin flip.

    Combo Pre-req ~~Only attacks, spells, and abilities that occur within melee range can become combos. If the ability is cast outside of melee range, but ends within melee range (i.e. spear) it can be utilized as a combo.

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  8. One loses the bonus attack and MP/AP one gained when the target of it’s combo fails the second combo breaker roll if they do not utilize the bonus attack and MP/AP by the end of their combo that they were casting when they won this. They can choose to continue the combo, they were casting, or cast a new combo utilizing the MP/AP and basic attack gained as well as any residual AP/MP/attack rather than utilize the gained attack/mp/ap as a Crispy Realization.

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  9. One only takes the 50% detriment to effective resource composition when initiating a combo. Combo potential is only applied to the target if the combo successfully strikes the target, if the assault misses, but the combo was successfuly cast, this does not apply the combo potential, but does not end one’s ability to flip a coin to continue the combo.

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  10. Clarification- % composition detriment occurs like salvaging, and breeding, where matched color types of resources are kept, and one’s that don’t match are rolled off. (E.g 25% effective composition on ability: match 4 resource color types and one goes into the ability) Bonuses to % composition apply after the % reduction, applying to the reduced spell as if it were the one that was initially cast.

    Option- Player’s Choice % Composition Detriment- When a player is effected by a % composition reduction, the player can choose which resources to keep. So rather than match-and-roll for a 20 resource ability, one can simply pick the 10 resource that they want to use.

    Option- Backwards % Composition Bonus- When a player is effected by a % composition bonus and a % composition reduction, the player can apply the % composition bonus to the ability first, and then apply the % composition reduction from the effective composition after the bonus

    (Maybe some time down the road, if i’m swimming in free time, i will try to create a wiki style website for this game, making it easier to navigate and find impactful parts one would like to read about or gain more information on)

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  11. Clarification- Stat Buffs and Debuffs- When casting a buff, one can determine the stats as one sees fit, and one is not bound as much by the 4 of each substat, secondary stat, and tertiary stat per resource. One is still bound by the resource type, in that a Structure resource can only increase or decrease Physical Damage. When casting a debuff. One can take 4 substats 4 secondary and 4 tertiary stats, but one can convert any substats into secondary stats at no cost, and convert any secondary stats into tertiary stats at no cost. So a debuff of one resource still has a limit of reducing a substat by 4, it can reduce any secondary stat by 8 without effecting substats, and any tertiary stat by 12 without effecting substats or secondary stats.

    There is a 50% reduction when converting tertiary stats into secondary stats in a buff/debuff, so of the 4 per resource, one can convert these 4 tertiary stats into 2 secondary stats, and there is also a 50% reduction when converting secondary stats into primary stats. So if one only wanted to effect a substat, one can convert the 4secondary stat contributions into 2 substat contributions, and the 4 tertiary stats into one substat contribution by converting them first into 2 secondary stats, and then into 1 substat.

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  12. Summon Prismatic Prison- ability - This creates a prism that captures units. The prison acts like a building, The strength of the building is the strength of the spell. This has adjustable volume, rather an a rectangle like a normal floor of a building. The caster can choose any size for dimensions that is between 1x1x1 and 5x5x5 area. This lasts for 3 days, but it can also be destroyed like a building. One can choose this to be either Magical, Living, or Undead, just like summoning.


    Iron Maiden- ability- This spell will grant a buff that reflects damage dealt to the caster. The amount of damage reflected is ( M / A ) (Resource Count of Iron Maiden / Resource Count of incoming Assault). This lasts until the caster’s next turn.

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  13. Portal - Ability - One can cast a portal. This ability has no cost, but one can only have two portals open at a time, when the unit or object enters one portal, it exits at the other end of the portal of the other portal. A unit can see through, attack through, and throw objects a portal, as if the tiles adjacent to the other portal were adjacent to the portal being looked through.


    (This should be a clear allusion, so it should work very similarly; while there is no frictionless slippery goo, one can grind a handrail with a skateboard/bike/rollerblades to the same effect. One can also bounce off of ropes to reflect any momentum as one pleases.)

    A portal is a 2x1 sized object on a wall, floor, or roof, much like a window.

    The range of this ability is the range of one’s basic ranged attack. One can cast as many portals as one likes, but one can only have two active portals at a time. When a unit enter’s a portal, it’s momentum is preserved, but it might be changed.

    A portal has an orientation. If the entry portal and exit portal have the same

    A unit that enters a portal will have the same momentum it has when it enters. A unit’s preservation and conversion of momentum is relative to the portal it enters. If it is falling vertically, then the downward momentum is preserved, but if the orientation is

    Enter portal on floor, exit portal on ceiling, all momentum is preserved.

    Enter portal on wall, exit portal on wall, all momentum is preserved

    Enter portal on floor, exit portal on floor, vertical momentum is inverted, downward momentum becomes upward momentum. horizontal and displacement momentum is preserved.

    Enter portal on ceiling, exit portal on ceiling, vertical momentum is inverted, upward momentum becomes downward momentum, horizontal and displacement momentum is preserved.

    Enter portal on floor, exit portal on wall, vertical momentum becomes horizontal momentum, Horizontal momentum becomes vertical momentum. Displacement momentum is preserved.

    Enter portal on wall, exit portal on floor, horizontal momentum becomes upward vertical momentum, Vertical momentum becomes horizontal momentum. Displacement momentum is preserved.

    Enter portal on wall, exit portal on ceiling, horizontal momentum becomes downward vertical momentum, Vertical momentum becomes horizontal momentum. Displacement momentum is preserved.

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  14. If one has no momentum, one walk through portals freely as if walking from tile to tile without any consequence if the tiles are both walkable. One can grab the floor of the exit portal from the entry portal like a ledge if walking from a wall portal entry that at the height of a ledge (as tall or taller than a unit) to a floor exit for example. If the wall entry portal was only one unit above the ground, this can be scaled like a normal obstacle that is half the size of a unit.

    If the wall entry portal is level with the ground, simply walking through the portal would cause one to fall back through the portal, and one must jump in order to successfully end up on the other side of the portal without simply falling through the portal on the floor, the jump adding vertical momentum which is translated to horizontal momentum once through the portal, and this would give the unit enough momentum to be moved off of the tile with the portal that they would otherwise fall through.

    Units that exit portals and appear in a position that would otherwise qualify as falling will be considered falling at that point.

    If a unit is falling indefinitely, (e.g. portal on celling with portal on floor directly below the one on the celling) then they will continue to accumulate momentum, but the same unit can only fall through the same portal 8 times in the same turn, if the unit attempts to fall through the same portal a 9th time, the portal will deal falling damage to the unit as if it were normal ground, and there were no portal there. If the unit dies from this, it’s portals close. Dead men weave no portals.

    Casting an entry portal is a separate cast than an exit portal. Regardless of functioning the same way. This allows one to replace one part of the portal without replacing the other part.

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  15. Rolling- One can crouch while falling, for every two horizontal momentum one has, one can negate one vertical momentum when the unit strikes the ground.

    Flips- One can crouch while in mid-air. This allows one to turn up and down at half the normal cost of turning (change the way one is looking). One can do this with a bike, rather than crouching decreasing the size of the spinning unit making it more effective, one is able to utilize the momentum of the flipping bike to accelerate the rate at which one turns up and down.

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  16. Up/Down - Jump / Crouch
    Right Trigger / Left Trigger - Displace to fighter’s Right / Left

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  17. Repurpose Corpse- Ability- This allows the caster to repurpose a corpse and turn it into an item. This can only be used on corpses that have died in the last 3 days/rounds. (2A/R)% chance of being able to turn the corpse into an item that matches the combined blood tag and soulblood tag of the unit. If these weights combined are above 64 resources, then every 4 resources after the 64th resource will turn one resource into a dominus resource. If doing this would create an item that is above 64 resource full dominus item, then the two items will be made if this is successful, one 64 full dominus item and a second item with the remaining resources. A mystic can give a Repurposed Corpse Item an item effect, as it starts out with none, and it can also convert a Repurposed Corpse Item into a weapon; both of these abilities cost the mystic one mystical point. There is no bonus effect for exceeding 100% chance to find an item with Repurpose Corpse. A repurposed item can be carried as if it were composed of parts, rather than being an item; meaning it will not take up inventory space unless one choses to equip it.

    The item composition of Repurpose Corpse is determined by the same way as salvage and breeding, by matching and roll-offs.


    {Ability} Armor- Ability Augment - This allows one to cast an ability as a buff, the ability will afflict any unit that strikes the target with a (pick) magical/physical melee/ranged attack. The cost of this spell is 50% the normal composition of the ability. To dispel this, it costs the full weight of the amor augmented ability, rather than the full weight of the ability as if it weren’t cast with an armor augment. Like most buffs, if the Armor ability lasted for two turns, then it only takes 50% of the original resource composition of the ability to dispel it on the second turn that it is active. One can use any type of targeted ability, but one cannot use non-targeted abilities with an armor augment. (all dispel effects get 200% composition against buffs classified as Armor Augments)

    Clarification- Negative Stats - If a unit has it’s stats debuffed into negative numbers. The stat will provide a multiplier of 100% - neg-stat. So -4 Strength would give the unit 100%-4% p

    Hell-touched Heels- Napalm Ability Augment- This ability is a buff will cast napalm of the buff composition strength on the last tile that the unit has walked on. One cast of napalm with this augment will last for 8 tiles.

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  18. you could always tell your friend “no, no more sidewalk chalk drawing, all of the chalk in the world has been used, largely by drawing on chalk, the seas are now rainbows, as the chalk washed off the ground every time and into the oceans. All of the chalk that was used somehow only dials the color of a yum yum tickly ocean tile to one color as if it were any other tile on the map, but somehow, one would never guess. Each magical undersea-acre of the drippy drop friends was a colorful rainbow, each segment of the land-woven water blanket was still rolled for itself individually regardless of being only a corner in size, each part of string the part of the string weave that was above the layer of water-yarn that they long to stretch to all sides touching the continent from all sides of the every meeting point between water and land. But every time you made poison, it did seem to dye the ocean eventually; perhaps the water fairy was right.”

    if one went in a diagonally lined portal at a negative angle on a substance, a hanging cabinet or something.

    In the realm of the hanging table, for a table to bounce, there has to be elasticity to the rope, but the rope will only provide as much bounce as it’s elasticity, but would provide as much falling damage as could not be countered by the elasticity, so 8 lengths of elastic cord would absorb 8 vertical momentum from a falling unit the strength of the rope. when used to hang a table. the vertical momentum was reflected and given at the point where the wave of table-rope extension met it’s correlating opposite. the crest to it’s trough, this propels the unit of the unit 8 upward momentum upon returning to the center of the cord. The table-tramp was not effected by being intertwined with non elastic ropes, these would still absorb the momentum of the falling unit up to a certain point, then reflect all of the downward momentum the unit had imparted, taking into account scale between the units, this momentum determines the distance from the table’s resting position or initial position that the table will go down, the table will reflect it’s velocity when it has reached the lowest point it will go.

    The amount of % bounce (vertical movement reflection)that is the table imparts is (T/R) T was the blood tag of the table, and R was the blood tag of the unit.

    If a unit strikes another unit at the bottom of the trough, the full amount of downward momentum that the table absorbed and will reflect upward upon returning to it’s initial position. This is added to any additional downward momentum the unit has when striking the victim on the sable with an aerial assault. This can break the table, but the excess momentum-force that was more than enough to break the table is lost, but the momentum absorbed up to that point is utilized as the effective momentum for the Off the Ropes/ Down Momentum Bonus calculation, and this damage is still imparted. the ropes will revert to a position of falling with no tension elongating the elastic parts. A table will put apply tension and be taut on a rope if there is no

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  19. Elasticity is much like having a wave or segment of the wave that is the 8 U sections of rope looking = under the table. the 4 sets of 2 cross + perpendicular under the table, the amplitude of the wae is stretched by the impacting momentum, in it’s entirety or only as a partial segment of elastic rope. The wave would reflect with as much velocity was was imparted to the crest of itself, the trough’s reflection , on that o There could not be any slack in the rope, if the ends of the rope at the rope anchors or zenith apex hinge point (if the rope was pulled overtop a building per say) were at least 2 terrain heights above the resting or current position of the table, and there was no limp rope between table, which was otherwise falling, rather than being extended to the limits of it’s ropiness. then the table would impart the ability to “bounce”, if this was not true, there was slack on the rope. and exact measurement of the rope did not effect. If a rope is raised on some other right corner

    History/Cowboy mode-, somehow ranged abilities require ammunition of some sort. Be this bullets for your gun or something like a glass or chair that is thrown. Glasses must be made, some people are classy enough to pour you a glass, out of their bottle of drink. You make glasses like furniture. There might not be any magic, but you’ve still got morale, and plenty of drugs and alcohol. The food was great, plenty of guns, knives, and even bow and arrows for the indians. Horses still exist, thankfully the damn indians haven’t eaten all of them yet. If you play technology, you might not start out with the ability to create a gun, or with anything, researching everything down to weapon-type: specific corner bonus; for each possible corner one could get for that: better go pray to the sky. So everything is there for the most part, save for players choice and magical ability. If the stat would benefit magic, that is now weapon damage output. The % that the damage % bonus is multiplied by is actually (W/R)% where W is the combat tag of the weapon(all impacting stat gains/effective resource tag/fighting weight), and R is the combat tag of the unit. Of course this is tedious, and one must mine the metal to make the guns, each time, one bit of metal making just that one bit of gun or table, with only so much gusto, gusto-density. Somehow it was like blade~runner~spiders mode and it had more accurate gestation time and life time, however long your turns took was how long it took, or you had one second to take your turn, if you did not, you were thinking….

    , whether or not spiders were sapient and would fight is another matter all together.

    ~Stat Changes below

    Strength: increase Physical Ability Damage 4% per point
    {Strength is changed to this.}


    (Soulblood resources also benefit from wisdom)


    ~~~

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  20. Portals, like most ranged abilities, are shot much like bullets, and will appear on the first thing that they strike.


    If one has an exit portal on an upward slope (cabinet) is, the amount of the vertical momentum that is converted to horizontal momentum is the % slope of the cabinet. The amount vertical momentum that is inverted is 1-%slope. These % both are multiplied by the original downward momentum independently.

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  21. The realm of the table, the ground was effectively tables, but these could still be manipulated like tables. One Can stagger tables, and with 8 lengths of rope per table you can secure the tables together with no slack, if a table is destroyed, slack is created in the structure, and a part of a table wall with slack on it will feel the momentum imparted by the falling portions of the table wall without support given from adjacent tied tables on 2 of 4 sides of the table.This will impart falling damage, where the ropes are connected, and cause the ropes to snap in two at that point if it breaks them at any point, it will no longer be being connected at that point.

    If you were hardcore, the 16 kingdoms formed a shape on one side of the map, and the 16 kingdoms composing the west were separated by two separate instances 16 kingdoms in the middle for a total of 32. These castles unoccupied and unimproved, mere ghosts of castles, ghosts of a house deemed the castle. The kingdoms occupied only by wild things and wild indians. Each castle still having a color and rolled like a normal tile. These colors out west could be adjacent to one another, they were simply rolled 1d20 for picking, 4 is king color or re-roll. There is no ocean above below the 3rd middle land, there is instead one set of 16 kingdoms below the 3rd West Lands, with only a half set of 8 kingdoms spanning from the tip of the 1st Southern Lands.

    Above the 3rd West Lands were the 1st and 2nd North 3rd West Lands.

    Above the 2nd west land was but the only 1st North 2nd West Land of 16 kingdoms, and the 2nd North 2nd West land but this was only 3 of 16 kingdoms as land, with the other kingdoms underwater sea, but not deep ocean.

    The 3rd north lay of kingdoms were all half-lands of land, half water. These kingdoms lay a 1d6 chance to be land or water, starting land in the top left corner of the 3rd North 3rd west lands was a 2/3 chance to be land, with the chance inverted to 1/3 if it lands on water.

    The 3rd N 2nd W and 3rd n 1st W Lands were a 50% chance of being land or water.

    The 3rd N 0W land was 3/4 of a full set with 12 kingdoms of land, all of these kingdoms connected, but a lake could be in the middle to make 2 half kingdoms, each with their own castle.

    The 4th N and 3rd 2nd and 1st west tiles were all about half-land globe tiles or kingdom-sets., with the odds being 1/3 land for 3rd W 4th N , 1/2 for 2W4N and 2/3 for 1W4N , the 4N0W was all ocean.

    The 5N3W was 50% islands, with the connection slant as 3N3W.
    The 5N2W has 50% islands with no slant.
    The 5N1W has 75% islands with slant
    6N1W has 50 %island with slant
    and 6N0W has 82.5% island with slant.

    If you roll out of ocean tiles with a land slant, (e.g. 75% islands is 12 kingdoms, so 4 kingdoms of water for the tile) one the tile will take island instead of ocean.

    6N1E to 6N 3E was 3 full kingdom-sets
    5N2E to 5N3E was 2 full kingdom sets
    4N2E was one full kingdom set
    4N4E was an 8 kingdom set.
    The rest of the 4E row was ocean (maybe cape verde)

    The 4W 1N and 2N lands were full kingdoms
    5W 1 N was 5 kingdoms connected to the 4W1N by land
    5W 2 N was a Full Land- King’s Lands 16 kingdoms

    6W 2N and 7W2N were Full Kinglands 7W1N was 25% islands with 3 of 4 connected to the 7W2N

    1E3S 2E3S Was a full kingdom
    3E4S and 4E4S were half kingdoms connected to each other, and the main land.
    3E4S connected to the west and south, and 4E4S connected to the west, to 3E4S

    3E5S was 75% Land and connected on both sides above and to the West to the mainland
    2E5S Was a full king’s lands.
    1E5S and 1E6s were 4 kingdoms each attached to the mainland to the east.
    2E6S was a 8 kingdoms attached to each other and the land to the west and north.

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  23. Rather than have set achievements, a player can simply challenge another player to do something, like fakie nollie triple kick flip into a nose stall between two buildings. Challenge yourself. Just because I saw the rains come down in Africa, could be go at least 10 and 1 on average with your soldiers in a battle for complete control a map tile. And each time, the Toto song lines continue, up until occupying the tile for that long of X being able to get that many kills to deaths on that tile; to be 500 deep, or however, 10 at each one. however many lines there are in that Toto song.

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  24. If you knew where this is, Roofuckers, chinks, japs, gooks, japs, mongols, other slant eyes and even abos come from the west. Spics of all sorts come from The parts south of the true west, the true west being, 0S3W and 0S4W. The Snow Chinks inhabit the areas N2, and 3 all points on the continent with the rest of the middle of the countries from Red Coats, Micks, Kikes, Dagos and Degas, Spaniards, Krauts, Commies, Balkans, Dune Coons, All sorts of wild niggers, Pubjabs. A mix of these and the natives were found in most places south before one left into the south from the west, then running into a sea of spics. There were a good bit of around 80% white people in the 0N area. If one really loved amercia. 0N and 0S were two different levels, america being composed of a 2x4 king-square of 64 kingdoms. That is about how many states there are; California wanted to be four states, plenty of states can take that option.

    The types of folk native to the lands of 00 coast were all sorts of redskins and crackers, honkeys, and peckerwoods, and plenty of broke niggers in the south, but somehow people came from all over, and it wasn’t a rare sight to see a Mick or a Dago

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  25. ~More Advanced Social Interactions for Blade Runner




    Personality Points-A unit has 30 points to spend when it is born/created; these spent between 3 categories.

    Shy ~ Outgoing (10 Pts; max shy is 0)
    Grouchy ~ Nice (10 Pts; max grouch is 0)
    Serious~Playful (10 pts; max serious is 0)
    Chat will not give points normally, but it can if the unit is neutral rather than having a type. (even personality) One can also choose to spend no personality points and be shy serous grouch.


    Sims style Interactions. If the unit is above 50% of the personality, one will gain the bonus. If the unit is at 30% of the personality stat or below, the action will not work and it will give negative Relationship Points. Non-romantic Actions are separate from Romantic Actions. If the unit is below 70% but above 30% of the personality statistic, then there is only a 50% chance to gain any relationship points for doing the social action that would otherwise give favorable points.


    Each NPC would have a different level of friendship one would need to achieve to get something like a discount at the store, or other sorts of bonuses the unit could provide, even being an ally that will fight alongside the player.

    If an NPC gets to a certain level of Negative Friendship points, then that NPC will attempt to beat the unit to a certain % of it’s health, or even kill it, if it’s Negative Friendship points got that large.

    Friendship Points / Relationship Points- (E.g. gain 64 friendliness to get 10% off on the currency costs of items sold by the unit.) This would be different than do a “mission” created by another player and get a 50% discount at a gun store, due to helping out the store somehow. One can also do small favors like give a NPC a ride somewhere, things like this would give +4 relationship points.

    A player will lose one relationship point with a unit for every day they go without social interaction. This can take a unit to 0. Units start out with 0 relationship points with each other.

    One might need a certain level of friendliness points with the owner or other people who work at the same building as one’s self to get a promotion or pay raise.

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  26. Interactions differ with the personality of the unit. Some interactions are liked by the unit, while others might not be.

    Normal Insulting things
    +0 Chat
    -1 Insult
    -2 Argue
    -4 Provoke

    Actually assaulting the unit is -8

    Outgoing Target

    +4 Goose/Massage
    +2 Flirt
    +1 Compliment


    Shy Target (Receives negative on positive outgoing)
    +4 Impress
    +2 Tell Story
    +1 Chat

    (Unlike being shy. Outgoing does not receive negative friendship points from positive Shy things, the same being true for playful and nice; these things will simply not yield any extra bonus)

    Nice
    +4 Hug
    +2 Compliment
    +1 Chat

    Grouchy (Receives negative on positive Nice)
    +4 Heckle
    +2 Admire
    +1 Gossip (Choose to heckle any unit in sight besides the target)

    Playful
    +4 Entertain
    +2 Tickle
    +1 Dance

    Serious (Receives negative on positive Playful)
    +4 Debate/Contemplative Discussion
    +2 Tell Story
    +1 Chat


    Romantic (A civ will only breed with you if you are loved, meaning you have some # of points; e.g. 64 romantic points to be loved; one must be at least half way to the point of being loved in order for kissing the target not to become negative romantic points. If one does something non-romantic that they don’t like, one will lose romantic points as well as normal friendship points. )
    +1 Wink / Whistle
    +2 Flirt/Dirty Joke
    +4 Touch/ Hold Hands/ Hug
    +6 Romantic Hug/ Goose/Adore/Cuddle(cuddle only works if units are in adjacent beds or chairs, or sitting/laying on the ground/crouched or prone)
    +8 Kiss
    +8 Breed with Target.

    Social Gifts-One can also buy/make a gift For a unit. These are made like furniture, but are largely items that would be put on a shelf or something, or one can use a picture, one can also use a single ingredient like a vegetable, or a random worthwhile object that isn’t broken like a candle. If the color roll of the gift against the unit is above 2, then the gift is +4 friendship points. If the color roll of the gift against the unit is above 1, then the gift is +2 friendship points, if the color roll of the gift against the unit is below one, then the gift is -2 friendship points: they didn’t like your gift. One can combine ingredients, poison, anything like that as well as random power and raw resources by hand in order to make a gift.

    One cannot repeat the same social interaction repeatedly, a different action must follow the previous one. The only social interaction that can be used repeatedly is chat.

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  27. A unit can attempt to breed with any other unit; being able to do this regardless of actually being able to successfully produce offspring or not. Attempting to breed with another unit still gives the + relationship points, even if one had failed to get the unit pregnant because of poor luck or other factors that cause the impregnation of one of the units to fail.

    One can also choose to attempt to breed with a unit without actually attempting to get them pregnant, this being called mock/ imitate breeding” if the unit could otherwise have gotten pregnant from the relations, to distinguish this from normal breeding.

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  28. Social interactions that are not physical interactions have the same range as melee assaults (must be adjacent to target); Social interactions that are not physical interactions like hugging, touching, goosing, and breeding could be used with a distance of one or two tiles in between the units, but if there is another unit within the direct line of sight to the target, then the interaction will apply to the target in the middle, the one struck first in the line of sight to the chosen target. If a ranged interaction is cast at a distance of over two, but less than 8 between the caster and the target, then it has a 50% chance of being successful delivered, otherwise yielding no impact o any sort of friendship points.

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  29. Clarification-Shooting out tires in blade runner - If one can shoot the tires of a car (target the tires as a unit and damage them enough to flatten them {must be a puncture. pressure rupture (compress the tire to under 75% of it’s volume with a strike, or bullet-hole), the tire will go flat. The Car receives a 20% reduction to acceleration and braking. It takes a 20% decrease to the handling of the car, requiring 20% more horizontal motion per flat tire to displace the original amount left or right as stated in the turning ratio. The car is punctured by a bullet or blade type attack if the attack deals damage to the tire as if the tire were 50% of it’s effective composing resource weight in combat.

    If one was playing Blade Runner in real time, one moves at one’s momentum per second, if one has momentum that is not controlled by one’s self. This means the front tiles a vehicle with 20 horizontal momentum will travel 20 units foreword in the same second that a running unit travels 2 tiles, and a walking unit travels 1 tile, and a still unit does not move.

    If a unit has a “slow effect” one would have to be debuffed at 400% of the normal rate when using one’s new Real Time base movement to be unable to move, as base movement is originally 8 tiles per turn. To rather than being (8A/R) for a movement debuff to relinquish one of the units base movement, this formula is only (2A/R) for the debuff to relinquish one of the units base movement.




    A unit perhaps would regenerate 1/64 ; 1/32 or 1/16 of their total AP/MP per second

    pressure rupture (compress the tire to under 75% of it’s volume with a strike, were it a 2x2x1 tire, impacting 400% times the tire’s resource weight on a point on the tire as momentum damage from falling or otherwise with a non sharp (bullet/blade/caustic) strike against the tires of the car where the car cannot move in the direction that the blow would have taken it, (due to being parked or against a wall; or the momentum is not sufficiently strong enough to transfer to the car by normal means enough to move the car one tile in that direction, so the momentum imparted to the tired is treated like horizontal momentum damage)

    (walking/running; which is induced at a rate of one per movement, and lost at one per tile crossed in the case of walking, and can be increased to two movement per second when running, but takes two tiles crossed to stop. One can only turn 45 degrees when running, leaving only 3 of 9 available tiles available when running, one can use a sprint point to “~juke” and turn at a 90 degree rangle while being at run speed (2 momentum per second)

    (Each unit takes its turn at the same time, each turn lasts one second, and each second is a round, the unit getting refreshed to it’s maximum base movement for the round ( ~2); and getting a refresh tick on it’s AP/MP and Sprint (Gain 2 sprint per tick, carry up to 8, can only spend 2 movement and 2 sprint per second. A normal gun gets an attack refresh every second: so a Semi-Automatic Rifle Would get 8 shots per second; like double pistols get 2 shots per second. It takes 2~3 seconds to reload a readied magazine into a gun, and it takes ~7-10 seconds to fill a magazine with loose bullets. Bullets are still made like poison but can be carried in boxes, each box of bullet holding roughly ~64 x (64/R) number of bullets, where R is the weight of the bullet.

    One can attempt to cast an ability every second, while being able to combine abilities to simultaneously cast them. To do this, one might want save some predefined abilities, able to feely assign them to and from hotkeys from a spell-design page or spell-book as one enters scenarios where one might need it.

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  30. Actions would all have a certain amount of time. Dancing and Chat would take much longer, maybe ~400%-600% as long as an instant social interaction like goosing or kissing someone, if it took 2 seconds to kiss someone, it would take 12 seconds to chat or dance with someone. Flirting, Entertaining, would only take half this time, so about 300%-400% of the time. and Hugging could take about 150%-200% of the time of a kiss. Breeding could take as long as chatting, or even longer but longer than 800% time (~16 sec) seems extravagant.

    So Every social interaction based around the ~2 second instant actions. Anywhere from taking 100% as much time to 800% as much time to accomplish. This can also be applied to other actions, laboring on a resource or modifying the corner of an item could take anywhere from 2 seconds to 4 seconds, but longer than this would be so tedious it would simply be wasteful unless one was a stoic realist, simply because the action is so profuse and commonplace. Some actions already have natural times that they are accomplished in such as reading the outline of a mission, or going somewhere in a vehicle. Moving things around to provide labor also already provide a timeframe in which they occur, performing labor still occurring at a rate of one point every 2 or 4 seconds. (Truer Realism would have longer action-cast-times than this; but remember that this is a game; if it took just as long to accomplish something in this game as it does in real life, then it would be just as restrained and constrained by time, taking months or years to construct a building.

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  31. (easier) Designing a Building- One can design a building, which is just like building a building without applying any actual labor, the pieces just appearing instantly. Then one can place this building design on a tile and laborers and laboring units will construct it as designed. If one wants to put in a lamp or a toilet, it will create the plumbing and electric wires needed in the building designer.

    Water Types - Water comes in two types, Used Water and Fresh Water, used water has been used by something like a sink or shower to wash a unit or toilet. This can be converted to fresh water by collecting it and inputting one resource per 8 units of water and one unit of power into the water through an electric water reclaiming machine (through the power of UV/Electric force and Chemical power). Washing with used water will make one sick, but used water will not hurt plants. As one can fit 4 2x1x1 pipes on a tile, each one being being two corners long, one wide, and one thick, one can make a single pipe function as a separate fresh water pipe and used water pipe, with half of the water capacity it would normally have if it were assigned to just one type of water or housing water indiscriminately. A “Mixed Pipe” can be split and connected to separate “Single Purpose Pipes” at any point, but a mixed pipe can be useful for providing plumbing access and water function to internal plumbing while having it only be necessary to lay a width and height of one unit of piping behind the wall or under the floor. Electrical cables can also be strung behind the wall.

    Cables require an electric input wire and an electric output wire,but these can be synonymous, making mixed direction wires instead of uniform direction wires, similar to pipes.

    If a mainline electric wire carrying current has an appliance connected to it by other wires, so long as the enter and exit wires of the electric appliance both connect to the mainline rather than another appliance, then it has access to all current on the wire, but if an appliance is connected to another appliance before it returns to the mainline, then both appliances are limited by the same mutual pool of electric current that they receive from being connected to the mainline. One can have a switch between the M —A — B ; appliance A and appliance B, so that when the switch is closed A receives 100% access to current on the mainline, while B receives 0% access, and a different bypass switch to see that B gets 100% access to current. This is a rudimentary interpretation of electric-physics.

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  32. If An Electric Mainline Sends X current through the electric-injection wire, and has Y current return to the power plant through the electric-recollection wire, then the Y current can be sent through the electric injection wire without losing any of the remaining recycled current. In reality, there is a bit of current lost throughout the wires, so perhaps one out of every 4000 current is lost rather than recycled. (number came out of the blue, it varies with each material composing the wire how much current is lost)

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  33. Clarification- Napalm vs Arson Vs Fire- Napalm is more along the lines of liquid death, but one can choose to fire Sticky-Arson-Napalm rather than Liquid Gang Members as napalm, choosing Sticky-Arson-Napalm gives the cast of napalm 400% resource weight, but it does not contain gang members that can do plethoras of assaults, rather it will only cast the basic attack the weight and type (magical/physical) of the napalm as damage against any unit on top of the napalm being able to attack at 25% of it’s composition against any unit that is adjacent to the arson-napalm.

    Fire comes from burning resources, and this can deal damage that is 500% the weight of the resource as a basic attack to the unit, and it will also cast arson like arson-napalm under the same circumstances with the 400% bonus basic attack weight when applying this in the form of arson-weight.

    Base Fire Strength
    Structure / Luxury 200% weight
    Energy 400% weight
    Power 800% weight

    In real time, a structure or luxury resource would burn for ~an hour, an energy resource would burn for 30 minutes (30 x 60 turns), and a power resource would burn for 15 minutes: but it will not catch things on fire that are fireproof, thus far, fireproof things are the fuel-house in the power plant, and the hearth in a building. Everything else is flammable, but a unit will take damage rather than catch on fire, while items will catch on fire by default unless they are made in a smithy. One can elect to make a weapon fireproof or not at no charge.

    So a burning normal power resource has a base of 8 firepower. This is gets 500% bonus when dealing damage to a unit on top of it, for an attack of 40 resource weight per turn. If the unit were on the tile adjacent to the fire, it would take 25% of this damage, or 10 resource weight basic attack. The arson bonus is multiplied against the basic attack with bonus, so it would cast a 160 strength arson on anything on top of it, and a 40 strength arson to anything adjacent to it per turn.

    These casts of arson can still be dispelled by normal means, and will still destroy the item if left on fire for (arson-success-time ~originally 7 turns, in real time 21 seconds or so for a burning resource in item, and 7 minutes for a burning resource in furniture (furniture has those lacquer oils polishing it and upholstered sections to make it burnt faster)

    if furniture is semi-fireproof ~metal lamp; it the resources will become broken rather than burn away, and if all the resources break, then the item will be destroyed; a metal table will not be effected by arson, but one can always use “chemical arson” at 50% effective cast to destroy fireproof things.

    This means a safe hearth would be of a size enough to prevent the building and other things from catching on fire with a minimum of one resource in the center. So a 3x3x2 area would be safe in the middle of the room. Even a 2x2x2 area in a corner of a building would be a safe hearth. One can make a hearth larger if one wants, so a 4x3x2 hearth could house 2 burning resources in it, or a 4x4x3 hearth could have a 2x2x2 area of 8 resources safely burning in the center if one pleased.

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  34. Locking a Door- A door normally has a lock; but one can put an extra lock on a door. One can put a bolt-lock on a door. One normally must be able to “destroy” the door with an assault to break it open as opposed to using lock-picking (which may take some time to cast). Putting a bolt-lock on a door will give the door extra strength, combining the resource weight of the bolt-lock and the door up to a strength of the Door plus the weight of the building; this can be done to make doors more difficult to break open even if one does not have magical vaults that apply item stats from items within them evenly throughout buildings.

    If one does have a magic vault, then a bolt lock can also be given a % of the building’s bonus stats along with the door (and any other object that is fixed to the building (wall;window;door;floors; ceiling). The effective stats of the walls of the building and the bolt-lock are used in place of the base stats of the building and bolt lock if one has a % of the magic vault’s bonus applied to the walls of the building and/or the bolt lock for the bolt-lock calculations.

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  35. Perpetuating a Pin / Rope Skills- If a unit has another unit pinned, it can use rope to tie-up the unit to keep it pinned indefinitely. The amount of rope needed to tie up the arms is 25% of the number of resources in the blood tag of the target in lengths of rope, and the amount of rope needed to tie up the legs is also 25% of the blood tag of the unit in lengths of rope.

    The unit casts the “Tie Rope” ability, and the strength of this ability determines the strength of the knot. If the tied units arms are pinned and tied, then it cannot attempt to undo this, but if only it’s legs are tied, if it can cast “Tie Rope” of equal or greater strength (Ability Composition x Color Roll of caster against rope) then it can untie itself. If a unit can untie another unit, it can get the rope back unbroken.

    A unit can also free a tied-up unit by attacking the rope, a unit with its arms pinned and tied cannot do this, as it loses it’s attack from the pin. The tied-up unit’s attack must be stronger than the knot of the rope as if it were cast by the rope in normal combat, as if the rope were a unit, in order to break out of a rope with one’s own strength.

    A unit that can otherwise attack can attack the rope like a normal rope, and can break the rope if it’s attack is strong enough. This must be done with a melee weapon, or else there is a 100% chance that the tied-up unit will be damaged by the ranged attack, and only a 50% chance that the rope is simultaneously damaged by the assault. If a unit can “kill” the rope as one normally does, the rope breaks into two pieces and the unit is freed. If the unit was tied-up twice, then one would need to kill both ropes separately. A unit cannot be more than doubly-tied-up or triply-tied-up.

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  36. A tied-up unit can also be suspended like a normal object, only needing to be attached by one length of rope, to an anchor above it. When this is true can have the amount of distance to the unit reduced by imparting labor to the rope anchor that the rope attached to the unit is attached to on the other end. This rate is (U / L ) (Laborer Blood Tag / Unit Blood Tag); so it would take 2 labor for a 32 resource unit to suspend a 64 resource unit one terrain height (length of rope) off of the ground, were it otherwise positioned to do this successfully.

    To raise a unit that is 8 terrain height below an anchor on the celling, from a position on a catwalk that is adjacent to the anchor, it would take the length from the center of the tied-up unit (Half the tied-up unit’s height), added to the distance from the tied-up unit to the anchor in slack, counting the anchor, and this added to the distance from the anchor to the hoisting unit. So in this case, 1 rope-length from the middle of the 2 height/length tall unit, 6 rope-lengths from the top of the unit to the anchor, including the anchor, and 1 rope length from the anchor to the housing unit for a total of 8 lengths of rope.

    (this largely for dramatic effect in a Mafioso’s / Mobster’s missions; (captured and tied up your NPC buddy’s girlfriend or boyfriend, and you’ve got to rescue them.)

    One can also tie up a unit with chain as opposed to rope, and this only uses 25% the number of lengths of chain when compared to rope, but doing this with chain requires a padlock, and a padlock can be created at a smithy, when if a 64 resource smithy produced 64 resource padlocks, it would produce 8 of them per income tick. A unit attempting to break out of chains can do this just like rope, but chains and locks will break independently. the “breakout” attempt of the tied unit is applied to both the chain and the lock simultaneously, and if either one breaks, then the unit is no longer tied-up / chained-up.

    One can combine X number of lengths of chains and 2 locks to make handcuffs/shackles. These can stack up to 8 pairs of handcuffs or shackles taking up the space of one spool of rope. The length of the chain used determines the maximum size of the unit that can successfully be handcuffed with them.

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  37. Catwalks- One can create a catwalk in a building. A wall-ledge tile will give two areas tiles of support to itself, from the wall, with only one tile coming of support coming from the tile supported by the wall; if one connects a non-wall-ledge tile (catwalk tile) to the ceiling with two pillars that are both at least 50% the strength of the floor, then the non-wall-ledge tile will provide support within a 5x5 area of itself. These pillars can be placed adjacent to the catwalk tile, so with a pillar being ~0.25 x 0.25 tile in length and width, (2 corners of volume per terrain height), the catwalk would be occupying half both of the adjacent tiles that the hanging support pillars are placed on.

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  38. Bills and Taxes (Hard out here for a pimp)

    A unit may incur expenses in blade runner. Bills and Taxes are determined by the host/governor and these can be set to 0 if the host sees fit. Bills are paid every month, and taxes paid once a year.

    Electricity Costs X units currency per Y units of electric-current consumed.
    Electricity Costs X units currency per Y units of fresh-water consumed.
    Buying Property Cost X units of Currency per Y tiles composing the property. If one owns property, one does not pay rent, only taxes.
    Renting Property costs X units of Currency per y tiles composing the property per month, if one rents a property, one does not pay taxes, only rent.

    Taxes
    Income Tax - A unit must pay X% of the money they earn as taxes. This can be automatically deducted when units are paid, or otherwise left up to the responsibility of the unit. If the business is non-material, but rather a service, such as things along the lines wench-hood, hired-gunship, or transportation, then the tax rate may be different, or even 0% on these activities. This tax would be applied to money earned from production labor such as at a smithy or otherwise, and also in established stores that sell things. This includes money gained from stock dividends.



    Sales Tax, a unit must by X% of the cost of an item in currency as sales tax when buying an item. The merchant must pay 100% of the money they collect as sales tax to the Tax Bureau.

    Property Tax- a unit must pay X currency per tile composing the property they own (empty or farm property if this can be owned). If one has a building on this property, pay 2X currency per tile. If one has a shop or commercial building, pay 4X currency per tile. If one has an industrial building, pay 8x currency per tile.


    Stocks and the Stock Market- A company/business is all of the businesses owned and operated by an individual or collection of individuals working under the same company name. A business can choose to list itself as a company on the Stock Market. Players can invest money into the company in the stock market, this money goes to the business, and allows them to empower, expand, and facilitate the ventures of the business. The player now owns stock, and this has a value.

    The value of a stock is increased above one by the dividend it provides the unit. A business will give a % of it’s profit to the shareholders as dividends for originally investing in the company. If this were 5% of the companies annual profit, and there were 500 shareholders, then 0.01% of the profit of the company would be given to the player every month.

    Profit is the net money earned, after expenses. So after all the materials have been acquired, and the cost of the electric-current (if using electricity to replace labor) and labor that manipulates them has been paid for, and all expenses relating to distribution have been paid, up to the point where the product-output of the company has been sold to a store or unit.


    The amount of money made from selling the product-output is the income. The expenses are the amount of money spent from the initial point of starting the acquisition process to the end point of selling the product-output. The profit is the income minus the expenses.

    One can also choose to have a business composed of individuals offering non-production services, functioning and giving out dividends at the same rate.

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  39. Business Roles (much of this can be automated easily, rather than having to redundantly input these things, having an perpetual time-slot volunteer system and auto-fill function for things such as employee’s shifts would make enough sense. Much of businesses can be automated, having to manually control the actions of each laborer and machine would be awfully tedious, so instead, on can instead establish a rhythm for the business for all aspects from resource acquisition through production into marketing (attempting to find vendors looking for stock and willing to pay for the item as defined by the company) and transport or deliverance of goods to the vendors or other customers (customers if this were a service enterprise).

    Chief Executive Officer- This officer overlooks the operations of the company and helps with the decisions of the other Chief Officers. This officer also sets the % of the total number of the companies stocks that a player would have to own in order to be on the Board of Directors. A board member can provide suggestions towards directions that the company goes.

    Electing to Expand and Build a New Building/Factory; invest in the land to own a Resource Mine/ Farm / Tree Farm; build anything large scale(train or hosing/transport hub/ logistics compound); decide to improve the output or quality of produces produced, or make other large impactful decisions such as selling a factory or something would be a decision made between the board and all of the chief officers. The CFO and CMO can often be trusted with smaller investments such as vehicles to transport product, and The Local Management of a company can decide when and if to hire a unit to work there or lay off or reduce the hours an unneeded unit, and also when to schedule units to come into work.

    Tree of Command

    Board of Directors and CEO
    Other Chief Officers
    Local Management
    Employees


    The money invested into the stocks of a company with multiple constituent business-operators, is handled by the Chief Financial Officer of the business, and spread out to all of the constituent component individuals of the business as the CFO sees fit. The CFO also determines the dividend and oversees the profitability of the company, attempting to set guidelines for wages and benefits (free or discount product-output for employees; even able to trade product-output with other businesses for their respective goods and services, at which the CFO could provide to the members of the company for a discount or for free.)

    The Chief Operating Officer would decide what is produced by the company, or even the Local Operating Officer could decide what a production-factory produces. The COO would also organize the transportation of raw resources to the factory.

    The Chief Marketing Officer would attempt to organize how much the product is sold to vendors or consumers for. The CMO also organizes the transportation of the product-output from the factory to the vendor or consumer.

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  40. One can use electric-current to replace labor at a rate of one e-current per unit of labor. A machine can be up to 64 resources in weight and occupies the same space as a unit. A machine cannot move, but it can apply one labor of any color type of resource composing it to an object per turn per unit of e-current consumed. a unit must manually move the item from one machine to another if an item would require a color-type of labor that the machine the item is currently being manipulated by is incapable of doing this.

    Conveyor Belt. One can create a conveyor belt out of two pillars, and a length of sail (like boat sail). The length of sail required for a belt is (2X+2), and one length of sail is composed of four faces of sail, making a square, where X is the length of the conveyor belt. A conveyor belt requires e-current to move an item, taking one e-current to move an item on it 2 tile lengths along the direction that the conveyor belt travels, but a machine can choose to release the object onto an adjacent conveyor belt and also pick up item-castings from an adjacent conveyor belt.

    A conveyor belt can only carry an item that is the same weight or less weight than the belt. A normal resource having 1 weight, dominus having 5 weight, and broken having 0.5 weight. The conveyor belt will stop working if it is carrying an item that is too heavy, and no longer move items until this is resolved.

    (item-casting different than an item-spell-cast ~or spell cast by an item)

    An item-casting is like an item, but it does not provide any bonus. An item-casting is like the antithesis of an item. To create an item cast, one must first make one by hand, using labor. An item-casting can be filled with resources and moved while containing the resources, this is useful for machinated production with conveyor belts. To create an item-casting, the resource in the casting must match the filling resource in type and have a color roll of a 2, 3 or 4 against the resource that is filling it in order for it to function as a casting, but so long as the resource composing the casting has a roll of 2,3, or 4 against the resource filling the casting, then it can function as a casting for any color of item that meets this criterion, so long as the types match between the casting-resource and the filling-resource.

    One the casting has been created, it can be filled with resources, and then a machine can perform labor upon the resources in the casting so long as the machine is capable, it has moved the filled-casting into it’s possession, and it is powered by e-current. Castings are not consumed, and the item can be separated from the casting and the casting can be reused indefinitely.

    If a smithy could create 16 corners of engine parts per week, or 16 units of car frame per week. Then when one had a casting for a corner of a car-engine part, when this was filled and created, it would yield 16 of that part. This is how production would scale with tedious 1:1 resource investment.

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  41. Transport of Large Things- Things such as cars can be transported by large trucks. A large truck , perhaps a 2x8, could have a 2x1x1 engine compartment, and a 2x1x2 cabin for the driver and a passenger, and then have empty space along the back 2x6 area to carry two cars. One could have a 2x1x2 Engine-Well and and 2x1x3 cabin behind it, this could pull a 2x9x4 trailer for a total length of a 2x11 shipping-truck, and a height of 4 (with wheels a hight of 6 off the ground), this being able to carry two layers of 3 cars end to end for a total of 6 cars. This trailer would be a 2x9x4 truck with two 2x9x2 layers. One could create a 2x9x4 one layer truck and fill this with cabinets or something.

    Towing- For a Car or Truck to Tow or Haul something, it would have to apply momentum to both itself and it’s tow. If the Truck is 88 units of truck and the Truck Weighs 32 resources on average per cube of truck (unit of truck), and it’s acceleration were normally 8 per turn when it is not towing something. If this truck were carrying 6 2x3x2 cars with a resource of of 16 resource on average per unit of car ( a total of 72 units of car). (W x V) (Weight; Volume) of the truck is divided by (W x V) of the Truck added to the (W x V) of everything it is carrying added together.

    This is the effective acceleration of the truck. If this is at or below one the truck will not be able to move. If it is at one, it will not go above walking pace, if it is above one it will accelerate, but being quite low it would mean it would not accelerate very fast)

    {A x ( (Wt x Vt ) / ((Wt x Vt) + (Wp x Vp)) ) } ( Acceleration x (Weight Truck; Volume Truck ;; Weight Total of Payload ; Volume Total of Payload) )

    There is a similar rate applied to breaking rate, just as it is harder to accelerate, it is also harder to brake.
    {B x ( ((Wt x Vt) + (Wp x Vp)) / (Wt x Vt ) ) }

    One can counter this by putting in multiple engines in a truck. A Truck with multiple engines will still be limited by the same top speed, but it will be able to input 200% as much acceleration as one engine alone, if both engines are identical. (This can be seen as a “large” engine, rather than two separate engines)

    A Vehicle should have a maximum distance of one unit of car between it’s axels, so a 2x2 car, up to a 2x5 car would be ok with 2 axels, but a 2x6 car would need a third axel.

    Adding Dual Tires to an axles allows it to support twice the weight. If the amount of downward pressure applied by a payload would normally pop the tires due to downward pressure/momentum, then adding dual-tires to the axel would decrease the amount of pressure on each tire by 50% when compared to single tires.

    Having dual axles (adjacent axles) gives a truck an ability to space the following axel further than one tile, being able to safely place an axel at a distance of two units of car away from the edge of either side of the dual axels.

    If one had one set of dual axles, both with dual-tires as the back 2x2x2 frame of a truck, where the truck has a 2x5x2 frame, with the cabin taking up a 2x2 area above the frame touching the front of the frame, without any body on top o the back half of the frame, this “empty frame” would be used to support a trailer that would be propped up by supports normally, and a set of dual-tire dual-axles at the end. This gives 4 axels to support the tailer, two at both ends. With the payload originally exerting 100% of it’s weight as downward pressure, this is split evenly through the 4 axels, each one of them having 4 tires, once again splitting the weight evenly. This would mean that the tires were only responsible for supporting 1/16 of the total payload, and so long as 1/16th of the total payload was not more than enough downward pressure to pop the tires, the tires would be ok. The pressure of a falling object does not accelerate, as it is still when it applies pressure; the pressure is simply the resource weight of the object, and whether or not the tire pops can be determined by the predefined equation of tire-rupture.

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  42. Clarification- Most of the modern/realistic type things are mainly to be used if playing Blade Runner, or electing to play a game in Blade Runner mode, rather than playing a Pre-History into Early History or time period

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  43. If it is -3 or -4 cold, then one can see a unit exhale a corner of “mist” from one’s mouth. This occurs over two seconds, then is absent for two seconds, then occurs again, indefinitely.

    a tire can carry 200% it’s weight when fully functional without being broken at all. Wear and tear is breakage happening to the tires. Just as a unit can carry its own weight, but lose the ability to attack. if need be, putting double it’s safe carry limit to it’s total carry limit. Rather than having slots, a tire just has an amount of weight pressing upon it from the items in the car. This is to scale with the size of the units, vehicles and items involved, putting pressure on the car. The car does not carry any pressure down on its tires naturally, this is balanced with the car. Units and items all exert a portion of their blood tag on the car, this includes any items and weapons carried by the passengers, Units and Vehicle parts have 1:1 rate of Down-weight to downward pressure; engine parts have a 500% rate of Down-weight; weapons have a 50% of their blood tag applied into down-weight or mass/density/size; items have a 10% of the blood tag applied to down-weight when supported by a platform sensitive to pressure like a conveyor belt or a car’s tires.

    if every rainbow were an anthropomorphic person but they happen to appear for some reason and lay the motherfucking smack down on you out of the sky and break your soul, flowing behind them a rainbow of glimmering belts from every place imaginable, the rainbow at the speed of light was able to be in a few places at once to decimate the competition, the belts weightless by the potency of the raw physical prowess of the light, able to reflect it’s life all the way unto it’s fusion creation, reversing the lifespan wave of the photon to where it aligns with primed particles to induce the stellar fusion reaction, but just backwards. The rainbow wrestler could do this within a space as small as your skin cell.

    if a fractal was like a knife and you could fuck up all an existiances numbers by this fractal and just doing this to cheesiness, but keeping the cheesiness but only exacerbating other factors of the cheese, the cheesiness could only go up 5 levels with the most intense and devoted training; a cheesehead could attain 1000% bonus to both size and stats if it becomes thoroughbred, it gains this ability like a bountiful creature gains it’s feral instinct, behaving as a neutral critter, but this is a giant cheese animal, and these behaved like hostile neutral creatures, and chances of diplomacy with the unit have a 50% chance to work but only take 0.1% of the composition, they will fade after 3 days, the player can add a treasure treat to the diplomacy, to give a set number of items or ceded units and slaves; this adds up using the down-weight-rate/heaviness of the item, rather than 1:1 per, a unit must carry an item in order for it’s diplomacy spell to apply a merged bonus to one’s diplomacy, if it is cast from the ground or without being held, then it will be an independent diplomatic proposition cast to the items allegiance by only the item’s ability. The Great Cheesehead will take all of the items and expend them all in a magical sacrifice one instance to add a combined buff that will last as long as the number of units, weapons, and items in the tribute, and thus be as strong as the average of each unit involved in the trade for x duration, if this was longer than the time the Great cheesehead had been alive, then the buff would only extent up to 200% of the length of time the Great Cheesehead has been alive for, this will only make him non-hostile to your party, it will not induce the unit to follow your orders. The Great Cheeseheads will join only Hostile Neutral Factions if otherwise convinced, but will think of themselves as 100x times as large as a normal unit, still effectively taking the 1% to diplomatic endeavors.

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  44. in the map names, M0 this was the if the name is unnamed, it is water, or some other continent if you thought there. If the N0E0 or other tile had no thing adjacent, there was a 25% chance to have 1d6 for having islands of

    because you had the dead warriors armed and inclined to take Tijuana by force and claim in in the name of the dead state, and this was composed of aids infested, or otherwise damned and given a short limited time left alive before death , these soldiers were inclined to do this things for methamphetamine and promises of fame, everyone agrees that there was no alternative, no hope for achieving anything greater in one’s life. This cause is just because you wanted to do big things, you hate telling yourself you won’t ever do big things again in your life, you don’t like that noise, fuck no, “I do big things;; motherfucker” . having no heed, much mental conditioning and obvious of some sort armamenting occurs then a commemoration of soldiers embarks on some sort of picnic or gathering to collect the authority before eventually ventures to Tijuana as accorded, having no real need for confidence, as it was always defend the Tij from the marauders that were anyone opposed to the idea. It their collected force upon the town was known as Expendable Justice taking out the bandits and the corrupt, the Mexicans say you are no worse, the mexican government may not extend into tijuana any more than they do for the common gang crime, if at all, things likely wouldn’t get far enough out of hand for anybody to care that much. but still, you said anybody that would grow or make drugs without killing people were Ok, and if you wanted to look after those people without weapons, because i’ll give you the big purple dildo, or the knife, or the nightstick, that was ok. Somebody had a gun to be safe, somehow, solid Snake, these rooms led to courteous hallways with elegant furniture, clocks, bookshelves, and masterwork paintings. A piece of decor could be classified as a clock, it would tell you the time of day, or turns % taken for the round and round number and possibly year number information. But there were armed guards at the end of this hallway, there was a mingling of folks on the roof top of the exit of the hallway, a cozy with some hammocks (two pillars and 8 or more faces of cloth) and perhaps a radio to listen to music created by the dice music institute, entertain the workforce radio; even have the option to find a book on music theory at the public library or information online and then have even more premonition as to what may sound legitimate or copulant. Somehow these armed men having drinks could see down this very long hallway solid Snake, there was ample lighting to see you, such a large one, attempt to slither down this hallway, there were no places to hide without overturning a table or something.

    One could transmit radio waves with 1000% bonus composition to the transition range of a normal broadcast of video on waves; i.e. from a signal tower. Build it, it gets one map tile of radius +1 unit in both directions of area only one time,( feel free to take this every time it is even, just your luck, it evened up) per 4 resources involved, it can transmit from one another instantly.

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  45. Each level of Cheesiness that defines a Cheesehead gives it 150% bonus to base resource composition and 350% bonus to soulblood resource composition. Somehow it still has it's nipple rings with the handful of tassles and is doing all right while preserving the amount of items carried. Somehow it's weapon could increase in size, but the the Cheesehead would have to encheese the weapon with it's own cheesey vitality, being able to give a weapon 100% bonus to weight just by sacrificing 50% of either one's bonus to the weapon, as one has another 500% bonus that one can channel inbetween the blood tag and soulblood tag bonus composition in any increments.

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  46. Aside-I would name a child Dice, after my grandmother. easily a male child, as Daçe (Because in english that would be a better translation, nobody will make that noise without the tickler on the c, everyone would make Dayse with Dace. Literacy; even wikipedia wouldn’t have a pronunciation of it) would be a female name to give. I love dice, and knives, but still butterfly is better, even switch, blade, Serra Teodora, even bow, taff/stave, shaft, bullets, hilt, revolver, dangerous, Hydra Flora Alice ; Dolorence Chloe ; Florence Heidi Sophie Magmar/Margot; more like Flourohyrdic Sulfuride Magma; you’re caustic. But sassy Sophie says “well i’m a sulfur dragon and I breath sulfur, that is what I exhale, i somehow attain of so much sulfur; i am rich with this substance, mortal; I will give you mastery of fire, the herald of all futures of death; burn this world to the ground if you do so choose to do this with your whims… : so stop being a bigot.” The name Matthew is not as cool, its just common and kind of boring and everyday to see a Mattyboy or a Mattata; as being named Dice, the only thing is it might sound a little more professional, not being any more professional than any other name, but some names were less professional, and dice, perhaps like hooker, or Reverend Elvis as a name; hooch and steeg maybe poor choice, but smoke was ok, most smoke was not tobacco, or drugs.

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  47. Rainbows

    Seeing a rainbow, if there is a cloud that is raining and there is a raindrop on at least 1/64; 1/32 of the tiles under the raining cloud, then this area is known as a rain area. Light Rays will strike the rain area, and they will be reflected if they strike at 45 degrees, the light will reflect around the rain area, bouncing off of the edge if the angle is 45 degrees and this will bounce all the way around until it reaches the point the ray entered in, at which point it will escape. One sees this light as if one was seeing a cloud. If one can see the raincloud at this angle. (Sun is 45 degrees in the sky, and the unit is looking up at the rain cloud to see the light reflected at an angle of -45 degrees, seeing these reflected rays of light from the cloud means that the unit can see a rainbow, and this will appear in the area that the rain area occupies (when the rain area is seen as a cloud is seen)

    If the angle that the sun makes with the cloud and the unit is 50% of 45, the the unit sees a double rainbow, with the second rainbow taking up the amount of space as if the actual rain-beacon were 200% it’s size. A normal rainbow takes up 50% of the distance from the center to the top of the apparent rain-beacon/rain-area in width, and makes the horseshoe-parabola shape of the border of the apparent square face of the rain beacon with the possible absence of the bottom layer if one could not see the entire square area of the rain-beacon.

    Lightning- If the temperature is 4 or above and it is raining, then lightning will occur at a once per round per temperature above 4 the map tile is that has the raining cloud over it. Lightning will strike the ground and has a 50% chance to catch things on fire and a 100% chance to break electric wires if struck. Lightning is full dominus in blood tag and soulblood tag but without items or buffs the damage receives a 2.5 for a color roll, but doesn’t have a particular color; the element is always 4. If the temperature is below -4, and there is snow lightning, this has an element of -4. If lightning strikes a unit, it will deal this damage. Lightning prefers to strike trees and tall objects, but if the unit is the tallest around, it can be struck. Lightning prefers to strike stone-metal objects more than animal or plant objects.

    (Big tech drop incoming)

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  48. Tech(technology) Eras (Deep-esque) - Option

    Combat remains the same, so affinity, stats, abilities and attacks and such will all work the same way, but the ability to construct things is different.

    Dawn of Civilization : Start Game Capacity

    New Tech takes 1000 faith, but Expansion Tech can take a cost at 500. The cost of Tech increases at 100 faith per tech level, with the era a multiplier on the number; Tech Expansion faith discovery cost increases at 50 faith per level.


    One can have a minimum number of rounds or turns for each era in order to successfully populate the world. Perhaps with earlier tech eras being longer, having much time without the ability to increase Tech Level, left to throw rocks, hit people with sticks, breed, and eat raw ingredients. These ingredients eaten raw restore 1/2 of the Unit’s maximum health once per round.

    _________
    Example: Further Tech Expansion Research - Researching types of potions {{Pottery Expantion; Potions; Pottery allows the creation of consumables with vegetable ingredients. A consumable effect must be researched first (e.g. Ability-dispel) and one could then research a resource color-type. One would have to have one resource-color type researched per each one composing the consumable. Once the player did this, if it had 4 red structure and 1 green energy resource, it could use one Structure-Ingredient (The 4 vegetables that correlate with structure stats, each worth 4 resources in a consumable) or with 4 red-structure leaf or branch resources, critter resources or any type, or powdered mineral resources to fill the 4 slots of red-structure and one green-energy leaf/branch,powder, or critter resource to create one batch of potions of Dispell composed of 4 red structure and 1 green energy.

    A potion being about 1/100th of the size of an item, one would make 100 potions every time one made batch of potions. One must have a jar already made that matched the color type of the potion completely or one that would otherwise function as an item-casting. One can make a Jar at 10 times the rate one can make a pot for water, making 10 jars each time one would have otherwise made 1 Pot, but one makes 10 pots when one has the resources to make a batch of pots.}}
    ________

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  49. Tech Development By Tech Era (Tech below the Year are included in that Era; Once it reaches a new Number, things below that one are part of the newer Era)

    10,000,000 BC

    Tools and Labor Capacity; one can fashion tools out of sticks and raw resources, a Tool is like a weapon for labor, a tool allows one to accomplish one labor point worth of work for every 8 resources composing it; it has a base of one, and a maximum of 9 with 8 additional levels. This is carried like a weapon, a unit cannot carry a tool and a weapon at the same time, but one can have a side-arm that is a tool that functions at the same detriment to effect that a side-arm does. A tool has a 25% effect when used as a weapon, but if the tool is 50% the size of the unit holding it or more, then it deals 50% weapon effect, and it the tool is 100% the size of the unit, it deals 75% damage.

    Having a stone tool enables one to move terrain, one tile over, but not carry it, and a stick tool allows one to harvest resources from nodes at 50% success for matching color type with a 25% chance when only matching one of the two; where having a rock tool one is 100% successful matching color type, 50% matching one of two, and 25% chance when matching 0 of two, where the stick has 0% chance at matching none of two. The stone could harvest from trees, animals and other normal sources, the stick could be used at the stick-labor-rate on both animals and stones, but not trees, one could break branches off of a shrub or a tree with one labor and no tool, but cutting down a tree required a tool that was at least 25% stone. (e.g. clouds; water)

    It does not require a tool to make a prime-tool (does the above things), only the raw materials




    ~~~
    1,000,000 BC (Likely starting point)
    Ability to produce fire.


    1,000K BC Tech Expansion
    Fire: Fire leads to the development of; Cooking; Smoking Drugs; Smoking Drugs requires pottery; one could use a leaf as a cigarette paper if the leaf was left in the sun for one round.

    Fire Enables; Inducing Arson ability cast by burning a resource.

    One can create fire without a lighter, if one had a corner of energy-powder, then this would increase the strength of the fire. One could take a corner of a raw-power resource that was broken into corners by labor, and with this two, with this and a bush or rock (corner of raw resource) for a weapon, cast “Strike Power-Flint” and this has a 50% chance to ignite structure and luxury, and a 100% chance to ignite energy, these sparks have a 0% chance to ignite power if the power, but a raw-power resource can be ignited by an energy-type fire of any color that is adjacent.

    One can break a bush into sticks. and a stick can be caught on fire and will burn like a candle for the definition of its burn time, burning, 2 resources at a time to ash. A bush is made of 8 sticks per unit of bush, so a 3x3x3 bush has 216 sticks , 8 sticks is a unit of sticks.

    A stick will provide light in darkness like a candle of the weight of the burning stick.

    A tool is a stone tool if it is at least 25% stone, the rest can be animal bone or stick. An animal will give it’s weight in certain types of resources.

    500k BC

    Stick and Mud Buildings- This includes creature dens, houses, and things such as this. These are 50% effective strength and resource composition for both combat and structure purposes. This includes stick and mud fences up to one terrain height heigh or 50% height of the unit.

    400k BC

    Pigments; Create dye, paint, and poison with raw resources that have been powdered (apply one labor to one corner of a resource to get one corner of powder) and ingredients

    Wooden Spears; These are sticks that are labored upon. These deal 55% of their resource weight as a weapon, with 60% damage if the spear is equal to 50% of the weight of the unit or more.

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  50. 200k BC

    Glue: Use this at some point. Glue does not do much for pure stick weapons;

    With Spearheads; Stick and Stone Weapons and Tools will break at 400% the rate of normal weapons with use. Using Glue to Fasten the parts will reduce this to 300%. Using Rope and Glue will reduce this rate to 200%, and using classical fastening reduces the break rate to 100%. of normal.

    The break rate in a slow/tedious/epic game could be a 1d10, with a 10% chance to break for a normal item, rather than a coin flip for a normal item.

    100k BC

    Beads- One can make string out of grass plants. This is only 5 lengths of one resource strength rope per resource of grass harvested. (one can harvest grass with a wood tool at 50% rate). A bead is just like an item, but one can make a string of beads, and is able to change the beads at will, and wear this rope as an item, each bead in the necklace a resource that has had one labor instilled upon it, if the resource is dominus, then matching dominus labor must be applied if the resource is a raw-resource in order to turn it into a bead, once it was a bead, one could string or remove 8 beads on a string for 1 movement. One can wear a bead-rope like an item.

    Burial- Bury your dead in a hole two times as deep as they are for a bonus +8 to morale for seeing the unit be buried completely.


    75K BC
    Bedding- Make bedding; this is just bedding, an ingredient plant has 8 leaves, the 8 corners of herb leaves took up one unit of space, 4 corners of vegetable leaves took up one unit of space, 2 units of fruit tree leaves took up one unit of space as bedding, and shrub leaves would function like vegetable leaves if they were smaller than 50% the size of the unit, and like fruit trees if they were 100% of the size of the unit. Bedding only provides moral at 50% the rate of a bed, and it can only be moved independently as individual leaves. a corner of leaves stacks in it’s tile size, so 2 corners of fruit tree leaves takes up an ingredient spot while 4 corners of vegetable leaves takes up an ingredient spot, but 8 corners of herb leaves takes up an ingredient spot, and 8 herbs could stack as one ingredient normallyy, as the herb leaf was still the herb itself. (Furniture Beds and Hammocks 3.5k BC;)

    62k BC

    Stone Spearhead; These are sticks that are labored upon. These deal 60% of their resource weight as a weapon, with 70% damage if the spear is equal to 50% of the weight of the unit or more.


    Sewing Needle- This is made from animal bone or branches. Using this while creating basic-handmade-rope out of grass will give 150% one’s labor output. These are crochet talons,

    Tech Expansion; Needle and Thread -this includes the needle, once one has invented cloth, one can use this to sew clothes together.

    Bow and Arrow; Basic Ranged Weapon; 50% effective composition in combat. Bullets(arrows) are made from branches. The Bow is at least 75% stick or Animal Bone/Antler and 25% animal tendon (food).


    Critter Meaty Parts / Resources (Something around here, maybe a bit different than the past, but each type of resource can only make so many things)

    A critter structure resource has a 75% chance to be pelt, which can be used for clothing and bedding, two resources of pelt provides one tile of bedding.


    A critter structure resource has a 25% chance to be tendon, this can be eaten, but also used as a bowstring, rope, cordage, thread, and easily other things.

    An energy resource in a critter; 100% chance to take animal oil instead of meat on power resources composing the animal.

    Critter Luxury Resource has a 100% chance to be bone/antler this can be used for hard items like tools and weapons, but cannot be eaten.

    A critter energy resource has a 100% chance to be meat, this can be eaten. yum yum.

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  51. 50K BC Era


    Clothes (non-weapon items; not consumables anything else); these can be made from grass or animals. A number-color-type of item must be researched as tech expansion in order to be made, this at a cost of 50 faith (item-tech-expansion). Even changing one thing like a corner from flammable to non-flammable cost 50 faith, rather an default item with no effect.


    Clothing- This is flat limp clothing, perhaps with drawstrings if you have rope, but nothing elastic or metal. This is made from animal skins; cloth plants and rope plants.

    30k BC Era

    Cremation - Arson the Bodies of your units with resources and a covered pit. This will still leave some bones. This gives the units a +8 morale for seeing the burying of the bones one unit underground.


    Rope- a unit can make a lasso out of grass, one can make rope in general. Without a building, one would not get professional bonus, but could still perform the labor by hand without a building. The chance of success was 50% with 1% added per affinity point, having over 300% chance would be the ability to use up to three guaranteed labor applications of the type at a cost of one labor, with a Leftover% chance to get to use a 4th.

    Rushlight- These are candles that burn only 100% as fast as raw-mineral or plant-branch resources. These were made out of animal oil resources, 100% chance to take animal oil instead of meat on power resources composing the animal. These are made with equal parts rope-plaint resource and critter-luxury resource. These could be made to be stronger than normal branches one would find on a shrub, up to 64 resources in composition total, only 2 resources burning simultaneously at a time. A rushlight can be used to light a pipe or cigarette more safely than a stick.



    Flute- Simple Instrument weapon type; this deals damage at stick rate; but can be improved with further instrument development

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  52. 15k BC-

    Pottery- Create pottery out of stone/metal resources. This allows one to carry water. A pot is carried like a weapon, and can also be carried like a side arm. It holds water like a water-bag.

    Pottery Expantion; Potions; Pottery allows the creation of consumables with vegetable ingredients. A consumable effect must be researched first (e.g. Ability-dispel) and one could then research a resource color-type. One would have to have one resource-color type researched per each one composing the consumable. Once the player did this, if it had 4 red structure and 1 green energy resource, it could use one Structure-Ingredient (The 4 vegetables that correlate with structure stats, each worth 4 resources in a consumable) or with 4 red-structure leaf or branch resources, critter resources or any type, or powdered mineral resources to fill the 4 slots of red-structure and one green-energy leaf/branch,powder, or critter resource to create one batch of potions of Dispell composed of 4 red structure and 1 green energy.

    A potion being about 1/100th of the size of an item, one would make 100 potions every time one made batch of potions. One must have a jar already made that matched the color type of the potion completely or one that would otherwise function as an item-casting. One can make a Jar at 10 times the rate one can make a pot for water, making 10 jars each time one would have otherwise made 1 Pot, but one makes 10 pots when one has the resources to make a batch of pots.


    Pottery Expansion; Drug Pipes; This allows the creation of a pipe that can be used to consume drugs if one has accessible fire, in place of expending individual cigarette papers.

    A normal Pottery Pot could be used to collect feces, holding 8 corners of feces per resource composing the jar; if everyone poops. Jars can also hold bags of ingredients, poison, and powder at this rate, one bag of each per 4 resources composing the jar. (8 Fruit Per Bag; 16 Vegetables per Bag; 64 drugs, powder, poison and herbs per bag; 64 beads per bag. 256 lengths of rope per bag/spool.

    Pottery is fragile. It will shatter easily, breaking at 400% rate, and taking damage as if it were 20% of it’s resource weight in combat. Shatter-Fragments will hurt units that step on them, and can be thrown and deal 75% full weapon composition damage when used in melee combat; thrown; or used as an arrow head or spear point, but the fragment will break at 200% rate and it cannot be repaired.

    10k BC Era

    Boats /Canoe- These can only be as large as one’s largest building size, the base size for this is 200% of the size of the unit building the boat with a the same height and width, the size only applying to length (~canoe).





    Brick- Make Walls out of Raw Resources; These are full strength walls. ( Attempting to make walls or a building before this was a mud-stick hut with 50% effective in combat and for building purposes.) These are building walls


    Brick Expansion; Defensive Walls; Make Defensive Walls at Full Effect (Not Towers though)

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  53. 7500 BC
    Agriculture- The player’s units can recognize plant types, and also can collect and plant seeds if it has a bag.

    Writing- Communicate with other players. Allows the creation of magical consumables with paper. Allows one to inscribe an item, unlocking the ability to research item effects, item enchantments and apply these to items, for one labor per point of item effect, and one labor and one resource per item enchantment. One can use writing, a needle and pigment to make tattoos.

    Animal Husbandry- The units can now tame animals, one can make a shepherd’s crook with a stick.



    5000 BC Era

    Kiln- Pottery is 200% as strong. (In the future ~ Metal Container 100% effective strength (no longer brittle; plastic 200% production rate or 400% production rate with 200% normal break and shatter rate)

    Wheel- Create Caravans with a Corral and A tame wild caravan type critter (wild caravan).

    Wheel Expansion; Create Roads;
    Wheel Expansion; Create Skateboard;
    Wheel Expansion; Create Roller Blade;

    (In the future; With Gear and Chain ; Create Bike; with Automotive Tech; Create Car)



    5k BC - Boat Tech Expansion; With Boats and Cloth: : Sails : Make sails with cloth. One could have a stick mast that was created from a small tree, and does not sink the boat. The boat can support a sail that is the weight of it’s buoyancy, but exceeding this will lower the floating capacity of the boat, and it will sink one tile deep every time 50% of the units under the boat are underwater, if a boat partially goes under water, only that partial % of it’s tiles goes at a slant. If the sail-mast is above this limit, then the boat will capsize.

    Boat tech Expansion; Rowing Oar- One makes a paddle with resources, 8 resources composing the paddle give the canoe 1 movement capacity at the cost of one movement or one labor from the unit rowing, a paddle is equipped like a weapon and is a tool-type for damage.





    3000 BC


    Bronze Weapons; Walls/Rails; Armor; These are sticks that are labored upon. These deal 65% of their resource weight as a weapon, with 80% damage if the spear is equal to 50% of the weight of the unit or more. These no longer break at increased rate.

    Bronze Armor would not catch on fire. If you don’t believe in magical wizard’s robes and mystical beads then..

    Clothing only gives 10% stats for defensive calculations, but 100% stats for offensive calculations. with 0% limit on the range of one’s ability.

    Leather is Made from at least 50% Animal hides.
    Leather only gives 20% stats for defensive calculations, but reduces offensive ability composition and attack composition to 80% of normal effective rate of resource gain and stats per AP/MP spent for spell and ability calculations .

    Bronze Armor give 50% stats for defensive calculations but increases the sprint cost of the wearing unit’s outgoing acrobatics such as jumping and juking by 200%. Bronze only gives 50% stats for defensive calculations regarding resource weight of the unit; but reduces offensive ability composition and attack composition to 50% of normal effective rate of resource gain and stats per AP/MP spent for spell and ability calculations .

    Papyrus/Paper- This allows the units to create consumable abilities using a needle, paper, and pigment.


    1k BC and Down ~~~ Coming Soon

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  54. Tech Expansion; Rope and Bow ; Bowstring; Deal 60% effective composition in combat. Bowstring is made of rope-plant.

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  55. Tech Expansion; Rope: Whip, make whips and learn whip corners with animal furs, , , and a butterfly knife was just a short spear with two handles that could separate, spin, and overlap. Butterfly knives can be ||o|| hinged, with each handle fixed at a cylinder pin in the middle. This with the two inner sides of the handle of the knife connected at the cylinder pin that is fixed on the blade of the knife.. The butterfly knife can also be a ~o= setup with a keyring, or pipe corner. and two handles with a blade. Extending this past a metal keyring with a small radius of around the width or 150% the width of the handle of the blade; this was rope-blades. (eventually chain-blades)

    A rope could be used to create a handled blade on a rope, wood makes nunchucks, this is one 50% or 100% handle length rope and two lengths of handle this combination of a whip and a knife, this actually gains butterfly knife status in terms of attack rate, the rest are thrown weapons, unless there is no free limp rope (i.e attached to stiff keyring/ catch the blade between the handles then twist the handles on the keyring-blade to make the blade catch and be stiff, now able to be used as a traditional melee weapon rather than a thrown weapon, but this could only be done with a stiff keyring-blade. One can use a ring split in two pieces from breaking off any number of resources with the “item explosion spell” if one if one knows how to make a ring but not a pipe, rather than allow the three parts to ) was nice and allowed one to retract one’s weapon after it was thrown, being able to apply knockback ability points and momentum to return the blade wretched into the victim by pulling it swiftly and being able to spool the rope and swirl this like a classy man can swirl a cane and dance.

    If one wanted to make grenades, this was a potion, one resource would give 4 of itself in possible composition of grenades. Making 16 grenades per week by hand, with a brick building, only 8 with a stick and mud house. A claymore would require a fuse, and this would require the potion to be broken by being stepped on, having the ignition components in one easily breakable thin jar, with a much thicker tamper proof jar on the outside that would transfer the pressure of the unit that stepped on it. But the Outer Casing Was Two jars. That slide in and out of each other, both a 2x1 jar, the ignition source, perhaps 1 or 2 instances of a corner. This ignition-potion corner having a 90% chance to detonate when crushed open. Explosives were made of powder from resources, napalm could be made from plants, trees, and animals as well as powder, but powder gives 200% bonus to resource weight when used in explosives.

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  56. Claymore Design
    (O=O)oO) The bold being the faces and fuse object, the light O being the faces of the cylindrical jars., the one to the right lacking the top, the one to the left sliding in exactly air tight with and right one. This was sealed well after set up with the explosive fuse and initial explosive component, if this explosive element triggers (90% chance) then the explosion will roll against the jar, attempting to break the element.

    Explosiveness- A chemical/resource/explosive ingredient can burn if it’s temperature becomes critical, if it burns it will release smoke, if the pressure on the smoke is above normal absence, this increases the heat by one per pressure per unit of area in the pressure-container if each area in the container reaches dobule-critical temperature, it will release it’s explosive potential, this releases all of the damage it would have released composed as one attack at the explosive’s yield rate, with any bonus to the damage type, not limited to magical/physical bonus / AoE bonus / Napalm Bonus
    c=Io)

    Something like this where the underside of the surface facing upper partial up to 100% explosive filled jar was pressed down into the topless jar, housing an ignition corner potion of strength enough to burn when under presssure. One downward pressure of something increases the heat/temperature of the object, and this heat increases at different rates, sometimes the phase of matter will change. , and this includes melting of tires at 180 degrees science or around 356 Fair-weather , or otherwise, where 0 temperature is 40 degrees fair-weather, -4 temperature is 0 degrees fair-weather, and all the way at 39 temperature was where rubber would melt, this could mean a fire of this strength on a tile set that was as wide as the part of the tire that contacts the ground per round would be enough to melt the tires of the car. One got approximately 1 temperature increase to one’s napalm and arson ability per 8 resources composing the ability, to cast this ability one may need reagents such as stone-metal powder and tree life, but this can be cast on a resource that is burning, the resource will burn at 8 times it’s burn rate adding this above the otherwise normal temperature of the tile. that is directly on top of or under the fire. Putting pottery under the fire was a kiln or sorts.

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  57. Firing Pots and Heat from Fires - Per turn, heat applied, heat is used like labor to “fire a pot”, this is how one commits pottery; one can use lacquer to glaze the pot being fired: providing any tattoos one wants to the jar as at a 1/4 rate of pigment tag cost per resource composing the glaze-enhancment used in, using only corners of paint instead. To the color roll of the fire against the pot being fired, each heat unit functioned as one labor performed by the fire for that turn, a fire had one turn per object to apply all of it’s heat and could not do more than it’s burning amount to the item, but it had as many turns as there were objects to apply heat to, applying it uniform without loss until the resource is burned to ash (broken twice by fire). ; It brings the heat when its snowing: Structure and Luxury 8 heat, Energy 16 heat, Power 32 Heat. This would fire on the tile. Food only required 4 heat to cook, as it was made of only 4 ingredients, so any type of fire can heat food, the fire is not expended when it is used to cook food, as it is burned expediently at twice the rate when used as a kiln to fire pots. Rather, it would provide half heat for itself and last twice as long if it is not fanned and stoked by leaves or fruit trees.

    About heats, if there was enough heat from a fuse or set of fuses to ignite a resource, then the resource would explode if fire raised the explosive to this temperature above the map tile’s normal temperature. Structure and Luxury 8 heat, Energy 16 heat, Power 32 Heat to burn the resource, then the resource could be, used as a part of an explosive; Structure and Luxury providing 1 resource to explosive tag, Energy Providing 2 resource to explosive tag, and Power providing 4 resource to explosive tag. This was also true of napalm. Naplam was a drag, because often times one did not have a fuse like in a claymore.

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  58. It would take 8 heat above map normal to turn one unit of water in to 8 corners of water vapor, but this would only occur over the entire round. So one Structure Fire would evaporate one unit of water in a pot the right size right above it (only dealing 2 heat to the tiles next to it) so long as the pot does not die from the fire damage.

    A pot will not burn like an item, a pot tends to be fireproof. Containers may not all be fireproof.

    If one has a pot, one can store a meal in it. This is like a meal-pot or meal-case, which can hold cooked meals, otherwise one cannot keep cooked meals in one’s bags like one could anything else. One cannot carry an extra weapon in a bag, it would break tear, sag, and pierce the bag, even a sheathed sidearm is not in a bag, but can be seen like a normal weapon if inspected, being sheathed (adjacent by at least one vertex on the body)

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  59. A cooked meal perhaps would only last for one round after it was cooked before it became broken after one turn, and would make a unit sick if eaten more than one round after it was made, and would rot away on the 3rd day after. This if it was not in a meal pot. If it was in a meal-pot, then the meal could last 3 days and have a 50% chance to last and extra day.

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  60. A full grenade of 64 natural resource explosion will displace the entire unit of dirt into 8 units of dust for each of the 8 corners of terrain composing it, and it would take 2 corners of dust away from the tiles adjacent to it on the faces, and only the adjacent corner into 8 units of dust on the tiles that were adjacent at vertexes. This applies to explosions. Mining dirt into dust takes one labor.

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  61. Primordial Throwing Weapons - Sticks and Stones - If one has labored a raw-resource out of a a node, this is perhaps a rock about the size of a fist or two, taking 500% it’s weight for a base weapon attack of 5 resources when thrown, a stick deals 20% of it’s resource weight as attack damage when thrown, but this is also accounted for in it’s weight.

    Raw Stick Arrows- If a stick is used as a raw arrow will deal 50% of its weight. A stick can be made into One arrow per 8 resources composing the stick, with a base of one arrow and a maximum of 9 arrows, a quiver is a bag and a bushel of arrows was 16 arrows, taking up one unit of carry space in a jar, if the arrow had a head, this was accounted for still in the quiver being able to hold the number weight in resources of the arrow or more.

    Quiver- A quiver gave half of the color roll of the quiver multiplied to the attack of the bow, the bow was poor and only shot at 50% rate of the normal bow/gun/wand type. A quiver holds a set of arrow per 8 resources composing the quiver. If a quiver was 16 resources it could hold 2 sets of 16 arrows that were 16 in weight or less.


    One could make more advanced throwing weapons with spearheads once this had the technology, the rate of fire (attacks per round) was the % of the damage it dealt, so at 60% damage with the spearhead

    Classical Fastening; Bronze Tech Extension; This was things like screws and interlaying matching parts. Combining classical fastening and metal sealant, would reduce break chance to 50% breakage. This could be melted rubber if one had a rubber plant, or metal welds consuming raw resources to seal joined pipes, if one could melt the resource. The resource would melt at half of the temperature it takes for the resource to burn.

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  62. If one was really hardcore, one needs that technology to use an ability. One needs rope for lasso. Many abilities could be done simply by shouting or overpowering a unit (much control / and status effect)

    3k BC; Tech Extension : Candle; One can make a candle for half rope resources and half animal oils. These will burn at one resource at a time, and burn for twice as long before turning completely to ash and moving down to burn the lower level one. The flame appears at the end of the candle.

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  63. ~~~~This ( for a few pages down) is an attempted example of real-hard technology development. This involves chemistry and explosives (largely dynamite; this would be quite tedious if this were how all tech was accomplished)


    (Indepth-Resources) Each type of resource would be a certain type. Copper and Tin resource nodes to create bronze. Each resource node is assigned a certain Chemical-resource-composition or Chemical Tag when it is created, and this defines the function of this chemical.

    ( Explosive (Grenade) is different than Arson-Projectile or Napalm-Projectile (Rudimentary napalm (50% ability composition effect) and Thrown-Arson-consumable can sill be researched in ancient times with the advent of pottery, and maybe basic chemistry for Greek Fire

    Early Napalm/Arson - 50% effectiveness of weight- Only commits arson unless petroleum is used- Tree Resin, Animal Oil or Petroleum(Fire Fuel), no more than half of the fuel can be sulfur or rapidly combusting material. Cloth or Rope Plant (Fire-Primer Fibre), Pottery (Container), Rope Wick (one length of rope makes 8 fuses, which means the grenade ignites at the end of the turn of the unit that lit the grenade. (after ~5 seconds), Flint to ignite the fuse-wick.

    500 AD; Greek Fire ~(with pottery: ,sulfur powder, tree resin, crude petroleum, saltpeter (ignite in air on land contact) or quicklime (ignite on a boat and underwater upon breaking) ))

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  64. ~The Quest for Dynamite~ (One can make a Compression-pot Claymore using Dynamite-Fill (Sawdust or D.E+Nitroglycerine) and A pressure fuse (match-head style fuse with sulfur compounds or gunpowder (like the little firework balls that you throw on the ground and they make a little popping noise) This fuse triggers the nitroglycerine when it breaks, if the pressure did not.

    (I did as well as I could with the information that I could find and my limited knowledge of chemistry; it may not be perfect: obviously if someone is describing chemistry in “parts” and not grams or other units of measure, then that recepie may not be good to follow; this is not exact and some byproducts or unreacted matter could ruin this completely. You could easily explode or catch on fire due to inaccuracies in this recipe if one attempts to use it in real life.)

    (I do not support individuals making explosives without a good reason, not that I have much faith in the ability of this recipe to provide functional nitroglycerine.


    Explosives; Tech Expansion; Chemistry; Nitroglycerine: 100% effect of explosive as defined.

    Requires

    Tech Expansion; Chemistry; Soap-making and Saponification; Soap is made from Lye (NaOH) and Triglicerides, which are Luxury Animal Resources (Animal Oils)

    Soap Recepie : 3 parts lye; 1 part water; 1 part Animal Oil (Critter Luxury)

    Soap is like a consumable and allows one to become clean and gain cleanliness benefits from hygiene (Blade Runner Motivation)

    Soap does not require any heat to make, only a jar that can fit all of the parts inside of it.

    Tech Expansion; Soap; Glycerin Recovery: One can recover the Glycerine when making soap. Making one batch of soap will yield the same number of units of Glycerine. (One recipe makes 16 bars, so with this tech; one makes 16 bars and gets 16 units of glycerine)

    To do this, one requires bars of soap, salt, water, a ladle, two empty containers, a cooking jar, and cheesecloth.

    One requires a pot that is twice the size of the amount of soap one is collecting Glycerine from. 16 bars of soap is one unit of soap, so one needs 50% the amount of water and 25% the amount of salt. For 64 bars of soap, it takes two units of water, and one unit of salt (NaCl) (8 corners / one raw-resource of salt).

    The Salt-soap mix is cooked like food, at 4 heat. The soap-curd floats to the top and must be scooped out by the ladle, a ladle can displace one corner of water from one container to another for every 16 resources composing the ladle per point of labor. (A unit of Water is as heavy as a unit, or 100% weight of normal blood tag of 64 resource unit / 8 resource per corner). Once the soap-curd has been removed, one is left with glycerine, water, and precipitated salt. The water is boiled off, boiling at a rate of one pours the Salt-Glycerine into a container that has the cheesecloth covering it. This will sift out the solid salt and only the glycerine is left in the Jar.

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  65. Tech; Explosive; Requires Glycerine Recovery; Nitroglycerine: One mixe

    One makes Nitroglycerine with Nitric Acid; Sulfuric Acid; and Glycerine.

    One mixes 4 parts Nitric Acid with 2 parts sulfuric acid. This must be kept cool by electricity, or ice, and this mixture cannot rise above 40 F (0 Temperature Units). One part of Glycerine is added in corners, and it must be added in one corner at a time for one labor with a dropper. Once all parts have been added, the temperature can rise up to 1 Temp Unit (50 F).

    This completed mixture is Nitroglycerine-creme

    (With temp for freezing water being a bit odd; one corner of water will freeze per turn per tile exposed to air at -1T (temp units), which is actually 30F.)

    Recovery of this creme; this requires a Separatory Funnel.

    One fills the funnel with 20 parts water. Then one pours in the Nitro-Creme. This takes one turn to separate by density. One must perform one labor to tap the nitroglycerine that floats on top with a stirring rod to cause it to sink during this time. Nitroglycerine is the heavier part, and this will sink to the bottom of the jar, as it is the heavier component of the mixture of all components. Nitroglycerine is not water-soluble.

    When one turns the stop cock, only the nitroglycerine can be allowed to fall into the catch-jar.

    This raw-nitroglycerine still has some acid in it. This is added into a cup of cold distilled water and left for a turn, one must apply two labor to stir this while it sits.

    This Water-Nitroglycerine is sent through an empty separatory funnel again, once again given one turn’s time to separate completely, as the nitro still sinks in water. Still, one is sure that only nitroglycerine escapes past the ball joint, no water can come through.

    One can dispose of the excess water in the sep funnel at this point.

    One then pours one 4 parts of water into the separatory funnel of one adds 1/16th of a part of Baking Soda and mixes this completely, costing one labor. (Sodium Bicarbonate) As 1 S2 unit is 1/4 of a unit, and 1 S2 Corner is 1/8th of an S2 Unit, this is exactly one S2 corner of Baking Soda per unit of water, if one used one unit of substance per “part” then add one S2 corners of baking soda.

    This soda removes acid from the nitroglycerine, if this is not done the Nitro will degrade and will not explode.

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  66. Nitroglycerine Creation Continued


    The Nitro that was extracted rom the sep funnel the second time is now poured back into the Sep Funnel. One must gently rotate the Sep Funnel around moving it plus and minus 45 degrees from it’s resting position while spinning it to properly mix these two things. If this is done too violently it will explode, but error is rather impossible in a turn based game, unless you allow luck rolls to replace human error; but if there were friction from a stirring rod, then this could explode the Nitro. This step takes 3 turns, and costs 2 labor per turn to continually gently swirl the mixture.

    This Nitro still has water in it, and this will cause problems with detonation.

    The water is removed by creating a saturated solution of table salt and water. This consist of 2 parts water and one part table salt, and this is cooked for one turn. One needs 3 parts of Salt-Saturated water for the next step, so this i 6 parts of water and 3 parts salt. (Make sure all salt is dissolved, (it will be here, as i am not knowledgeable of dissolution rates and solubility capacity of liquids by temperature, this salt-saturation recepie just a rough approximation)

    When this is made, one can now release the Nitro from the Sep Funnel and collect it like before, being sure not to get anything but the bottom layer of Nitro. This Wet-Nitro is poured into the Saturated-Table-Salt-Water.

    This Saturated-Salty-Wet-Nitro is placed into a Sep Funnel again and allowed to sit inside of the funnel for at least 5 turns. After five hours, the salt will have removed the water from the nitroglycerine. This means that the nitroglycerine can be separated using the Sep funnel, being sure to release only the nitroglycerine from the Sep funnel, the product released is Clear, functional Nitroglycerine. What is left in the Sep Funnel is can be discarded as used water. This creates a grand total one 1 part of nitroglycerine, so if your part was one unit, you have one unit of nitroglycerine now. (Bang, bang, bang)

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  67. ( A round in this formula is around an hour of time, but feel free to shorten these times so long as you keep the same time scale, as putting in the same time investment to do something in a video game as real life is nonsensical. If labor cost is disproportional to number of turns, say perhaps if this reaction takes one turn, then it costs two labor along with the needed materials.)

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  68. To make Dynamyte.

    One raw-resource harvested of a tree can be labored into 8 corners of sawdust. These can be used for things. Largely Dynamite.

    One can also make Diatomaceous Earth, this powder created by Diatomite, a stone-metal resource; one can make 8 corners of D.E. out of One raw-resource of Diatomite and this does not cost labor. This can be used in place of sawdust. Sawdust in reality makes less safe dynamite than D.E. ; Sawdust dynamite has a chance to explode upon falling to the ground, it has an X/20 chance to explode on contact, where X is the amount of momentum that the dynamite has upon hitting the ground or an object that would be used for combat calculations if the dynamite were a unit unleashing an assault with momentum.

    One creates a quality casing; Potion Jar; Glass; Even Classy Plastic or Paper for the Housing/casing of dynamite.

    A tube of classy-strong paper can be made in the same way Vases, jars, and potion jars are made.

    One can make a bridgewire-blasting-cap like a length of electrical-wire, the bridge wire will gain heat from electric current up to the e-Current capacity of the wire.

    Igniting dynamite requires a blasting cap, a safe length of electric-fuse-cable connected to the blasting cap, a source of at least one ecurrent. (make 8 lengths of electric-fuse cable at the rate of 1 length of normal electric-wires)

    (make a push-electric-pulse generator with a magnetic cylinder, and a length of metal coil. One can make length of metal coil at the same rate as a pipe. A higher quality magnet will provide more magnetism, but a natural magnet can only provide up to 8 magnetos of force pushing things with the same mag-charge away from it’s side with that charge, while pulling things with a different mag-charge towards it’s side with the complimentary mag-charge.) So Push-pulse electric current generator - this creates One e-current within the metal coil per mag-strength per length of attractive coil that the magnet is pushed through. The e-current appears in the coil and can be diverted through wires to a blasting cap. (Coil comes in strength of 0 or 1 attractive to magnets, 0 will not be effected by magnets). A blasting cap will transfer the e-current to the Nitroglycerine in the form of a spark (from a bridge wire?). This is a method of instantly igniting any dynamite connected to the wire simultaneously.

    There is another method of having a rope fuse with the dynamite, lightning this with fire, and allowing the dynamite to explode when the fire reaches the dynamite. These must be lit with real fire by hand each time they are to be used, armed and placed, or lit and thrown.


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  69. (This is Tech that was used along the way in the recipe for nitroglycerine)


    Tech-Expansion; requires Glass; Stirring Rod: One can make a stirring rod out of bronze, and one has always had the ability to make a Stirring spoon for cooking with wood, but a Stirring Rod is made of Glass, and is used for chemistry.

    Tech Expansion; requires Pottery and Pipe: Liquid Still; (Distilled water can be made by capturing water vapor in a still; a still is two jars connected with at least 3 lengths of pipe forming 3/4 of the perimeter of a square from the top of one potion to the other while missing the bottom side. One jar only has the top pipe, and this one is filled with water and cooked like food or with a higher temperature (temp of 8 boils 2 water per turn); the second jar has an output pipe coming out of the side at the bottom of it, this will release the water vapor that has cooled and condensed enough to form itself as a liquid again after being moved away from the heat; the liquid will flow out of this pipe, and one should have a large vase to collect the water that comes out of the still. (This is distilled water, it is classy water and is pure)


    Once one has gotten only the nitroglycerine out of the Sep Funnel, then the remaining acid-water contents can be discarded. (This discard is used water and is non-drinkable and not safe).



    Separatory Funnel; Tech Expansion; Requires Pottery, Ball Valve: Can build a separatory funnel by building a Pot with a Ball Valve. These are combined, the Pot is the Carry-pot on top, and the Ball valve is at the bottom, which can release liquid one corner at a time, unless it is of a smaller size, then an S2 Ball valve could release water or gas at one S2 corner at a time. The liquid is released into anything that is below the Separatory Funnel, so put a Pot or Jar under it as one needs volume.


    Ring Stand; This holds things like separatory funnels and crucibles among other things. One also requires a ring stand, which one resource in a pillar and one resource in a floor tile or metal plate provides 8 resources to the composition of the Ring Stand, so the largest full dominus potion Jar of 320 resources could be held by a ring stand composed of one Pillar of 40 resources and one Plate/Floor/Wall Tile of 40 resources. To support a 320 resource Separatory Flask (Potion Jar + Ball Joint) this would take 80 resources of composition, since this is impossible, one can use 4 dominus resources at 5 weight each, and 60 normal resources to create a ring stand that could hold the full dominus Separatory Flask.

    Stronger Jars and Flasks hold the same amount of liquid, they just break less readily.

    (one always make pillars and walls. Columns can be researched at 3k BC and are made of marble, metal, or trees (not branches, but whole trees, one would apply labor at the midpoint of an 8x1 log in order to get 2, 4x1 columns, The column would still provide the 5x5 area of support above it, with itself at the center, rather than the comparable 3x3 area of support provided by a common pillar)

    Ball Valve; Tech Expansion; Requires Pipes, Bronze, and Beads. Create a ball valve by creating a jar normally but using a metal bead the same resource weight as the jar or more. One can make these in varying size. This allows one to allow or disallow the flow or water or gas through a pipe or tube. A ball valve has the same weight as a potion jar of the same resource number.

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  70. Scale
    Pot/Vase
    1 unit of Water - Water Vase ~ 1 resource minimum; extra are for strength of jar
    1 corner of water- Water Jar ~ 1 resource composes 8 in War Jar Tag; or create 8 Water Jar

    1 potion jar; make 8 potion jar instead of one Water Jar. 1 resource makes 64 Potion Jar Tag or 64 Potion Jars with level 1 potion tag.

    (This is getting finicky with the sizes) Micro Units; S2-Unit is Two Corners making a cube. Each S2-unit Can be broken down into 8 S2-Corners. An S3 Unit is 2 Two S2 Corners, a S3 Unit can be broken down into 8 S4 corners.




    (More) Pre-Req Tech for Explosives

    1300 AD; Tech Expansion; Cloth; Gauze: Allows the unit to cast physical melee range heals while holding gauze. Gauze is the same size and weight as a face of cloth. Gauze is made from cotton (originally silk but no silk here)


    1500 AD; Tech Expansion; Cloth; Cheesecloth; Cloth Tech Expansion; One face of cheesecloth is composed of 8 resources, it takes 6 faces of cheesecloth to cover the mouth of a pot, but only 1 face to cover the mouth of a jar.


    0 AD (~Hero of Alexandria)
    Tech Expansion; Pasteur Pipette / Syringe ; from Jars and Rubber; This allows one to hold up to 4 corners of a liquid in a syringe and then add this into a mixture one corner at a time, rather than pour it all in instantly (this can be bad in chemistry)


    7500 BC; Rope; Tech Expansion; Rope and Animal Husbandry : Bridles: this leads to the ability to ride a mount. One can make a riding crop out of melted rubber or stone-metal. (One does not need this to make a caravan/chariot)


    Item effect; Ability Bonus; This effect grants the resource color-type that is selected to give this ability weight at no cost to any cast of that ability by the unit holding the item once per turn. (e.g. 64 red-structure resources in an item would give 64 red structure to one cast of that ability per turn.

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  71. Truly Hardcore Resource identification- and I am no geo-physic-chemist; however i know most if not all substances can be identified with proper science. This scenario means that one can develop the plethoras of possible scientific tests with faith/research as these are needed to identify materials. Of course many of these tests require component parts, such as a strip of PH paper for a paper PH strip test. Testing to see if the component will react to Hydrochloric Acid requires Hydrochloric Acid of course. This sort evolution must be made from the start of the game, knowing little more than how to wield a stick, throw a stone, and start a fire.


    One would only be able to use one’s 5 senses to understand what a resource is. One can see, hear, smell, feel, and taste the resource. This can be useful when seeing that a large red, round fruit is sweet tasting one might know that this is an apple.

    This changes when dealing with raw-resources from stone-metal nodes or veins, however they would appear. One can see a white powdery rock that is not salty tasting. One would do some geological identification tests to see that it was limestone. E.g. Stone Reaction with Hydrocloric Acid Produces, some brine but the brine will not effect the PH of any water it is a solute in, keeping the PH at 7, one corner of the brine will melt one corner ice into water at temperatures below -1, all he way to -6 temperature (water freeze normallyy at -1; this has a chalky taste, and if you knew a doctor, you could tell that the side-effects of ingesting the substance were the effects of hypercalcemia or Excess Calcium blood levels.

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  72. One S2 corner of 1/16 of a Unit of Nitroglycerine will produce the size of an explosion described in the Sliding-Jar Claymore design. So one corner of Nitroglycerine will create an explosion twice as powerful in all directions, displacing double the amount of dirt into dust. (it’s strong stuff)


    Black Powder One Corner of this was as strong as the explosion in the Sliding-Jar Claymore (a 3x3 area of effect, occupying tile 100% dust, perpendicular tiles 50% dust, and diagonal perpendicular 25% dust, only the corners touching the tile with the explosive on it turn to dust.

    Black powder; This is a mix of saltpeter, charcoal and sulfur. These are all powdered finely by labor.

    Charcoal; Tech Extension; requires Fire and Pottery: One can create charcoal by burning wood in a closed container, resource composing a branch will create one corner of charcoal. Charcoal will burn very strongly, up to 485 Temp ( 4590F). It takes a certain degree to melt things, Iron must be heated to 274 or 280 Temp (2780 or 2840F) in order to be melted shaped into objects with an item cast or heated to 220 temp (2240 F) to be shaped hand using a blacksmith’s hammer.

    Saltpeter and Sulfur are Stone-Metal and gained from resource nodes. Saltpeter will form by itself, it comes naturally powdered, Sulfur is also found in natural salt domes, naturally powdered. Sulfur is also found in substances that it can be extracted from such as pyrite.

    5 Parts Saltpeter; 1 part Charcoal; 1 part pure sulfur

    This also allows for the use of muskets. These guns deal 100% damage but have 50% fire rate or a normal ranged weapon type.

    Black powder also allows for the first form of artillery; the cannon. This is carried by a caravan, but rather than being equipped, it is towed like the trailer of a truck. Projectiles from these deal 100% damage, but black powder will only give 50% of the Normal Amount of Ranged Attack capacity.


    (All of the super-specifics is extraordinarily lofty. This could theoretically be done for all elements of the game, but as a personal decision. I may leave out the chemistry and just accept that an alchemist can pull these things off, or at least some professional will have the capability to create these things, rather than create every neccecary tool and component for each thing that will ever exist in the game, which is ultimately mountains of definition. The explosive recipe just an outline of how serious-technology would be accomplished; how each ability would have to be explained very seriously and function almost parallel to the way it does in reality.

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  73. Obviously, even the Prime Era from 100k BC to 1000 BC is incomplete. For example: To work bronze, it must be smelted from copper an tin.

    Forge- Building- This building has a hole in the ground for resources to be burned.

    Wood will not burn hot enough to smelt tin. Copper will only melt at 194 Temperature (1980F). To get to this temperature, one must burn charcoal. The charcoal must be under a pot that by it’s own strength and treatment(glaze) will not break due to heat. 194 temp is like an attack of 194 resources hitting the pot every turn, if this does not entirely kill the Pot, then the Pot will not break or shatter until the temperature gets high enough to kill the Pot in one attack. The copper and tin are placed into this pot, and the charcoal burns at 485 temp, one unit of charcoal will apply 485 temp to all of the material on the tile above it, if there were 48 resources in the Forge-chalice, then ~480 temp will apply 10 heat to each resource per turn, up to the max temp of the fire which is 480 so long as it is sustained.


    Ingot; One makes an ingot with an Item-casting and then one fills this with raw-metal resources, places it in a forge, and then the metal melts into the form of an ingot, which can be extracted and then used. One raw-resource will make one ingot. So with the light bronze recipe with 20 resources total, this makes 20 light bronze ingots.

    This is as opposed to simply placing the raw-metal in a casting for say a weapon, and placing this in a forge, by creating alloy ingots such as bronze before casting, one creates stronger weapons.


    Light Bronze - 19 parts copper and 1 parts tin or zinc will lead to Light Bronze. This is softer and Light Bronze ingots can be hammered to make sheets. The sheets can then be hammered to make armor for the body and helmets.

    Classic Bronze - 9 parts copper and 1 part tin or zinc. This leads to Classic Bronze. This cannot be hammered into shape, but it can be used to fill weapon casts.

    To build a caravan or skateboard, one needs two axels. The axels should be bronze quality as small wooden axels could easily break, and a wooden skateboard breaks at 400% rate and only provides 50% of the move speed of a normal skateboard. If the skateboard is bronze it will break at 100% rate, but will only provide 50% of the move speed with poor wheels. To get 100% move speed one would need a bronze wheel from an item-casting. This would need a tire of sorts, which is rubber that is melted inside of a specified item-casting.

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  74. Six Simple Machines ( One can utilize these things; the physics should see that they work normally, but some explications)

    Lever (No pre-req, requires a fulcrum and length of stick. Apply downward pressure/momentum on one side of the fulcrum, an equal amount of inverted pressure/momentum is applied on the other side of the fulcrum. Pressure-momentum includes the weight of the part of the stick on that side of the fulcrum, the weight of any objects hanging from the stick (downward pressure if falling).


    Wheel and axel (Make caravans, make pulleys with raw wheels. Made from trees largely, wheels function just like car parts, (set handling rates etc)


    Pulley (This is a wheel and a rope. The rope is threaded over the wheel, and then attached to an object. One applies force or labor to pull the rope, and this will impart the momentum to the object at the other end of the rope. If this was sufficient to lift the object, then the object would be lifted. There is no loss of momentum when doing this.

    Inclined Plane (This is in the form of cabinets at a % slope, these can be added together to make a smooth plane. A Cabinet at 20% slope will lead up one terrain height, but this is a 20% terrain height, and a cabinet that is 20% high will be a different height than a cabinet that is 80% high. It would take 4 20% slope cabinets, with the 2nd supported by one cube 20% cabinet under it, the 3rd supported by two 20% cube cabinets, and the 4th supported by 3 20% cube cabinets on top of each other in order for 20% height and slope cabinets to reach up to being level with one 80% height cabinet.) This is metric dog.


    Wedge - This can be used to tilt things, not once have I seen any unit have difficulty carrying or lifting things.


    Screw - This is part of classical fastening, and this also allows one to do other things.

    Archimedes screw or screw-pump is a pillar turned into a screw that can be inserted into a pipe have labor applied to lift water. One labor will lift one corner of water one terrain height in the screw-pipe until it reaches the top. If both the pipe and the pillar-screw are 64 resources, then it will lift two corners of water one terrain height for one labor.

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  75. Loss of Temp- Things will cool off.

    Roughly ~
    Water and Organic things above map temp lose 50% this temp every 4 hours. Rounding normally.

    Stone things above map temp lose 50% this temp every 8 hours.

    Metal things will lose 50% temp every 16 hours.

    Even rougher

    So a metal thing taken off of a fire will lose 50% of its heat if left without fire for a round or day, if one round is 6 (sim/clock/game) hours, it will lose 50% of 6/24 of it’s heat per round, or otherwise 12.5% of it’s heat per round when left without a heat source.



    A stone thing will lose 50% of it’s heat after 8 hours, If a round is 6 hours, then it loses 50% of it’s heat after one round without fire under it.

    An organic thing loses 50% of it’s heat after 4 hours, if a round is 3 hours, then it loses 50% of it’s heat after 3 hours.

    Gas will lose 50% of it’s heat if left without a heat source for 2 hours. If a round is 3 is hours, it will lose 75% of it’s heat, (2 50% ticks at 1.5 hours)

    The sun is a heat source, so the map temperature will not lose heat due to this.

    Otherwise this is the fancy version of heat loss. The constants are estimates and not at all accurate.

    Approx

    T(t) = Temp units at time t
    Tv= Temp of Outer environment
    t = time
    k= constant of heat retention
    e= number e ~ Euler’s Number~ 2.71828

    E
    T(t)= Tv + (T0 - Tv) e ^ -kt

    k is a number, I can’t find a list of them for substances, but I’ve dealt with this formula. The K value for a corpse is ~0.1797 . So things that cool off faster the higher this number is, and slower if the number is smaller. Things will increase in temperature rather than cool off if this was negative, so this is a positive number.

    Metal ~Pick a small number like ~0.05
    Stone ~Less than organic , perhaps 0.1
    Organic ~ 0.18 seems ok

    Water ~ Perhaps a bit faster than organic 0.20

    Gas/Vapor ~ Even faster, perhaps around 0.4

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  76. Sadly, doing the sciency things is taking focus away from gameplay elements, but science is a gameplay element in and of itself. A balance of both should be achieved, but I doubt I will ever translate the majority of impactful science into parallel function in a turn-based medium. Even then it will be so riddled with holes and inaccuracies that it would be glaring.

    As much as it is not important, things along the lines of forgetting to state how one can create nitric acid and sulfuric acid when making nitroglycerine, even little slip ups like that could make the game unplayable with too many missing pieces.

    Clarification- The bottom of a screw pump must be submerged in water in order for it to intake any water.*

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  77. As the units got larger, aye, so does everything else, so the vegetables and other plants were as large as their yield per node, a tree has a hefty 800% bonus to base resource capacity. Now with 8 64 racks of blood to fill, a tree will grow attempting to reach the sun, always wanting to touch the light the most. A tree has leaves these vary in size, roll 1d6 for length of each side of the leaf of take half of the area of the roll as the closest square, 150% area, square or elongated square with equal area of a square; do this twice as often. If one rolls a an area of

    By a gentleman’s approach I would say coconut and banana and perhaps other tropical fruits would have large leaves, but most from the mango orange apple and other trees

    A fruit taking small leaves if it did not have big leaves, but if it had big leaves, then these leaves were indeed big and 200% as large with 50% given to the number of “tree limbs” it would sprout, this or even 400% as large with only 25% of the allowance of tree limbs, down from 1 per rack, to 1 per 4 racks of blood in the tree.
    Large leaved Trees are Banana and Coconut. If you have large leaves, these can be used to cover a stick and mud house.

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  78. Starting out on the quest for the hand-axe, which is the first journey.

    One finds a rock, and this is a full rock. somehow, a nice rock may be hard to find, but this is oddly enough a large collection of raw-resources. these are multiples of up to 6 resources, rolled 1d6 every time one prays to the rain god enough rather than research a technology. It always costs as much faith in the rain god to cause him to release resource precipitation from the sky This was 1000 faith, but it did not increase. Each time, the rain god will duplicate a cloud, and the new cloud will appear somewhere and will have these resource-rock-cloud floating within itself, evenly spread out over the area of the cloud. The number of corners of water vapor composing the cloud was the same as the total number of resources composing the rocks in the sky. so if the cloud were 600 vapor, and the rain-god rolls 4, then 600/4 = 150 and 150 4 sized rocks will fall from the sky. One can gamble with the rain-god, instead of praying for rain of rocks, one can pray for consolidation, and this causes the rain god to redeem the faith, leaving you with 0 towards making it rain, the rain god will return your feelings, the next time he causes it to rain, the rocks will have an additional 1d6 rolled and then added to their size for each time one offers the rain god prayers for consolidation, for every 1d6 rolled, this is the number of resources that each corner of water will give to the rocks in the cloud, and the cloud will also get an additive 100% bonus to it’s volume for each 1d6.

    The color of the resource composing the rock rained was the color of the tile it fell on, the type was a common 1d6 for resource type by commonness.

    One could also pray to the rain god for pure water rain, the rain god would redeem this in the same way as rolling for rocks to fall from clouds, increasing in size when praying for liquid rain consolidation, The number of corners of water is simply mirrored with a multiplied bonus of 100x% per 1d6, making doing this without consolidation the same thing as asking the rain god to clone a cloud perfectly, if your rain god is nice, you can pick the cloud if you choose rain, but if you pray for the rain god to rain rocks you can only pick the kingdom or paper map tile (one tile on graph-paper board area; whatever in the fuck you may be called otherwise) if you choose . this would still take ones faith

    . One can always pray to the rain god. The rain god will take consolidation indefinitely, this or until it reaches the size of the largest

    But a rock. Was a glorious friend indeed. One could always choose to pray to the rain god, this would simply cost one movement or one labor.


    A large rock was the early gentleman’s everything, used as a hammer, anvil, and the metal itself. With 2 or 3 rocks, one can chip off pieces of a rock to sharpen it. It takes much work to do this, and the rocks must be of the same


    A raw-rock larger than one resource is a large rock, and this can be shaped by a skilled man into a weapon called a club and it can be carried and deals damage at 50% it’s resource weight with 50% rate of attack. The rate of attack with the rock is (2O/R) (200% Rock Tag/ Blood Tag of unit holding rock). It does not gain % damage


    If a tool-rock larger than one resource had at least 50% of it’s edges knapped on 25% or more of the perimeter of the rock in an unbroken edge, then it was knapped-reaving-knife: it allowed for the butchering animals at 1 resource per 4 resources composing it, as inherent labor capacity for the job, now able to be caried as raw-critter resources. A knife has only 150% multiplier to outgoing damage.

    If a tool-rock had 50% of the edges knapped and unbroken around 50% or more of the perimeter of the rock, then this rock was sharpened, and this would deal damage with a 200% multiplier to it’s outgoing damage.

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  79. One can make a sling, which allows one to put spinning momentum on a rock less than 25% the length of the sling just like one would put momentum on a chair attached to a chain one was spinning before throwing it. The sling could simply release the object with this momentum. This did 50% damage.

    One can sharpen a stick with a knife and take take the 200% bonus multiplied to damage when used to pierce like a bow or spear. weapon for sharpness. A spear with a point will deal damage with the stone-point while having the range of the pole.

    One can also make an Atlatl, this is a spear-thrower, and it is a hardwood stick with a nook cut into the back for one labor with a knife. One could throw a spear-weapon (at least a stick; optional spearhead) with up to twice the amount of momentum by having a pillar/ branch as long as one’s arm, this would extend the length of one’s arm and the amount of space one has to apply momentum to the thrown spear-projectile. One could attempt to do this with arrows, but the effect would be 20% multiplier to arrow damage.

    One can make a blow gun with tube style plant, bamboo is a tube style plant. A blow gun requires a needle, a tube-plug to seal the pipe such as a feather attached to the needle, and poison of one’s choice. .


    One can see knapping as sharpening a blade, using (blade blank as tool-rock) and (blade as rock)


    A knapped rock will deal damage and functions as an arrow head/spear head, giving this ability

    This knife tool allowed one to dig up underground crops such as radishes, potatoes, leek, and carrot with it’s labor capacity

    It is a much more viable weapon than a small stone taken off of the node, far more than one raw-resource in composition. The raw resource would only deal 50% of it’s natural weight as damage, rounding up to the nearest whole number multiplier.

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  80. A large rock can be used as a table. It only receives 50% bonus to morale, it is only a table if it is above 8 resources in composition, this would be a one size table if attempted to be used, somehow a rock of any more resources could always be a table, but it could only be used as a table if it’s resource weight was greater than or equal to at least 50% of the unit. A rock can be a chair if it is greater than or equal to 50% of the unit. A Rock was oddly enough like a swiss army knife of rock, it could fold out in any direction each of it’s composing resources as one physical corner, 2 corners working as a (small) chair, a stool really, a 1/4 tile cube, this chair used for a 1 resource unit or civilian. If you talk to a rock, it says it is a different type of creature than a resource node. One can break a rock, it is easy to break a single corner of rock, this only being able to attack any section of rock that is suspended between or touching 3 or fewer faces of adjacent rock. While this would make it seem like there are only 4 corners one can get off of a unit of resource, somehow, the resource is kind enough to slip once per round and replace the resources that are only attached to one face, or maybe even all 8 could be taken, but perhaps, this was kind of like a mix between a rock and a bag, because you can pull all sorts of things out of the bag.


    The Tool-stone quality hammer-stone or club-rock (same thing) allows one to work on smaller rocks, if the smallest rock is between the immobile plane of a larger rock on the ground.

    Knapping- This is Sharpeing a stone. Take a hammerstone (heavier rock), these are a certain type of rocks, these are good for throwing, and can break pieces off off a smaller rock.

    A blank tool stone is a piece of tool-rock; these are easier to manipulate. these include flint and chert (fine grain sediment); rhyolite and felsite (igneous flowstones); and obsidian (igneous glass)

    tool stones can be made into blades and havest tools for animals.

    a ground stone is a stone of a large grain, including basalt, granite, and sandstone. Having two of these one could grind up grains and other plant seeds to provide full 100% effect when used as an ingredient. It would only provide 50% effect if it was not ground. A ground stone is a table sized rock, but one takes a hammerstone to it, this will divvy the rock, one attack will divvy one corner of a grainy rock, labor will divvy 2 16th/S2 corners off of a grainy rock, but only 1 S2 corner can only be divvied off of a tool rock with one labor. This unil there was a well or pool in the rock table however large and tall it was, rocks easily cubic in area, each S2 Corner could hold one ingredient.

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  81. Knapping- One could also sharpen a toolstone into a blade or sharp tool with knapping. This would give is sharpness damage. Sharpening one uses finesse to flake off S2 corners at a time with a hammer stone for one labor or movement at a time. This would cause a weapon to lose 2 S2 Corners 50% of the time, with a 50% chance to lose 4 S4 corners in the direction of the impact, and still if this was successful there was a 50% chance to lose the entire resource, the following coin flip is to break the weapon in to parts along the direction of the rock.

    A sharp tool-rol i

    One can use an antler or hardwood branch to do knapping. A tree has a coin flip to be a hardwood tree or a soft wooded tree. Once this is flipped it’s wood quality has been determined, it’s offspring will inherit it’s wood quality. Softwood trees has 1600% as many leaves, but they are only lines, or edges of corners that extend for one tile.

    A hand axe is both a tool and a weapon. A hand axe is a large rock, at least 50% of the perimeter or the rock is knapped, and there is at least a length of 30% the permitter that is not knapped in any way. This is the handle edge. these rocks tend not to be larger than the length of two hands, so were your hands two corners, then your hand-axe would be all of 4 corners in size. 2 for a handle and 2 for the blade.

    One can have a larger stone or stick weapon. The size of a branch is one corner in volume for each blood-rack composing the tree. So a 8 blood-rack tree could have a unit thick branch or a 4 length branch that is 2 thick. One tile leg is the length two corners touching at vertexes.



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  82. A tree will branch beyond it’s initial blood rack truck rate (it will take this at the start and split early in it’s life.). It will branch attempting to reach more sunlight. Each 8 corners of light from a ray of sunlight that strikes a leaf of a plant gives it 1 turn of growth for the turn. A leaf will only absorb one corner of light if it is of 100% thickness. If it is of 400% size, the leaf will absorb 4 corners of light per turn.

    Light has to touch or cross the softwood needles but one needly can only absorb one S4 unit or 2 S3 corners of light, corner of light is made of 4 S2 corners, and each S2 corner is made up of 4 S3 corners.

    When you pick grape, one ingredient of grapes is a bunch of grapes cut from the vine, it is not just one grape, this also with smaller things or so, a bunch of beans, a handful of mushrooms or radishes or leafy greens, not just one leaf of Thyme. Some things that were large like meat or a cucumber

    One can sharpen a rock with an antler for precision, rather than another rock.

    3500 BC,

    Axe; This was the real deal. This was made of metal. This could chop down trees. A hand-axe could not, a hand axe could only labor down branches of trees that were smaller than the hand-axe weight multiplied by the 8/N where N is the number of corners composing the thickness of the branch..

    Log Cabin; This costs a bronze enough to chop down a tree A Raw Log can be used as a wall Build a Cabin out of Logs.

    Kiwi grows on a vine.

    Vegetables and vines are still around one tiles in size,
    A vine is still connected to itself as it grows, and one resource in size, the fruits are on the same tile as the vine, a vine’s leaves and flowers are likely about 200% the thickness of the vine, perhaps a vine can grow up to 8 lengths of vine in a direction in the same amount of time it


    Somehow ingredients being 1 tile in space more or less, had a spout and frame of about half as high as a m
    vegetables seem to grow well enough. mushrooms don’t have leaves



    A plant could also take 400% as many leaves with 25% area with the same liberties.

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  83. Somehow, an inclined plane bargains for labor. Rolling a cart, trailer or wheeled-life over an inclined plane of 4 tiles up a length of two terrain height will cause one to take 25% of the total movement cost penalty of moving uphill on terrain, and attacking D/H % (Plane Distance,Plane Height traveled) effect multiplied to to any attack’s uphill attack bonus. This is also on terrain movement, as in the above, that terrain cost of 25% as was to the total movement cost of 2 uphill tiles at 200% move cost each time, also equates to D/H% tile each time one.

    The 200% move cost of going uphill is also a pure number, this is also multiplied by the %slope of the terrain being scaled, dealing with This being true, as a %slope is multiplied to the proportion, so if a man is 2 full 100% tiles, it would take two sets of 5 of a 20% slope tile to put up enough muster to tell this man that is a vertical face. This is the length of a face that applies two momentum, as it matches the unit’s size. the unit would gain downward momentum from gravity only by the distance of pure height traveled, so falling 10 terrain units in 20% slope would only give 2 full tiles of downward acceleration.

    (The things got disjointed, so much entry into the middle of the inbetween of topics having to do with each other, now spread out and in fragments from the textual explosions inbetween them)

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  84. A grinding stone can be used to sharpen metal cast weapons like bronze. This is a ground stone that has been shaped into a wheel. This wheel has a hole bored through the middle, this can be difficult to do, but one wants a stone that is 3x3 at a minimum in area, with a preferable thickness of one. One would do this with S2 units of rock instead, a 3x3 S2 unit being about a 1.5 x 1.5 rock length on the map. This wheel is hoisted into the air has a pillar threaded through the hole. This is placed on X-Holsters which are two pillars tied together by rope, nails, or otherwise now intersecting. Being about 2 S2 units high, or 1 terrain height high, this is where one would want the V intersection where one places the two points of the wheel edge on.
    So a 3x1x1 S2U pillar would want to be at a /\ angle that each base point had a distance of 2 from the center-intersection of the grind stone. If these two pillars can support the weight of the stone (match the weight of the stone with each of their blood tags independently) then the stone would be in a loose socket and able to spin on it’s axis. This stone could be spun by hand having up to 2 momentum, costing the unit one movement or one labor to apply one momentum to the stone, while grinding a weapon will reduce it’s momentum by one. One can grind away one S2 leg or one half of a blood-tile leg from a weapon when grinding it with a grinding stone while having a 100% rate of success when doing this.

    One can be clever and have a separate X hoist with a pulley wheel on an axel in the top socket. The center of this pulley wheel would be say twice the height of the center of the grind wheel, and not directly on top of it, but adjacent and exactly to the side of it with the wheels parallel. ~ One then fastens a wheel handle to the axel on the side under the X-hoist. This wheel has a knot-catch that looks like a |U| fastened to it in 90 degree increments. a rope has one length tied in the perimeter in increments of the length between the wheel and the knot-catch along the perimeter (it is ok to take the 90 degree angle, this includes partial units, so a 3x3 wheel would have a perimeter of 1 S2 length. from 0 degrees to the 2 lengths along the corner of the wheel, into 1 more S2 length from the edge of the corner tile to the 90 degree mark. 2 S2 lengths is one length, a S2 length is a half length, a S4 length is a quarter length. So a knot would be every 2 lengths of rope, one length is tied into knot at the next tile ) This continues. the length of the rope is one length of the top wheel (25% of perimeter or wheel) added to one length of the bottom wheel, and then two lengths of rope for every length of distance between the top vertex of the top wheel and the bottom vertex of the bottom wheel, (pulley and grinding stone wheel-handle). If one had the 4 knot-catches on the wheels, the proper length of rope, and knots tied at the right increment consistently throughout the rope. One could string this around the pulley wheel before lifting the pulley wheel up to the X hoist, then take the hanging extra rope falling from the suspended rope laying in the rope-groove of the pulley. and pull this around the wheel handle, with the knot-catches oriented at 45 degrees before turning them back to neutral and pulling the rope a tad to cause the knots to catch. The knot was a fist knot of sorts, taking one labor to produce each time.

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  85. The benefit of Pulley wheel system.

    The improvement to this, as pulling on the rope for one movement or labor to spin the wheel still applies up one momentum per labor or movement imparted, but the rope will give an increased capacity to impart momentum at a rate of 150% that of spinning by hand, being able to impart 4 momentum to the wheel at a time, before it loses one, no longer limited to the two momentum limit of spinning by hand, but taking the wheel above 4 momentum will cause the rope to burn one’s hands (it moves too fast for you to add spin to it effectively past this point).

    Improvements on Hoisted Pulley wheels


    One can also improve this by having a second wheel attached to the top pulley wheel like a handle. this wheel has two ropes attached to it securely so they will not move, these positioned at 0 degrees and 180 degrees. These loose ropes have weights to function as handles tied to them so they will not be blown by the wind. This wheel-handle is attached to the pulley wheel and pulling on one of the ropes will cause the blade to spin as if pulling on the ropes, but this will not cause one’s hands to burn if the rope goes too fast, now able to impart momentum at 150% rate without the limit of 4 momentum and having rope burn one’s hand, now only limited by one’s movement and labor capacity.

    (These sort of contraptions should perhaps be able to reward themselves, but i have no faith in that being true at the moment)

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  86. ~~~ Mini-game ~~ Animal Fighting Game ~~ or for use in naming critters by area~~

    Animal Fighting Game. (Every animal can have an anthropomorphic representation to fight like a human martial artist or anything)

    This can also be used if one played the realistic map, and one wanted names for the some critters that one encounters in these areas.

    Each Geo-zone has native animals. The hearty ones are used to fight each other.


    ~~~Arctic and Antarctic


    ~Arctic

    Arctic: Harp Seal; Ringed Seal

    NA Arctic- Snow Goose (white with black wingtips); Polar Bear; Seal


    Alaska / Russian Alaska : Sea Otter

    Arctic ; Alaska; East Canada, and Arctic Russia - Walrus; Fur Seal


    NA Arctic; Hooded Seal; Bearded Seal

    NA and EA Arctic - Polar Bear


    Eurasia Arctic- White Wolf;

    ~Antarctic

    Antarctica: Leopard Seal; Weddell Seal; Crabeater Seal; Southern Elephant Seal; Ross Seal;

    Antarctica South Africa and Australia; Fur Seal




    ~~~Americas


    ~~Alaska


    Alaska- Russian West Alaska and Japan: Ribbon Seal

    Alaska- Silver-blue fur / Glacier Bear


    ~~Canada

    Canada- Moose and Grey and White Goose with black head / Non-spotted Lynx

    NA; Canada; and Arctic - Coyote

    Canada and South, and West USA- Black Bear


    Canada+Alaska- Grey and White Wolf


    Canada: American Marten ; Fisher(animal)

    Newfoundland: Newfoundland Marten


    ~~ Broad Range of NA

    NA and Central America- Gray Fox

    North and South America - Cougar

    Alaska; Canada; East USA; NorthWest USA- North American River Otter

    USA; Canada; Alaska : American Mink

    North America; Central America; South Canada: Long tailed weasel

    Canada; Europe; Russia; Alaska; North Africa: Least Weasel

    NA: Striped Skunk

    NA and CA : Spotted Skunk

    Canada, USA, Central America: American Badger

    NA (Canada;USA;Mexico) - Racoon

    ~Central NA

    Central NA- Bobcat;

    ~West USA

    West USA and West Canada- red-brown fur

    West USA West Canada: grizzly bear; California Sea Lion

    West USA; West Canada: Elephant Seal

    ReplyDelete


  87. ~Broad Central America

    Central America- Armadillo; Brown Wolf

    Central America and Texas: Ring-tailed Cat


    Central America: Hooded Skunk

    Central America; White-nose Coati


    ~CA and SA

    South and Central America- Anteater / Ocelot / Spotted Jaguar and Black Jaguar / Jaguarundi


    ~ South SA (Patagona)
    Southern Central America: Cacomistle; Northern Olingo


    Southern/Plains south america; Hog-nose Skunk

    Southern SA (Patagonia): Southern River Otter; Lesser Grison; ; Patagonian weasel
    Canada and Russia: Wolverine


    ~SA Jungle (Brasil)
    SA Jungle- Sloth (Two toe and Three Toe)

    Brazil and SA Jungle (inland); Neotropical Otter; Giant Otter; Crab-Eating Raccoon; South American Coati; Eastern Lowland Olingo;

    South CA and Jungle SA- Kinkajou; Amazon weasel


    Central America, Brazil and SA Jungle: Tayra; Greater Grison;



    ~West SA Coast

    West SA Coast; Western Olingo


    West SA coast; Marine Otter


    ~Colombia / NW SA

    Colombia; Olinguito






    ~~Arabia

    Africa, India, Arabia: Honey Badger



    ~Broad Europe

    Canada; Europe; Russia; Greenland; Stoat

    Europe; European Badger


    Europe; European Pine Marten

    Europe; Russia: European polecat


    ~~Europe and NA

    Europe North Coast (non-Mediterranean) and East and West Coast of USA; Common Seal

    Scandinavia and East Canada: Spotted Grey/White Seal


    ~Scandanavia


    East Europe; Scandinavia; Russia- Brown Bear



    ~Russia

    Russia - Spotted Lynx ; Grey Wolf

    Russia; Lake Seal


    West Russia: Sable


    Russia; European Mink




    ~Italy and Balkans


    Italy- Italian (shorthair) Wolf


    Balkans - Lynx and Brown and Black Goose




    ~Steppe

    Central Asia Steppe- Grey Brown Red and White mixed Wolf; Marbled Polecat


    Russia/Steppes/East Asia: Asian Badger



    Nearer Eurasian Steppes; Caspian Seal





    ~~ Eurasia

    Europe, Tibet, Middle Asia Steppe: Beech Marten


    Siberia; China: Siberian Polecat

    Europe; Russia; China; Morocco/Algeria- European Otter


    Africa Europe and Asia- Small Cat / House Cat

    ReplyDelete


  88. ~~~Africa

    ~Broad Africa

    All of Africa- Caracal

    All of Africa; Near East; and India : Lion


    ~North Africa

    North Africa- Jackal

    Sahara / North Africa: Saharan Polecat

    Egypt: Egyptian Weasel


    ~South Planes Africa

    South Planes Africa- Leopard / Cheetah


    Southern Africa: African Striped Weasel



    ~Central Africa

    Congo Otter: Central Africa

    Central and Jungle Coast Africa; Spotted Otter



    ~West Jungle Africa

    West Jungle Africa- Gorilla/Monkey

    West and Central Africa- African Golden Cat

    South West and Central Africa- Serval; Mongoose; Spotted Hyena

    South, East, and West Jungle Africa: African Clawless Otter; Striped Polecat





    ~~~~Asia


    ~North East Asia

    North East; Asia (Korea / Russia) - Ussuri Brown Bear


    ~Near East ( West Asia)

    Near East- Syrian Brown Bear


    ~Broad East Asia

    East Asia, Japan, NE Asia, and Alaksa : Spotted Seal



    ~SE Asia

    SE Asia; Stink Badger

    East and SE Asia; Ferret Badger

    SE Asia; East Asia : Yellow-throated Marten

    South East Asia- Orangutan, Asian Golden Cat; Bearcat; Dhole; Sun Bear;

    SE Asia; Oriental Small-Claw Otter; Hairy-Nosed Otter; Malayan Weasel; Back-striped weasel


    ~Himalayan

    East, South East, and Himalayan- Asian Black Bear

    Himalaya- Snow Leopard ; Fishing cat;


    ~Japan

    Japan; Japanese Badger

    Japan- Macaque

    Japan; Japanese Marten ; Japanese Weasel



    ~China / Mongolia

    Mongolia; West China ; Mountain weasel


    China- Panda / Red Panda

    China; Yellow-bellied Weasel


    ~India

    India; Nilgiri marten

    India- Sloth Bear

    India and SE Asia : Tiger

    India and SE Asia; Smooth-coated otter


    ~Tibet and Asia Steppe

    Asia Steppe; Russia; China: Steppe Polecat


    ~~Australia


    Australia; Australian Sea Lion; Dingo Wolf

    ReplyDelete


  89. { That was most of the living carnivores)

    (Maybe) Other Families soon:

    Bat ~Chiropetra

    Ungulate

    Pangolin

    Eulipotyphla: shrews

    Supraprimates : rodent; lagomorph; treeshrew; colugos; primates

    Xenartha : Armadillo and Anteater

    Metatheria: Marsupials

    Yinotheria: Platypus and Echidna

    Aves : Birds

    Reptillia : Reptiles

    Amphibia : Amphbians

    Fish i don’t know if that is applicable.

    ReplyDelete
  90. ~~~~
    Foxes

    ~ South America

    East SA Jungle : Crab-Eating Fox

    West SA Jungle : Short-Eared Dog; Hoary Fox ; Maned Wolf

    SA Jungle: Bush Dog

    West SA Coast and Andes; Culpeo

    Patagona: South American Grey Fox; Pampas Fox

    Peru Coast : Sechuran Fox


    ~Arctic

    NA Arctic EA Arctic: Arctic Fox

    ~Broad Range

    All of Asia; North Africa; Near East; Europe; USA; and Canada : Red Fox


    ~North America

    Central USA; Swift Fox

    Southwest USA and North Mexico; Kit Fox

    USA and Mexico : Gray Fox

    California Coast : Channel Fox


    ~Asia

    Steppes and Mongolia : Corsac Fox

    India: Bengal Fox

    Tibet : Tibetan Sand Fox

    Middle East : Blanford’s Fox

    China, Korea, Japan : Raccoon Dog

    ~Africa

    North Africa and Middle East : Rüppell’s Fox

    West Africa and South Africa : Bat-eared Fox

    Saharan Africa (North Africa is usually the coast of North Africa, with saharan africa right below this): Fennec Fox
    South Africa : Cape Fox

    ~Southern Saharan Africa (Above West Jungle Africa and Central Africa) : Pale Fox

    (This i think should cover the carnivores, i may have skipped some)

    ReplyDelete

  91. Orb of Fire (or Element)- Item Effect- This gives the unit X/64 % of the range a melee attack or ability would have if it it were cast as ranged. Per X item effect in the item. The damage still counts as melee damage and benefits from %bonus to melee. These attacks cannot have any environment bonus other than what is normally applied to ranged attacks.



    Burnout- Inherent/ Car Maneuver- In a Car, one can hold the brake and accelerate at the same time. This allows one to turn with a pivot, using the front wheels that do not move as the axis of the pivot. only 50% of the acceleration provided by the engine during a burnout counts as forward momentum traveled in terms of accumulating horizontal distance to achieve one displacement due to one’s turn rate.

    ReplyDelete

  92. Free Plot (NPC Dialogue); pick up the collected works and feel free to siphon anything off of the blog to put into text. Roll 1d6, take this number of the lines from the book. It’s even got some political words in there just like your humdrum of government about in the lands. If you played first person, you could run into these as chat lines. I’m laid back, motherfucker. That means my book is laid back. A thickly plotted book would have an odd sense of everyone doing some part of one man’s mind, this is hardly thickly plotted. There are even religious themes, and chemical themes, for the church and apothecary respectively. There is government if you love to talk to the mayor. There may not be much on blacksmithing, but there were some pictures, perhaps the smith does not want to talk in the forge and inhale the danger dust, but rather, he will show you to the pictures of the machines and blue-prints held in some classy briefcase. perhaps embolden the paper up to look more like charcoal or ink than pen or pencil.

    That and there are always quote libraries on the internet, but roll a word or two out differently in the phrase so it’s not “I came here to kick ass and chew bubblegum”, it is now “I came here to kick ass and brew amylum” (I rolled for amylum and changed chew to brew for the theme, I chose to replace bubblegum for fun)

    1a 2b 3c 4d 5e 6f 7g 8h 9i 10j 11k 12l 13m 14n
    15o 16p 17q 18r 19s 20t 21u 21v 23w 24x 25y 26z



    13th is M
    A m y o s t o x a x
    rolled that on internet
    Amylaceous
    Amylum is the closest thing that is not ALS (lou gherigs)
    This is starch



    Extension; Fire; Cooking: have a a skewer, one can make a skewer with one brach that is at least 2 resources.


    Tech; Pottery and Cooking; One can always make beer and wine. It takes any grains to make beer. It takes any fruit to make wine. It only has a 50% chance to make beer successfully. It takes 7 turns without yeast.


    secret/hint; req Pottery and Cooking; one can brew wine this way, and then add this wine to a larger jar with sufficient room filled with wine-primer, the wine then acts as one corner of yeast per ingredient of wine, and one corner of yeast increases the fermenting speed of one unit of wine or mash to 3 days. (ground grapes in a jar or mashed (~a type of ground) grains and water.) (one does not need to research this to be able to do it.) (3x + 7y / x+y) x= unit of wine, y = unit of wine-primer

    1850 AD ; Brewing expansion; Yeast Powder: not until biology and pasteur~esque jazz: One can make powdered yeast, this only occupies a corner in the liquid, and adds the rapidity of a corner of yeast, reducing one unit of wine-primer into wine in 3 days.
    Wine-prime is the same thing as mashed fruit in a jar, one can use this to fill bottles if one wanted.

    ReplyDelete

  93. Wine-primer is the same thing as mashed fruit in a jar, one can use this to fill bottles if one wanted.

    coca leaf, one can enjoy 1% of the effect of cocaine if you acre chewing coca leaves . full effected as

    Chewing cocaine. Allegedly,
    This requires one to chew one corner of a bag of the coca leaves ingredient.

    Take an alkaline device
    this is made of vegetal ashes, one can take roughage such as tree stalks, one gets a stalky vegetable li but also of seashells, coal, barks of certain trees. The alkali can be also made by burning limestone to form unslaked quicklime paste. In more urban areas, of sodium bicarbonate

    One man high of 2 units, is indeed some estimation of around 1.75m or a man unit.

    Stalk vegetables, these have a stalk, and a fruit. quinoa, sorghum, sugarcane, corn , millet

    if you were a gambling person, you could look this up in a database



    Sodium Chloride; common salt: this can be made by evaporating sea water

    If one is refining potassium, then salt is a byproduct of this.


    Primal Paint; Extension, somehow natural pigments would fade over a week if they were not vibrantly colored.
    Paint is more permanent. One of these is brown ochre colored, and happened to be used by prehistoric people, sometimes a rock will be a part goethite, and this a mineral

    Steel and Sparks, somehow bronze does not make sparks, but steel will, one some metals such as Pyrite



    Mining mercury is hazardous and will kill you if done for prolonged periods of time.

    Mercury can be used as a red pigment.
    Mercury is mined from Cinnabar. To make Quicksilver one needs a rotary kiln. This is a large tube that is turned like a wheel while being heated like a kiln. One also needs to be able to create a still. Mercury will boil at 674F, since 0 is 40 degrees F, one can take this as 63 temp. Cinnabar is HgS, S will boil at 832F or about 79 temp. So long as one gets the temp in the kiln above 63, but below 79, the vapor that one distills should be pure mercury, otherwise it will have sulfur in it.

    ReplyDelete

  94. With NaCl and Mercury one can create Chlorine with electrolysis

    Castner-Kellner process

    Elevate a pool of water into a trough on another terrain height through labor. One takes a spoke wheel. One fastens empty jars to this wheel. There is a trough for water to be poured into, the water will drop out as the jar reaches the top if one places the jars horizontally on each spoke of the wheel. or, around the middle of the wheel if you laces the jars vertically with each way.

    A wall box is say oh 10 high, 20 long and 1 wide.

    there are two walls at 7 and 14 that are 9 high, and extend from the top. These walls must be slate.

    There are 2 Graphite Anodes that extend, one into each side chamber. In the middle chamber, there was an Iron Cathode. Current flows into and Anode and out of a Cathode. One then fills the box with mercury, up to being 2 high, so 20 lengths twice high is 40 units of mercury. One fills up this box oh so 6 high with water; the side chambers (formed by the mercury bottom) with NaCl saturated water solution, and the center only pure water.

    This will sink to the bottom. One Then applies a Current to the box. The middle chamber will produce NaOH and the side chambers will both produce Chlorine Gas which can be collected.

    there is a 1:1 Ratio of NaCL input to NaOH output. Converting one unit of NaCl will cause it to breakdown into chlorine gas and NaOH, but one can just put another unit of NaCl Into the same water on the sides. One can take a jar of the NaOH solution in the middle, and replace it with a jar of fresh water for it to become less saturated, and allowing one to reduce the NaCL by evaporating the water in the solution.


    Historical Lye Production

    This is in water. One pours off the solution and boils it. The NaOH is what is in the jar.

    Ca(OH)2(aq) + Na2CO3(s) → CaCO3 → + 2 NaOH(aq)

    slaked lime + soda ash -> Calcite + NaOH.

    Soda ash is gained by getting Halophyte plants. These are plants that tolerate salt water. These are just plants are are not food. These plants are burned and one collects the ashes. The ashes are mixed with water to form an alkali solution, then this solution is boiled. This product is Soda Ash.

    Slaked lime is made from adding water to quicklime.

    Quicklime is made by thermal decomposition of limestone or seashells that contain CaCO3 / Calcite. When this is heated above 1517F or 148 temp, then calcination will occur, and CO2 is released while quicklime (CaO) is produced.

    Leblanc : 2 Salt 1 Sulfuric Acid ->

    Another way is to have blade-spokes, these like thin sheets as rays from the center of the wheel. the water would be caught on the wheel, and flow down if brought above the height. at an angle. This beauty loves two walls on each side of it, put a hole in the top of it, and then a slope down tile, the water should fall into a trough under the mouth of the box, and can be directed so well as a trough will direct water.


    ReplyDelete
  95. Anyone can find the parts of reality. That would be about the limit of tediousness. These are easy to program at times, just simplify with parts.

    Otherwise, the game was not traditionally about this, one can make 64 chairs in a week with no labor and no supplies in the traditional game.

    ReplyDelete

  96. Because there is no counter to disease

    Ability- Divine Intervention- One can cast dematerialize, and gain 1000% bonus resource composition towards shield if one has and item that is blessed by a priest.

    ReplyDelete

  97. A priest can bless an item or a weapon for one priest point or one movement. This may just be a tribute to your native god, rather than a physical empowerment. If a unit is blessed, it can be an angle when it dies. angles live in the |1H| realm. this is just like the 0 realm, but it is in the sky, the ground is oddly clouds, instead of terrain, but one can still build and walk on it easily, one also can swim through the clouds like a lovely mist one can breathe in. There are only 6 layers of Heaven clouds. Below this, the 0 world units can fly around and this is the 1 realm. All |1H units can fly. The units are still dead and cannot impact the world without being summoned. When summoned, these are Angels, instead of Undead, and Summoning Angles gives good rather than bad, they function the same way, and cannot breed with living units unless their god allows them. Their god is the |2| player that the unit was blessed in the name of. Each |2| player is god of it’s |1H| realm as well, but this operates in the same way as the 0 realm essentially.

    Why is Hierarchy , pronounced High(er) Archy , rather than Heir-archy?

    Angelic Hierarchy
    Proximity to God
    First Sphere -
    Seraph/ Seraphim - 200% bonus to buffs and healing; 200% bonus to composition of Tiring, Baffling, Silence, Fear, and astonish abilities.
    Cherub / Cherub - 200% bonus to combat combustion (damaging attacks and abilities); 3 free chances to flip one coin over again during a combo, each time one casts combo;
    Thrones - if caravan : 200% bonus to caravan movement and capacity, if unit : 200% bonus to movement, weapon carry and object carry capacity, and item carry strength, weapon throw capacity, and item throw capacity.

    Dominions- 200% bonus to working as a professional (Angles can be professionals)
    Virtue- 200% bonus to labor capacity and resource carry limit
    Authority - 200% bonus to knockback, and motion inducing spells like throw spear, 200% bonus to stun, 200% bonus to sweep, Root, Stagger, and Traps; 200% sprint; 200% bonus to pin composition,
    Powers- 200% bonus to dispel, siphon, and blood drinking style abilities.

    Principality: 1000% bonus to faith output from prayer, 500% bonus to enslave,
    Archangel: Pick Two Bonuses, but only get half bonus, so 150% bonuses, they cannot be the same.
    Angle; 200% bonus to range of assault (even friendly things like buffs); 200% bonus range to vision; 200% bonus to knockback.

    Angle and Archangel; 200% bonus to vertical momentum and horizontal momentum damage.

    Other Types of Angles; There was An Aeon; these might have bono, who knows. If one is an Aeon within basic attack range of another Aeon that is the type that is one’s partner Aeon, gain 200% effect of Aeon Bonus. Each Aeon would have a bonus.
    • First generation
    ◦ Bythos (the One) and Sige (Silence, Charis, Ennoea, etc.)
    • Second generation
    ◦ Nous (Nus, Mind) and Aletheia (Veritas, Truth)
    • Third generation, emanated from Nous and Aletheia
    ◦ Logos ( Word) and Zoe ( Life)
    • Fourth generation, emanated from Logos and Zoe
    ◦ Anthropos (Man) and Ecclesia (Church)
    • Fifth generation
    ◦ Emanated from Logos and Zoe:
    ▪ Bythios (Profound) and Mixis (Mixture)
    ▪ Ageratos (Unaging) and Henosis (Union)
    ▪ Autophyes (Essential nature) and Hedone (Pleasure)
    ▪ Acinetos (Immovable) and Syncrasis (Blending)
    ▪ Monogenes (Only-begotten) and Macaria (Happiness)
    ◦ Emanated from Anthropos and Ecclesia
    ▪ Paracletus (Comforter) and Pistis (Faith)
    ▪ Patricas (Paternal) and Elpis (Hope)
    ▪ Metricos (Maternal) and Agape (Love)
    ▪ Ainos (Praise) and Synesis (Intelligence / Understanding)
    ▪ Ecclesiasticus (Ecclestical/ Community) and Macariotes (Blessedness/Success)
    ▪ Theletus (Perfect) and Sophia (Wisdom)

    ReplyDelete

  98. You thought it wasn’t true, but somehow you had a science boy wristguard; this one was particularly empty; it couldn’t even tell you what year it was. It has been inactive and without power for a long time. It appeared to be empty, and note pad. You may be observant, and may ponder that these one tile sized practitioners are not all the same size, you may observe that some are small or large. A unit tells the player about a dream where there was dispute over the size of a mink, these were about 1, 1.5 or 2 S3 units long, and were about (S5) 0.25, 0.5 (S4), or 0.75 (S4+S5) S3 tiles wide a sleek area of a along their breadths evenly for the length of two S3 tiles or 1 tile, or half the height of person, or a yard, all the same measurement. One could state that the mink is an amphibious unit, taking only 100% of normal land movement to gain 200% Under water movement and breath of a normal land unit. Being amphibious it is treated like an aquatic unit for combat in water and a land unit on land. It would be safe to say it is in the class of S2 unit body ranges. 400% base size for being dominus.

    Courtesy of Wikipedia, original guess was 2 x 0.5 unit
    Males measure 13–18 in (34–45 cm) in body length, while females measure 12–15 in (31–37.5 cm). The tail measures 6–10 inches (15.6–24.7 cm) in males and 6–8 in (14.8–21.5 cm) in females. Weights vary with sex and season, with males being heavier than females. In winter, males weigh 1–3 lb (500–1,580 g) and females 1–2 lb (400–780 g) Maximum heaviness occurs in autumn.

    A leg of a tile was a length of an S1 tile, half of this leg being the length of a S2 Tile, a tile always being square, and a cube of space, an S2 tile is made of 8 S3 corners, an S3 unit is 2 S3 corners, and is composed of 8 S4 corners etc, this, done by shape of the corner.
    A leg is the length across the tile.
    half of this is the length of each side of it’s corners of terrain. S2 tile/unit being a half yard, the length of one S2 corner is 1/4 yard or 9 inches,

    S1 leg- yard
    S2 leg- half yard
    S3 leg- 9 inch
    S4 leg- 9 half inch
    S5 leg- 9 quarter inch
    S6 leg- 9 eighth inch
    S7 leg- 9 sixteenth inch
    S8 leg- 9 tres deus inch
    S9 leg- 9 city foe inch / size nine is also level


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  99. S9 leg is also SA leg and SA1 leg, this goes down to SA8, and SA9 is synonymous with SB1

    ReplyDelete

  100. The corner of all units is of the magic equilateral right triangle prism (3 right triangle faces, the hypotenuse face is also a right triangle because of sphericity, thus not only having a distance of one between each vertex of the face, also having a distance of one from the phallic vertex opposite the face. This face has a distance of one from the center of the hypotenuse face to any point within the magic-equal-right triangle; this because it is made from a sphere.) sorts as all corners. They are the first in the series of a cascade downward of units of all types, lowering in size as the number goes up, following a pattern, (or upward).

    But the science boy would tell you this was all true, and these are the best that science could do none the less. The science boy can define things that are facts or fiction, a unit tells the player of it’s prophecies of a fact unlain upon the world, the player will tell this unit if these sound reasonable or possible, should the majority agree that this is appropriate, reasonable, or logically sound, this bit of knowledge becomes science, and this would function. Now no longer of it’s own tile, but now a small, mink sized mink, these amphibious creatures known as minks fight.

    Either everyone was an equal fighter through skill and finesse, it was a dog eat dog world any everyone evolved to the point where they could eat each other through force, tactics, or classiness. This or being so small, this man of Tangiers or America was not made of normal resources, but rather, a Normal resource is a S1 resource, and a S2 resource is a bit smaller, now only giving 50% less stats, as to being 50 % smaller. The S3 resource, split again, now 25% of S1 yield, no longer 4 of each stat-type, but only one of each stat-type per resource. S4 unit it takes 2 resources to yield even one stat, as each resource will only apply 0.5 stat, if you cannot handle this decimal, round down; motherfucker, you don’t get the stat at 1.5 stats.

    S4 0.25 stat per res
    S5 0.125 stat per res
    S6 0.0625 stat per res
    S7 0.03125
    S8 0.015625
    S9 0.0078125 stat per res or (1/128th) a centigram and an ounce of stats would make up one stat, so each 1/128th of a stat is a gram of a stat. This means that 128 grams is the stat-weight of one raw-resource, 128 grams is 4.5 ounce, this is a 4 raw-res is a pound and 2 oz ~roughly 1 lb for 4 raw-res, one starts with one raw resource as weight, and for every 8 raw-res in blood tag or any tag, you get 1/8th lb to take per, or one free every 8. 128g is ~ 1/8th of a kilogram, making a node yield 1 kilogram of substance when laboring 8 resources from a node in a week.

    ReplyDelete

  101. Somehow, not all resources were petroleum. This was oh so fancy a liquid and pooled together often, like underground water, with an impermeable rock welling the bottom of the pit. This was liquid and must be carried in containers like water. This can be refined.

    Crude oil is made of flavors of petroleum. One refines crude oil with a still, but only heating it up to a certain temperature where only one of the component elements will be vaporized at a time, then collecting this pure substance as normal from a still. One cannot go up to the temperature where the next level of petroleum will vaporize when refining oil, or else the vapor dispersed will no longer be pure of one type, but will be a mix of both component compounds that are evaporating as they find the heat to do so. Some man who loves propane, kerosene, or gasoline might tell you all the types of fuel that are refined from oil.

    If you are Jesus, or meet Jesus, or pray to god, you may find sandbags tech extension with
    ; tool shovel; helps in building these. this is a fastened wide bucketed blade on a stick, or a hand axe that is sharpened into a gully like a grinding stone, a concave plane of a shovel. This should still be sharp on the ends and functions as a weapon when is a hand-axe category, and one can sharpen a stone into one of these at will.

    Barbed wire, because Jesus wears a crown of thorns, motherfucker, i’m the burger king of crowns of thorns. But it’s your birthday Jesus and you’re the motherfucking king. But this was always a fuck you gift, being crucified is not enough retribution for your heinous misdeeds against the people, you malevolent jew wizard. Picking throned plants gives one barbed wire that is one length and one unit high or a length was made of two branches of a throned bush. for 4 throned plants picked. these can be hurdled with a jump, but not as a table. these will damage the player at 100% the rate of the parent bush res weight, or as a 1000% stats blast or 10x stat number of the ingredient, these being 16 stats or 4/3 of an entire resource each, leads to a daunting not but 40/3 of resources, this is 13 and 1/3 but the two branches per rod combined their weight. resources. or if if walked through.


    , if one has metal weapons, a shovel will only do 75% of the weapon damage of the metal that it is made of.

    ;clothes;extortion;bags make a bag, things have their weight in size inside of a bag. You cannot carry more than your own weight, you cannot wear more than 200% of your weight without losing 50% of your mobility, 240% weight losing 75% of mobility, (400% multiplier to movement cost), and at 280% losing 100% of mobility. (2 full weapons and 8 items; this could be 320% if one has bags for non-weight items with weight.


    Fill the bags with sand to make sandbags, shovel is good and classy for this, and is the only tool that will provide the labor to do this.

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  102. Plants do decay, branches would rot after about so many, losing one of their resource weight per day, and losing two when wet, or have been rained on, if these logs are absorbent, then the may drink water and be considered wet if this water has not evaporated.

    Softwood/conifer trees can do well in poor soils with the needles that are small, watertight, and windproof.

    Dedicious/hardwood leaves are broad and love to drink water vapor, they also lose their leaves in the fall and gain new ones in the spring. hardwood

    Both trees catch on fire and burn classy at 100% burn rate, some rocks are not combustible (0% burn rate) life-supporting substances that emanate from odd holes and interdictions of and interlaying realm is filled by an odd well of sorts, . 200% bonus duration for burning a hardwood tree’s wood, it will burn at 50% rate. It is also 200% heavier. And it also deals 100% damage when used as a weapon, softwood breaks much easier, at 200% rate, and deals 75% damage when used as a weapon. Softwood smells damn nice though. Oil may have

    Seasons, all the odd ones survived in the fall, these are coniferous trees like pines or evergreens, the fall is months in between summer and winter. Given the one’s N was -6N or or 6S then this was the equator. for every 2 tiles above S6, one has one month of winter, and two months of spring and fall, the rest are summer.. For S3 and every odd multiple of 3 number after the first one in king-tiles North of S4, or south of S8 (take on 9) take one extra toll on winter. box may only go down to S15, and May only go put to N9. These were icy and quite cold.

    The winter is by and large only 50% of the temperature of the summer. and the temperature of the spring and fall slowly waver between the two extremes. It happened to be summer all the time if there are no seasons. Some plants have annual lifespans, and these are annual plants, these tend to grow in the spring. ripen through the summer, yield bounty and then and die in the fall, but can have any sort of timeliness, like peppermint sour grapes

    this is over the course of a year, or 360 turns, or about 12 30 day months.


    If you really believed in rain, plants needed water to grow. Plants breathe oxygen, but they were crafty motherfuckers and some of them know how to breathe underwater. There is enough oxygen permeation in some terrains, such as bagable dirt,Plants need sunlight if they are land plants, sunlight or a heat source if they are underwater,


    If there is no fall, as it is the tropical season, then trees may not encounter falling leaves.

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  103. A good allegory to the old-style resource is Super Mario Bros 2 on SNES, like picking up or moving the entire resources is like vegetables, but you may have to be oh so strong of a Mario. where collecting raw resource is like putting something in your pocket. Come flake you could tap off of it, kind of soft crystals that will fill their own crevices. if you could diplomacy 1000% of the length of the fighting weight of the resource as a unit that was 8 resources per corner or powder in the unit, or 800 resource unit for a resource of one tile, standard sized resource node. This resource would put itself one more resource into the air in its spot, but one had to flip a coin for male or female, but if female, then another resource node would appear

    4cm width about a tile, of 15 or 24 R cm, resource inch being a yard, or otherwise
    This being 3, 4 or 5 tiles away. ,
    Roll 1D6
    1 is 4, 2 is 5 and {3 is 3 ,4 is 4 and 5 is 5,} but 6 is 3.
    this many tiles away another identical resource of the type would appear if there was land, and the dirt would be pushed down somehow.


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  104. if one cannot sneak otherwise, one can sneak as if casting camouflage at 400% rate, making it so one does not appear on radar (is heard); one can cast this at 200% rate as pickpocket/shoplift, or steal without being seen or have it be noticed. One is normally seen when one is just stealing things.

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  105. It was going to be cocaine, but you won’t make cocaine early in the game

    This is That PreHistory Fighting, Abilities you can use in history

    Other things; once you can grind up meals, you can give them to people without teeth. People may loose their teeth,

    So about full 2 units high of person would weigh, 40kg, or 88 lbs. A lady would be only 7/8 of this and 35kg per full two units high accounting for musculature.

    Every 2 corner face is a yard or 3 ft, a corner face is about 1.5 ft, and an S2 corner is 0.75 ft or 9 inches. 9/12 foot. S3 corner 0.375 feet or 4.5 inches,

    Bones are in the legs, one will injure a body part by pushing it past the range, of motion, you will lose all capacity provided by that leg. Attempting to put pressure on a broken leg will cause damage to the unit. A little as 11 kg of pressure can break a small bone, that is S5 or 1.125 inches long or less, but when falling on it, this 11 kg is 1/8 of body weight, so an S4 is 1/4 of body weight, S3 is 1/2 of body weight, S2 is 1 of body weight, and S1 has no yard (S1) length bones in body. Body weight is falling momentum if falling without an attack combined, or the damage of the incoming attack if one is falling after being swept, if swept off of one’s feet, one can choose how to fall or attempt to catch ones self, choosing to roll to negate damage or catch one’s self to negate being swept at a cost of sprint, to catch one’s self one would put pressure on a limb that can touch the ground without losing one’s desired footing or positioning, or this or combine a roll and catching one’s self.

    If you really liked the game operation, i’m sure your science boy could play a similar game with placing the bones correctly inside of the body with a break point.

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  106. Units also have organs, if a shot is direct to the spot its nice at, it’s dandy. Of the two units that compose a unit, there are 9 exposed faces when the unit is standing vertically. Each of these faces can be made of 4 S2 faces, for a total of 36 S2 Faces.

    Say aunt is 6x3x1 units body-wise/prone/streamlined. 2 one unit thick column, arms could be half a unit ~or so arms could be an entire unit if one was muscular.

    Arms half the length of the body at 3, and folded up like a close W with your fists under your chin take up about the same amount of area as the torso, as they cover the torso. Thing being 4 arms widths.with half harms length, and so about 2 units wide (arms 0.5 each), and 1.5 units long (torso is 2 units long, legs 3 units long.

    B6 Head



    Hitting say the B6 back-top 2 S2 faces , or side top-back 2 S2 faces gives 200% bonus to stun
    HittingB6 unit~face-eyes- 2 top S2 Faces gives 200% bonus to blind, and a 50% chance to get an extra roll on combo rather than lose.
    Hitting B6 unit~mouth-nose- 2 bottom S2 faces gives 200% bonus to poisoning, and a 50% chance to get an extra roll on combo rather than lose.
    Hitting the B6 Side (Not front or bacK) Top-Front S2(temple) tiles gives 200% bonus to melee damage

    Hitting the top unit back-bottom 2S2 faces gives 200% bonus to movement cost debuff to turning movement points with the neck (without changing where the front of one’s body is.) (Cast reduce movement ability but select turning movement instead of walking movement.



    B5 upper torso (Heart, bottom left S2 unit, 400% damage for piercing attacks, 400% to blood drinking and siphon effects.),( lower right S2 Unit; both upper S4 units. Lungs right. 200% bonus to AP/MP reduce.

    B4 Lower Torso and hips;
    (Liver, Uper Left S2 Unit; injured gives 200% to bleed effects hurting unit, 150% to movement.)
    (Stomach, food and alcohol only give 50% buffs and 50% heals.)

    50% chance to hit the pancreas with the lower-right S2 Unit, this gives the unit, With injured pancreas, food and alcohol only give 50% buffs and 50% heals, applies to stomach %, for 25% with both.)


    Lower
    Kidneys (lower S2 Units. 200% to stuns, when injured, physical poison on unit has 200% duration.) 50% chance to hit the intestines, blunt attacks do nothing to the intestines, but piercing the unit will give 50% effect to the number of meals it can eat, if it were one per day, then one can only have one every other day.

    The B4 unit is where a pregnancy baby is housed during gestation. it will be either one S2 corner and one Corner, or between these numbers in volume when born,


    Hitting a baby might hurt the baby or cripple the baby if the baby is impacted by damage in some way.

    Option- cruel god- no priest can cure crippled or broken resources that have been broken in combat (not born invalid, but crippled inside of a unit like broken in an item)

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  107. B3 Hips and 50% of Thighs
    Hips, top 2 S2 units) 50% bladder and rectum, 200% damage when pierced, blunt objects 200% on women only, unit must relieve urine in bladder 400% as much if crippled, must relieve bowels at 200% rate, failing to relieve bowels, causes 50% reduction to movement, it takes two movement or one labor to defecate. 400% bonus to castration.

    Thighs , 150% bonus to reduction of movement (stagger)

    B2 50% thigh 50% Shins

    B2, Top 2 S2 corners are thighs.

    Knees ( bottom S2 corners of B2legs). (Unit /Human Leg one unit wide) and 200% bonus to sweep with blunt object, 200% to reduce movement with pierce.


    B1 50% shin, 25% ankle and 25% Foot


    Shin, 200% bonus to reduction of movement (stagger)

    Ankle (mid-bottom (2nd of 4 from ground)S3 units of both legs. (only from back or sides) 200% to sweep and movement reduction. with pierce or blade slash.

    Foot (50% reduction to base sprint when injured)



    Arms- (50% reduction to physical attack when broken per arm. (if 50% of the arm is broken, then it is broken completely / (a broken bone is an injury)).
    Hands (50% reduction to labor capacity, 50% reduction to ranged weapon capacity when broken)
    Body Unit B6 or 6x3x1
    , as it is 2 units wide but straddles 3 tiles.



    falling damage is the pressure that the momentum in the body feels as reaches the ground, this travels as a shockwave of sorts stemming from all points of impact with the ground, the body taking impact up to it’s break point if it has not been split, falling damage will fill a body like a liquid, only going up so far if the entire level has been filled evenly with momentum through any gap it can get through. I don’t fuck with bones that hard, but the have a length more of less defined above, even without putting in little ones, one can say that the hands are S4 length-units for break ability instead of ~S2 units like feet, knees. Feet being an S3 unit for women at 9 inches and an S5 (2.25) in unit can be added for a mens shoe size. There are likely more accurate ways to do this, or one can just offer the player a slider.

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  108. Decapitation and Amputation; these occur when a sharp object can otherwise kill the targeted area of the µnit (military unit, unit that walks around, opposed to measurement unit, this is usually referred to as a unit, but i can be called a µnit as well to distinguish it. Living unit, putting realm tag is also a distinguishing thing;living being, magic being, living object, living water, living terrain.).

    This would be the break point, and it is about as hard to slice through a bone socket as it is to break it’s respective bone by force. If this is done, the slice line, (a fracture that is simple a line through the object rather than a flake off. this is as thick as the blade, but if the blade can reliably cut the corner of the unit with it’s attack, then it will slice through, and a full flat blade does not need to cut anything if the space in front of it is sliced) arms legs and necks being about 1/3 the size of a torso, take 30% of the weight of the unit directed and unblocked or reflected to it’s limb to amputate or decapitate their part with a sharp blade that could cut through a unit that strength (of greater sharpness than the units blood tag, of greater hardness than the unit’s tendons or binding matter. The bone will stop a normal assault such as this in the 4 large and all other socket cases save for the neck and spinal sockets, as well as rib sockets, ribs*, and a bone takes all 100% of it’s hardness matched, and bones are hard as opposed to sinuous taking 500% to hardness, the bone bing about 1/3 of the total volume of the area cut through,

    but then i IV’d the radioactive GMO, cyborg virus and they melt my bones by harvesting my energy and begin warping my acromion and clavicle to become exposed out of my skin, The clavicle extending outwards like a spear perpendicular to foreword. The acromion is now a sharp hook with the ability to raise back and clasp down on the prey, as well as pull it backwards from it’s extended position and wrap the acromion arcross the area above the ribs in a helix motion.I can rotate my shoulder joint further inward into a cup nearer the top center of the scapula,, and when flexing inward, the scapula can detach from it’s normal bone attachments and catch the Bone-Pillar at the junction of the clavicle and the acromion where the Bone pillar now functions as a ball joint of sorts, giving the rotator cuff not only the ability to clasp it, but manipulate it like a small knife. This blade being turned by odd musculature along the top of the torso. This blade having the ability to rotate 360 Degrees. The blade extends and it will always spin through the junction of the acromion and the clavicle. The blades were at an angle to where even if the both spun to 270 degrees outward from their innate position, they are nearly adjacent at the tips but do not collide, they can retract with the same amount of force they can expand with.

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  109. Amputation flavors,

    there is a break flavor, this has been snapped off by brute force, or the bone was completely broken, and then the flesh was cut away.

    desocket, the limb was put past it’s breaking point during the blow and the entire limb fell out of the socket, this or the arm as severed after it was dislocated.

    Surgical, the limb was cut along the Surgical Neck of humorous, rather than cut through the joint with the head of humorous. This allows the unit to maintain limb control, but only of the one a socket that is saved, in this case, an arm. This as opposed to desocket which takes this away completely, and break flavor can still move, but it would likely become gangrenous if not cast bandaged with copious pressure and skill each time.

    It would take some time for a wound such as that to heal. This would take perhaps years, of the 100 years of your life this would take 2 to regain full function as an arm and 4 to regain full function as a leg,

    One only regains full function if the one was missing less than half of the arm or leg, and losing head function is death.

    If one is missing more than 50% of the leg, one can retain socket function of one of the legs, this does not impede movement if one has only one true peg-leg (no knee action), having two peg legs requires one to have a cane in order to walk, losing 50% of weapon carry ability for having a cane. Having only a humerus or humorous part one can still throw a chained weapon at 50% throw capacity and 100% throw capacity with a spin, the chain could be pulled back and reeled around a spooling rod.

    this if only the bottom of the shin or foot was missing, the hand was missing or the radius and ulna were both broken into two pieces but not entirely missing.
    ribs giving a shield of bone strength to deflect incoming blows. A stub-hand can only carry a weapon of half strength at full effect, wearing a full strength (equal blood tag and soulblood tag (double blood tag) of unit and weapon tag or double weapon tag of weapon (weapon tag and weapon soulblood tag). A full strength weapon in a peg-hand is like wielding a weapon of 200% one’s weight normally, in that it takes the 50% chance to miss, or 50% time between attacks.


    A peg hand cannot fire a gun, unless you have rope, in which case (bayonet barry) Have a full strength gun and dagger sidearm on one weapon on a peg-hand which can both be used as both a melee weapon during combat, independently or combined. The trigger is tied to a rope that wraps around the pirates elbow, shoulder, and belt, with only a bit of slack, and can be pulled by the amputee’s living hand at the cost of a one handed attack.
    Anyone can put a bayonet on a weapon.

    Gangrene is a disease that an open wound can get. It will spread through the body at a rate of one unit per week. This is caused by bacteria that cause cells to swell and inhabits areas afflicted by blocked bloodflow. (

    Gas gangrene is a disease that destroys tissue by generating gas, and this spreads very rapidly at one unit per day, can cause sepsis, Common signs and symptoms include fever, increased heart rate, increased breathing rate, and confusion.[2]


    If one has gangrene that is not bacterial gangrene, it will onset at a rate of one per month, this is dry gangrene and is not as serious. Gangrene will kill the person, a cause of this is Peripheral Artery Disease, smoking can cause this, with other risk factors including diabetes, blood pressure, and high blood cholesterol.


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  110. Classy amputations
    Apply a ligature to the artery and vein supplying blood to the limb; or else the unit will hemorrhage when these are cut and take 2/C damage (corners composing the unit) for each corner of blood it loses.

    The bone is cut with a reciprocating saw (in the future), and this gives the option to give people with shoulder or hip amputations a limb that can be moved like the original, rather than an empty socket.

    One can amputate at the elbow or knee and still retain full peg-limb function, but without a joint stub, one has no peg-limb function (use a crutch)

    To amputate at the elbow, and separate the forearm bones from the humerus, this is an elbow disarticulation, this involves cutting the ligaments of the elbow, and then the ulna can be twisted and moved, and the radius can also be taken from this hole once the ulna has been removed.


    Recovery from amputation, once the limb has been removed, sew in surgical packing with sutchers. Bacterial Infection, can occur, but the proper medical treatment above will prevent this most times, given that the surgery was performed in a sterile environment.


    this or a curved knife to cut through the Articular Cartilidge and Subscapularis and any ligaments connecting the joint of the humerus to the scapula (shoulder blade)

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  111. This is a list of amputations (Thanks Wikipedia)

    Leg amputations


    A diagram showing an above the knee amputation
    Leg amputations can be divided into 2 broad categories:
    • Minor amputations:
    ◦ amputation of digits
    ◦ partial foot amputation (Chopart, Lisfranc, Ray)
    ◦ ankle disarticulation (Syme,[2] Pyrogoff)
    • Major amputations:
    ◦ Below-knee amputation, abbreviated as BKA. Intentionally performed surgical below-knee amputation can be performed by transtibial techniques such as Burgess and Kingsley Robinson.
    ◦ knee disarticulation (Gritti or Gritti-Stokes)
    ◦ above-knee amputation (transfemoral)
    ◦ Van-ness rotation/rotationplasty (foot being turned around and reattached to allow the ankle joint to be used as a knee)
    ◦ hip disarticulation
    ◦ hemipelvectomy/hindquarter amputation
    Arm amputations


    The 18th century guide to amputations
    • amputation of digits
    • metacarpal amputation
    • wrist disarticulation
    • forearm amputation (transradial)
    • elbow disarticulation
    • above-elbow amputation (transhumeral)
    • shoulder disarticulation and forequarter amputation
    • Krukenberg procedure
    Other amputations
    • Face:
    ◦ amputation of the ears
    ◦ amputation of the nose (rhinotomy)
    ◦ amputation of the tongue (glossectomy).
    ◦ amputation of the eyes (blinding). Many of these facial disfigurings were and still are done in some parts of the world as punishment for some crimes, and as individual shame and population terror practices.
    ◦ amputation of the teeth. Removal of teeth, mainly incisors, is or was practiced by some cultures for ritual purposes (for instance in the Iberomaurusian culture of Neolithic North Africa).
    • Breasts:
    ◦ amputation of the breasts (mastectomy).
    • Genitals amputation
    ◦ amputation of the scrotum.
    ◦ amputation of the testicles (castration).
    ◦ amputation of the penis (penectomy).
    ◦ amputation of the foreskin (circumcision).
    ◦ amputation of the clitoris (clitoridectomy).
    Hemicorporectomy, or amputation at the waist, and decapitation, or amputation at the neck, are the most radical amputations.
    Genital modification and mutilation may involve amputating tissue, although not necessarily as a result of injury or disease. (Everyone said the Jew dick looks nice. Its less moving parts and things that can get snagged anyways, dick height coat hangers and hooked drawer handles.)

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  112. There may even be a size larger than 1, size S1+, all of 200% the size of a unit per resource, size S2+ all 400% the size of a unit per resource, dominus could still be 500% the size per resource, even S3+ for 800% the size, just to account for sizes in larger animals.

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  113. The % increase in size is also gained in number of resources composing the stat. So S1+ resource would have 8 substats, 2nd stats, and 3ry stats, S2+ 16 substat, secondary stat, and tertiary stat (4 effective S1 resources) per resource, and so on.

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  114. A pierce is a strike that goes through layers, it is not a slash , (a horizontal or diagonal line drawn through the person with at least one face of the blade being adjacent to the player’s skin and having at least 1 foreword momentum. an attack can have as much as 2 momentum on a weapon of equal blood tag as the units blood tag if/and soulblood tag.) This momentum added to any current foreword momentum.

    A pierce is a point that travels in a foreword direction, carrying a point that is sharp enough to picture the medium it encounters, it takes one momentum for a sharp point to enter a unit, and a point is inserted one unit at a time, if it takes 10 momentum for an item to enter a unit one leg of thickness in a direction, then it takes 2 momentum for a sharp piercing weapon to enter a unit enters a unit and goes through like a line, bullets/ammo count as items for this.


    A weapon can be given one momentum of thrust, slash, or other weapon-sprint for 2 sprint, per momentum up to 2 bonus momentum given from 4 sprint max.


    A weapon can be given two horizontal momentum by spinning entirely (spin move), and one upward momentum by jumping, one tile. Spinning while in the air only proves 50% thrust, moving upwards still provides the same amount of momentum. If the weapon is 200% your weight, you can half-jump due to carrying it at the same cost as jumping, being able to put 0.5 momentum on the blade, to give it an upward 45 degree angle. Spinning something will reduce it’s weight by the amount of centrificual force on the object, so if it is one horizontal momentum, then carrying the object is like only 1 tile per spun 360 degrees, rather than carrying the object at 0 momentum with 4 sprint or as a 50% effect sprint (not 8, because the sword gains some momentum as it spins and decreases the weight), or 100% looking rate with the same 75% movement cost of carrying a 200% weight weapon.

    A weapon of one’s blood tag if/and soulblood tag weight can be twisted at the cost of one sprint for a twist less than 180 degrees of the wrist while remaining parallel to the arm. Meaning it takes 2 sprint to twist a weapon 150% one’s size at a 50% move dock, and 4 sprint to twist a weapon at 200% one’s size at 75% move dock? (? meaning move dock numbers are approximate)

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  115. A sword can be aimed like a traditional weapon, as to choose where to attempt to pierce, and a sword can be combo’d at 50% effect while a unit is pierced. If it has a bonus to twisting, then the sword retains 100% of combo while pierced. A sword and pierce and slash. A mace is a blunt object. An axe is a heavier blade on a stick, with one or two sharp sides on the wide blade at the end of a stick. an axe with a point on the end is a halberd, a halberd can also pierce and slash, but it often takes 200% melee range in exchange and becomes a two handed weapon. It is hard to twist an axe. but one can “split” with an axe and a sword as well, applying pressure to a side that is otherwise gripping the section where the axe has pierced. It may take 2 movement to withdraw a blade pierced in one’s self, it does not take movement to retract a melee weapon, it takes 1 movement to ready both blades if one is dual wielding two weapons that are one’s blood tag in weight., a weapon that is 200% one’s weight costs 1 movement to return.

    Whip damage is like a blade, but it cannot saw.

    Sawing attack, this is where the blade is sharp enough, and still lodged inside of the flesh, but the unit and the blade together are strong enough to apply the necessary force to cut through the flesh, bone, or what have you. Keep in mind, a bone, as 1/9 or 1/8? the volume of the arm/limb.

    A 1/8 Male Bone would take 400% as much strength to cut through than normal muscle. One cutting momentum being enough to cut one unit of muscle one leg (S1 length). Cutting the tendon for amputation would take 150% of the normal strength.

    Cutting with the grain vs against the grain. Cutting or piercing wit

    Muscles are made out of long layers of fibers that are parallel to each other. This is also true of wood.

    Splitting wood is done easily by cutting along the grain, taking 200% more effort to split when cut against the gain.

    A Chainsaw, Handsaw, and Circular saw prefer to cut against the gain, reducing the shard particle size of the saw dust.

    A knife can cut layers off of wood along the grain.

    blood density 1025 kg/m3 or 1.025g / cm3

    Bone Density
    male 3.88 g/cm2
    2.90 g/cm2

    So it is 3 times as hard to breakthrough a ladies bones as it is through blood with a weapon. It is 4 times as hard to break through a males bone’s with a weapon.

    Muscle Density 1.06 kg/liter; 1.06 g/cm3

    Cartilage was about 200% as hard as muscle ~2.12 g/cm3, tendons were about 150% as hard, 1.59 g/cm3
    Fat density -.9196 kg/liter


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  116. somehow you had hero line wars melded with winter maul wars, but it was like footies in that you control your units, with heroes that cross the border. The units come downstream of your plateau, and the river takes all of them down at the same time, of they can come down a ramp or slide in the back. The buildings were somehow little obelisks 1x1x1 volume, taking up one unit, while a house would take up a 4x4x1 unit volume, this would live in one of your creatures that would breed with the other unit in the house. You can close the door and keep the camera outside to be inexplicit, but these units would somehow breed at the rate of the original monsters on the week/income scale while the monsters could harvest the gold in the center of the plateau, everything was made of gold, one color currency bought any type of the color resource it was, units and items.

    The units were made by praying to god, you must assemble the unit in it’s whole form and pray for one week per resource over the resources for the unit to become alive. At this point, it could then occupy a house and procreate, or work in a stand of sorts, even instancing, garrisoning or something of the sort in a building to make an item with a resource, or to turn a resource into gold for one resource. It takes 1 resource and 1 labor to put one resource into a weapon, but 1 resource and 1 labor will put up to 5 resource into an item, but one can reduct the number of resources without reducing the raw-resource cost or labor cost. There were also crops and drugs in the valley in the center, the plateau was much like a tower building but housed underground, throwing the raw-resources and resource nodes down chutes to accommodate their access and manipulation within a building, a building can choose not to utilize resources that are inside of it, resource nodes in a building can have their resources taken if the building has not used them for the week, just like any other raw node. This gave birth to life of a peasant, the peasants would work and spawn the army for you while you plotted your manifest. The player is a true blood mayor that is 500% stat weight, king-resources. The king could come to a tavern and recruit a hero once every week, this was rolling for a hero or mayor as normal.

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  117. The life of a peasant was more complex than it seemed, the King was the law of the land, and had to rally units to protect it’s groves from marauders. The Drug Baron was a puppet faction of the King or another player that had the operation of drug manufacture (only source of drugs), explosive manufacture (only source of physical explosives), tattoos, drinking, wenches, cheap labor (civ and unit), saboteurs, mercenary units, import brides, gambling in any form (largely cards, this is already a stakes game of hero line footmen winter frenzy maul wars. The king was really the undead summoner, but it was somehow the only one, and one could only have 8 sources of royalty, each one a different color-type, they would be pure of of one color type of resources, were only made of 8 resources, but could breed indefinitely, and so long as they were direct descendants of the throne, then they were royalty and had magical summoning ability. One could only find one member of royalty per year. that was every 15 months of 24 hours a day, or just. These could build buildings that would do damage, somehow only the obelisk, but they could be as strong of a unit as the building-summoner (civ path MS/UD in Living Realm)

    A unit can have a job, rather than fight, but both of these allegedly pay money. between the two of 4 factions on the map, each of 3 players each. Each faction would be neutral to the faction that is on it’s right and left, and hostile only to the faction across from it. The player described above is (Faction1): (P1)(P2)(P3), and the neutral race described is (Faction2): (P4)(P5)(P6), going these are going around in clockwise order. with (P1) being situated in the north. Each player starts out with two royalty male and female of two color types, but both of these units are the same color as one color, these are the original king and queen, and their shared color is the color of the kingdom, if there are two kingdoms that are both red, one of them can take cherry red or purplish red of magenta.

    There are many jobs. Any job that one can do in blade runner can likely be done during the Life of a Peasant. A unit can hold a job without currency, but to perform labor it must have currency or a tool. Laborers can still perform labor. Each of the 3 players of a Faction in this game start out with a castle, the plateau split into thirds like a peace sign, each one the area for a player’s respective castle.

    Jobs are more to gain favors from a neutral town, one could easily have one’s own unit’s work without having to pay them.

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  118. Some basics for those not familiar with the game. Each lane looks like a tuning fork of sorts, one lane leading to the boat, and this splitting like a fork into two lanes that meet in the middle river. The middle river will carry the player’s unit’s to the correct side.

    4 people is a bit different, but there are two rivers in between each set of two enemies. There is a close river, a far river, and a no man’s land the side of a lane (player area of a column of map on the tuning fork); This means the 4 rivers together make a square of sorts. There is a river that leads from each of the plateaus into the center of no-man’s land. One can put units on the river to allow them to move without cost. At the center, the rivers fork from a + sign into an X, the + sign flows into the center, and the X flows outward into each lane. Units that get to the center have a choice of which way to go. The end of the X river will put the units out on the shore of land, and this is the beginning of a lane, and the unit now has normal movement. One can swim through a river at no penalty, but the momentum of the river will carry one. A river flows at 16 momentum per second constantly, the water reappears at the top of the plateau once it has reached the shore, with perpetual flow downward (no running out of water or river motion). The river is 8 units wide. One can enter the + entry river from a plateau, and one can build a 4x8 bridge over the river at 2 resources per unit of area in the bridge.

    The rivers that are perpendicular to a player’s lanes flow both left and right from the

    I likely missed many aspects, however, it has most of the elements from the games that meld together to create it.

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  119. Because it was somehow counterstrike, and you just had $800 from your uncle; this was a graduation present for completing the police academy or military group induction or extremist faction induction. There was a store that sells used guns with varying amounts of wear, as well as new guns; this store also sells jewelry, and other sorts of acquirable things that may catch a decent price. This store is run by a pawn broker, and this was a job that consisted of appraising items of unknown value against one’s skill in bargaining for the price, haggling by over the items exchanging quantities of money when looking to agree on a deal, each the buyer first identifying the item as well as one could, and stating what it was looking for, or asking the broker for an offer upon an item for inspection; then the broker will inspect the item and possibly explain what it was, if it knew, and offer a price that one is willing pay for the item if the broker wanted to pay the fellow.

    The broker is limited in that it does not know everything; statistical analysis of prices could only be established through books and records, the broker must rely on the instinct to sell the items that it has acquired to customers of the store, and make profit upon doing this. Being a pawn broker is a bit like gambling, sometimes you win, often enough to make it worthwhile, but with all betting games, sometimes one loses and cannot sell an item one has acquired at a profit.

    The primordial pawn broker has no real standard and essentially creates the economy based upon it’s own values of the goods it exchanges at the dawn of civilization; this could be a healthy, transparent, reasoned, and functional economy; this, or it could be an unhealthy economy: if the things that a broker valued and invested had no value to others and were seen was wasteful expenses, then there would be little success in the bubble(range of interactions) of the economy created by the pawn brokerage; this would obviously lose money as it has spent much of its money collecting items, and lose other money to expenses while being completely unable to recoup any money or make profits off of the pawned items: this would happen with over valuing items or undervaluing currency (or equal). Undervaluing items or over valuing currency means that one loses potential gains to being unable to commit money to something that truly was worth a lot to many different people, or had high margin of profits to be made, regardless of the initial investment.

    These are some aspects of the business pawn shop in the form of an occupation known as pawnbroker.

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  120. The pawn shop happens to sell guns, knives, and these sorts of things. They said it was Bring Your Own Equipment. You know it’s time to stay classy, everyone likes to look, feel, seem, taste, and otherwise be ubiquitous with sharpness.Your uncle told you to be quality, so you live that down. Somehow you were standing in front of the pawn shop the entire time.

    The shop will have some handguns. The man will sell you a gun, but later he may have other equipment.

    50 cal Revolver ($650) (250% damage, 1 turn recoil, 100% accurate or 50% accurate when fired over successive turns.) (muzzle velocity ~ 1400 ft/s (one tile is 3 feet long from any vertex to any other vertex).
    Revolver, (650) magazine Capacity of 8 X and + on the cylinder. Os on the end. Or a magazine. It is easier to load a pre-loaded magazine into a gun than it is to reload a revolver by hand. If one has Caddy Racks or small rings(plastic or metal) that hold the bullets in the correct place, with these on a belt across the chest, just open it and withdraw a bullet-ring, flip out the revolver door for one movement, and place the ring of 8 bullets into the chamber at a cost of one movement as opposed to 8 movement or labor cost of placing 8 bullets into the cylinder one at a time, with 1 for each time one opens and closes the cylinder, and perhaps once to pull back the hammer while the hand was near the gun. These are like strokes of motion, these can be seen as combat motions, as much as one has a rate at which one can walk towards a person as combat movement, the rate at which one can draw a weapon or pull some classy things with a weapon is the costs the unit one combat motion while in combat, as opposed to the movement of walking the yard.

    Combat motion is effected by % bonus to labor, rather than movement, as combat often involves parts other than legs. If one is walking, jumping, or moving about using one’s legs, then one can use one combat movement in place, also being allotted this at a rate in order to see a battle happen, this until one unit runs away or dies. The units will fight in combat, taking turns amongst any who wish to do something other than entertain themselves by watching the combat. One has a base rate of 1 combat motion per movement, a combat motion would be one cost for draw a weapon, move with the arms, shady tricks, cast a physical ability that contacts an item. It just takes 1 combat motion to move a limb or appendage about 45 degrees or 90 degrees if one is looking at a second in time. Pulling the trigger on a gun only takes 1 corner of movement, this is the same for a thumb safety or a mag jettison button to release , or empty mag auto release latch, will release this clip automatically, if one wanted to catch it, one has saved work, by moving one’s hand less distant from the belt by using gravity to relieve some work, this or throwing it int. Sometimes you have to pull a clip out by hand, but the gun will allow you to do this readily.

    Turning a revolver with the barrel upwards and the cylinder outwards will cause the bullets or shells inside of the chamber to fall out and to the ground, this may cause you to lose bullets, but always must be done before being able to reload the gun. This amount of upwardness sufficient is a 212 Foreword, Up, Hypotenus triangle from (arctan 2/1 says 63.43 deg, or 1.107 rad; proportion says, The leg of Foreward 2 faces an angle that is twice size of the angle across from leg Up 1, and that The angle across from the right angle would indeed be perhaps square root of 5, this or the angle is magic of course, which means that it’s length was proportional to all other angles, so here is has a 2 proportion. A:B:C ; Length:Height: Hypotenuse ; 2:1:2 ; Angle Proportion 2/5 rad for Length and Hypotenuse, (2/5 of 180 degrees) and 1/5 rad for the small angle across the short height, the angle formed by the vision of the unit. This here, this number would just be one radian gotten from proportion, but proportion is more correct than arctan because these triangles are magic right.

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  121. Other Guns

    0.357 Compadre - ($600)- This takes 150% damage pistol with no fancy footwork of a revolver, and this takes plain clips, and has a capacity of 13 rounds. Single Shot per Round 100% accuracy base. This gets it’s damage from a Muzzel Velocity of 1400 ft/s or 467 momentum (tiles traveled) per momentum turn.

    Dual Beriddlers ($800), two, ( double common pistols). (9mm) (muzzle velocity - 1280ft/s)


    Ups: $500: Pistol with optional silencer, it takes one movement and one sprint or labor to apply the silencer and take the silencer off. The silencer will cause this to deal only 100% damage of a common pistol, rather than 125% (0.45 pistol, 125% damage of 9mm ~0.354 or 0.356 bullet of common pistol) (12 mag capacity). One has 25% of a 50% chance to miss, gaining one at 200%, this is 1d8 for a (0.45 cal) pistol. (Slow Exit Velocity of 886 ft/s or 295 tile length per second/turn, compared to a revolver of 1400 ft/s).


    Clock: ($400) Pistol with optional Burst Fire(Triple strike), but this takes it’s next turn-second movement, 100% accurate plain pistol when burst is not enabled (common pistol) (20 Mag Capacity, bullet 1130 ft/s)


    Knife Heaven:Pistol with double strike (common pistol) ($750) : (5.7 x 28mm ) ( ~5.56 x 28 Nato) (So 60% damage of normal pistol per shot) (20 mag capacity) (shoots at 1280 ft/s)

    meaning, with the Clock, the Burst Fire option is part of the gun natively, and this does not occupy a spot as a weapon corner. When creating a gun. You can tell the man the story of a ghost of a gun, and then he might tell you that he knows of a gun like that, at least 90% similar to that if not better with a goal of 100% similar that does exist, and then that man will tell you the story of that gun in the pawnshop and what ever the gun has done in it’s life; or at leaf the highlights.

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  122. Putting advanced, extra, and many non-native corners into a gun requires the manifest of small object engineering and mechanical functions, but a skilled laborer can do this with the right parts. This does not apply to extended or modified magazines unless making them one’s self.
    Sometimes these are simple tools, such as a screwdriver adding a scope;

    Have a mounting system that fits the size of the gun; attempt to attach this to the top of the stock of a gun without touching the barrel (as opposed to the stock). First clean the base, ensure it is dry and then apply oil or anti-rust to then align the base, and ensure that it does not touch the barrel, and it’s placement does not interfere with the function of the bolt when the scope is included in it’s size.

    A mounting system is a series of metal rings and metal bases that are attached and tightened with screws (via a socket head) around the base. While mounting the gun, with only one end of the scope mounted: ensure that the scope is aligned to the T, rotationally, vertically in inclination, and lengthwise in terms of level, and balanced on the middle of the stock. being accurate, the T pointing to the ground, and the Center of the T where a level shot would go.

    Also, ensure the positioning of the entire frame along the stock of the gun to ensure that there is enough distance between the back of the scope, and the gunner’s head so that the recoil of the rifle will not strike the person in the eye. A rule of thumb is to take an extra inch more than what one would need up towards the tip of the stock when placing the scope.


    A bayonet is much like attaching a scope, but it is done by attaching the handle of the knife to the barrel of the gun. the

    Rifle is about 4 parts , a 5x1 foot area, this is around ~5/3 unit in length, and a rifle is about 5 feet long with a bayonet as one unit.
    Parts
    ABCDY
    A= Stock
    B=Gun-Body~houses the function such as the slide, on top, the trigger on bottom, and other key components of the gun including the magazine housing. are located in the body. Also here are the safety, the bolt, the receiver, and the rear sight. (Some guns have magazines, others have manual reloading.
    C= Close-Handle, this is the part that is normally gripped by the weak hand when using a rifle, with the strong hand holding the Trigger and handle, with the
    D= Barrel- This is the tube that the bullet comes out of, this also has the front sight on the tip of the barrel.
    Y= Bayonet - This is a side-arm blade attached to the barrel like a scope, This allows the gun to be used as a melee weapon at full rate.
    (These are sights not scopes)


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  123. aside- I’d sell a pocket knife, with the longest legal blade, on a thick hearty blade, permanently drawn on the end of a large pole. A staff like pole, because the legal limit for a spear is still the most epic thing possible that is legal.

    Other Guns

    $400Eastern Pistol - This handgun shoots 22 Long Rifle. 0.223in or 5.73mm rounds. These deal 60% damage of 9 mm rounds at 100%, but one can make two single 22 LR rounds at the cost of one normal bullet.

    $400 Vintage Vest Picket- 0.25 Auto round This has a 6 round magazine, but functions as a sidearm of full weight, and can be carried in an item pocket rather than carried as a weapon (in a holster on a belt, or concealed under one’s shirt and hanging along one’s belt line. )

    $700 Classy 0.223 Hunter Rile . This looks like a mix between the stereotypical M-16 looking gun, and a sniper rifle, having a non-permeated barrel housing, instead a classic shaft that most other rifles have. This shoots 0.223 in, or ~5.56x45 nato, (not long rifle, which is ~ 5.56 ~ 5.6 x 15 Nato;) This is semi auto matic, but one can gain one accurate shot in a burst for every 50 affinity one has with the basic attack involving the semi-automatic rifle.

    Future Guns
    0.5 Sniper Rifles
    0.357 rifle
    0.5 Revolver
    0.5 Compadre - (Normal Revolver and Compadre are 0.357)
    Leaver Action Repeating Rifle- First

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  124. A revolver can use magnum rounds, these are twice as long as normal (semi-auto) bullets and deal 200% damage. Non-revolver type guns usually use normal bullets (semi-auto rounds); some sniper rifles and most single action rifles can use magnum rounds.

    Other guns- 20 gauge pump-action Shotgun- 0.615 shell or 15.63 Nato (mm) ~This is a small shotgun, and deals 85% damage, but retain’s it’s accuracy up to 75% of normal gun when shooting slugs (single bullet not scatter shot); normal shotgun has a 1 radius spread meaning anyone in a 9x9 area in the path of the shot will be hit, the center tile deals 100% of the guns weight, but the outer tiles only deal 10% of the gun’s weight. A normal shotgun has 25% range of a normal gun when shooting buckshot (scatter shot) and 50% range when shooting slugs. A 20 gauge has 75% range when shooting slug, and a 35% range when shooting buckshot.

    12 gauge pump shotgun- Common shotgun. 0.729 shell or 18.53 Nato

    Crossbow ($400) - This is a common crossbow. It does not cause much noise when fired, no more than moving. The arrows it fires only have 50% of the momentum as a common bullet, but deal 100% damage as a bullet. A Crossbow has a cocking mechanism so it only takes one movement to place the arrow and cock it back when reloading the crossbow.

    Compound Bow ($150)- This is a common bow. It takes two movement or labor to reload a bow, one to place the arrow and one to pull it backwards. A bow only has 50% carry weight compared to a normal weapon, but still deals full damage. The arrow of a bow and arrow only leaves a compound bow with 25% the velocity of a gun. (So one could have a 64 resource bow and a 64 resource hatchet and this would only amount to carrying a 64 resource hatchet and a 32 resource hatchet. One does not get penalized for having two weapons if one of them is sheathed while the other is being used.

    Counter Strike is just a way to start blade runner, to have a plot element.

    (Thank armslist for having these prices listed)

    A unit must have a greater or equal number of resources composing it’s soulblood tag than composing the soulblood tag of the weapon it is wielding. (A unit can add soulblood to a weapon just like a unit can add it to itself, but only 32 soulblood resources can be a added to a weapon, and only 8 soulblood resources can be added to an item.)

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  125. Falling Momentum and Assault Impact Momentum In Regards to breaking and tearing.

    If the momentum imparted to a unit from falling or assault only impacts one unit of blood composing the unit, then if that assault has the ability to break the bone/part it will do that, if not, it will spread to all adjacent tiles. The momentum is first multiplied by the number of units of blood composing the unit (to account for the mass part) then following having this momentum impact the tile(s) landed on and first impacted by the momentum, it is divided by the number of adjacent units of blood and then is split by the remaining number. (After having 16 momentum pass through one unit of blood of a unit that is 8 units of blood in size, then (16/8) momentum is lost once the momentum spreads from the initial impact unit into other tiles, and the momentum transferred uses this number as the base, and then is divided by the number of adjacent UoB, which will take damage from falling upon hitting the ground or another object, or instantly with the first UoB struck, if the adjacent tile has weight placed on it in the form of tension or a unit attempting to put weight on the part. (stand, lift one’s self, or otherwise use as the point contacting the ground that supports the unit)

    If a rope of 4 length has 2 tension on it, and is struck by an assault with 4 momentum, 2 of the momentum of the assault goes towards extending the taughtness of the rope, and does not damage the rope until the taughtness is at a max (the length of the rope), at which point, the remaining momentum can be applied as an assault on that length of rope. If the damage is not physical/cutting/tearing of rope, but something magical or like fire, then it does not need to be taught in order to be damaged (one cannot damage the rope in question with an attack that has 2 or less momentum on it.)

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  126. One can apply taughtness to a length of rope by stepping on one end or part of a length of rope, and holding another end or part of the length of rope at a point where there is no slack (e,g 5 lengths of rope between the bottom of one’s foot and one’s hand, which are 5 lengths apart in direct linear distance.) This so one can cut rope that is not strung up.

    Sporting/Ability- Back Hop- Hop one tile backwards at the cost of 2 sprint. This can be done upon being targeted by an attack once per round if one has sprint. If an attack was directed towards the tile one was on, but one is now on another tile before the attack lands; then the attack misses.




    The objective of a maul wars style game is to have one’s units reach the enemy’s boat and then destroy this boat. Originally The boat has X life and takes 1 damage for each time an enemy unit reaches it, this can only be prevented by killing the enemy units before they reach the boat. Upon it’s life being reduced to 0 then the player loses.

    Human Shields-Headlock Extenuation- One can take a human shield if one has the ability to perform a headlock on a target, and sustain this headlock. After one takes the AP/MP toll for sustaining the headlock, then one can use a one-handed weapon to attack. (A 64 resource weapon does not take a penalty when used under normal circumstances, normal circumstances is using both hands to attack. If a 64 resource weapon is used as a one-handed weapon (e.g. when one has a human shield) then the weapon effectively has 200% weight for calculating attack rate and accuracy penalties.)

    Using a human shield means any ranged attacks that are targeted against you now go through the shield,rather than one’s self, if they would strike the shield before you.

    Any melee attacks directed towards you from the 3 tiles in front and adjacent to the human shield will now strike the shield instead. The shield can be targeted individually.





    While holding a human shield, movement costs are multiplied by (S + R / R) (S=Shield Blood Tag; R = Caster Blood Tag)

    If a unit is less than 75% of one’s height, one cannot use it as a human shield.


    Piggyback Rides-Inherent/Basic Ability- Carrying a unit that is one’s weight can be done via a piggy back ride. This allows the unit to sit on the carrying unit’s shoulders. This effectively makes a 3 unit high collection of 2 units, with the top half (above the hips) of the carried unit being above the carrying unit, with the unit’s hips synonymous with the carrying unit’s neck. This can give added height to a unit, (e.g. shoot over ledge that is 2 units high.) The unit on the bottom loses their attack, as carrying a unit is like carrying an object (table). This costs the same penalty to movement and accuracy as if one were carrying a weapon that were 200% the weight of the unit that one is carrying.


    Kicks- Inherent/Basic attack- One can kick with one’s attack, if one cannot use one’s arms. Each Leg can carry a side-arm melee weapon (knife) at full effect, this weapon is stuck to one’s foot/shoe, and can only be used with a kick attack. It costs a unit it’s basic attack and a kick has 200% resource composition, but has a melee range radius of 1 leg’s length from the hips, as opposed from 1 arm’s length from the top of the torso. (This means kicks will not be able to attack as high as a punch.)



    (basic attack (points?) ~ a unit has one full weight attack per turn, but one can split this into 2 half strength basic attacks, etc. This is attack, different than ability, attack being raw stat damage with no ability to add effects, essentially an inherent Direct Damage Ability that costs points other than AP/MP.)

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  127. Blast Waves & Explosive damage- This is an explosion, rather than being an AoE that is constant on a tile (napalm); this AoE starts from a point and spreads out in a radius that increases by 1 from the center at 1 explosion round (turns for explosives, it takes one turn for an explosive round to occur and only occurs if an explosive explodes: an explosive round lasts until the explosive has delivered it’s effect as much as it can).

    If an explosive wave crosses a unit or object as it explands, that object or unit faces the damage of the explosive, but units and objects directly behind this unit have the blast reduced by 100% of the resources of damage it extolled on the object or unit before it’s radius expanded struck the target that was behind the initial target. This reduction occurs at the % rate that the damage from the explosive is applied. So at 25% composition of blast wave on radius of 2, then a 500 weight explosion reduced by 50 by an object in radius of one (50% effect) will only deal (500-100) x 25%, ~100 resources of impact to the object.

    For a large explosive ( ~Light/ Low Density Dynamite ~1 corner of nitro per ~Unit of filler ingredients (filler ~shrapnel/ pellets/ sawdust)
    Radius 0 ~100% composition
    Radius 1 ~50% composition
    Radius 2 ~25% composition

    At Radius 0 as this is 100% composition, this means an explosive of 64 weight will destroy the one floor tile in a building that is occupies that is 64 weight. If floor tiles are 32 weight, then the dynamite destroys the 1 radius area of floor tiles, which is a 3x3 square for those who don’t love (Magic-right circle-square) radius.

    Slow time- This does not slow time, as much as allow one to perceive that time is flowing at 50% rate. This ability costs the 50% of blood tag of the unit in AP/MP (matching only number, color and type usually don’t matter). Normally this does nothing as one can be as explicit as one wants during one’s turn and time does not really pass when providing orders to a unit. This does have an impact while falling, as one only gets a turn every so often to attack while falling at certain rates. One can cast this spell to double one’s number of ~falling reaction turns (abilities to casts spells and abilities while falling) ~This can also be seen as 200% falling reaction turns for one cast. This could be cast as 400% falling reaction turns for a cast of 100% the blood tag of the unit.

    ~Falling reaction turns ~ this was something along the lines of… having 8 or less momentum one can react every time one moves a tile, having, 16 or less momentum but more than 8 means that one can react (choose to assault/act) once every other turn, or at a rate of (8/M). So were it 24 momentum, (8/32 ~ 1/3) then one has a Reaction turn every 3 tiles traveled, in which one is able to attack or cast abilities while falling.


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  128. Regarding tech mode - Many/Some abilities should have pre-requisite technologies. (I.e. Rope for Lasso). This is a bit far off at the moment, as I would have to recompile the ability list with all of the new abilities, and give them pre-req technologies if they need them.

    In the case of lasso, it would look like

    Tech; Rope Extenuation: (ability) Lasso

    and this would be researched like any other tech or ability.

    Non-tech dependent abilities can be researched from the start.

    Tech; Ability; (ability) Headlock

    If one does not like ~magic, then many abilities are impractical to accomplish via technology (meld two units into one unit ~req Genetics, Bio-engineering, ???, cast time ~1 to 4 weeks with X skilled (trained laborer) labor applied per turn, Y current, and X machines)

    Regardless, the lands of Canaan were rife with Semite Wizards and other foreign wizards (Jesus was trained by Bedouins if i recall correctly) according to modern religious texts, so the magic is not profoundly inappropriate.

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  129. Still, onwards with technology. (When i try to sum up some science, I likely miss many many aspects of it, this is why the “real” mode is impractical. Yet still, thinking about “real” mode allows me to think about reality strictly, and when I encounter something occurring during a real event that does not have a parallel in game, an in game parallel can often be written without importing the entire system of science.)

    Fuel Soaked Objects- With the advent of fuel (~crude oil and other flammable liquids and gasses) one can soak an object in fuel.

    An object soaked in fuel can burn for a limited time and will do some things. The fuel will burn before the soaked object given that the fuel has a lower ignition temperature than the object, and the object will not catch on fire unless the fuel reaches that heat.

    The fuel will be absorbed based upon how absorbent the material is. Softwood is more absorbent than hardwood and will absorb the inverted % of it’s % hardness of hardwood in liquids. So if it were 50% as hard as hardwood (breaks w/ 50% the amount of pressure under the same circumstances) then the wood absorbs (1/2 ~~ 2/1) 200% more fuel than hardwood.

    If the object one soaks in fuel catches on fire, and then burns at a certain rate, this means one’s projectile can burn up before it reaches the target. (A resource type burns for two turns, one makes 8 arrows from one resource type, this means one arrow will burn for (2/8 ~ 25% of a turn). If the arrow travels for over 25% of the object movement cap (the max amount an object can move in one turn before it must wait until the next turn/round to continue moving) then the object will burn up entirely by the time it reaches this point.

    If this has traveled for only 50% of it’s maximum burn-life, ( 1/8 of the object movement cap in above example), then it only has 50% of it’s hardness left (upon burning up it has 0% hardness, hardness if inverted from % burned.) This means it is more brittle and can break upon contact with a surface.

    A burning object will burn at the rate that it’s Fuel burns at, and will also catch anything on-fire that is heated above it’s flash-point.

    An arrow will lodge itself in anything that it can pierce but not exit, and a lodged arrow will not fall from that position. (E.g. Metal Arrow on Wood)

    The fuel that an object is soaked with will still burn at it’s normal rate, and can still hurt a unit that is throwing it, if the fire is within damaging range of the unit when it is ignited and one attempts to shoot it or throw it. (Fire deals damage as a rate of “per-action” during a turn, so if one has not moved a tile, but has spent action points such as movement points, motion-points or vision-points then the fire will deal it’s full damage again, each time one spends one of these points while within range of the fire)

    Fuel has a tendency to evaporate at a temperature below water.
    Water begins to evaporate at it’s melting point. Which is anything above -4 temp ( 0 Celcius) (making 0 temp 40 C). This opposed to it’s boiling point, ~6 temp (100 C, at which point, 100% of the substance is boiling. It takes

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  130. ~~~~~
    Batty Garbage, too strenuous to use, numbers wise

    You can easily calculate the amount of heat required to boil off a given amount of water as long as you know its heat capacity and heat of vaporization.

    Specific Heat / Heat Capacity (Heat Capacity is 100 x S)

    Joule / Gram , Degree Celcius
    S = (J / (G ºC))
    For Water this is 4.179

    Heat of Vaporization of Water ( kJ / kg) (kilo joule / kilogram)

    2260 kJ / kg (which is also 2260 J per Gram.)

    So When water is at 6 temp (100C) one gram will boil into for each 2260 J applied. Translating this, one unit ~a meter in length, so One cubic meter, which is 1000 liters, and also 1,000 KG of Water, one KG of this will evaporate per 2260 kJ applied to it.

    This is foolishly extravagant, so this system of realism would not be used.

    ~~~(end batty garbage)

    Instead, other substances would have a modified freezing and boiling point.

    p-Xylene would have a melting point of 13.26 C or 1.3 temp, (this is the effective melting point of Xylene, even though M-Xylene has a melting point of ~ -48C, as the p-Xylene would not have evaporated.

    The general Xylene is said to evaporate (Melt) at -47 C, so this will have to be well enough.

    This means xylene would begin to evaporate at 1 temp. One corner of Xylene would start to melt at ~ -50C (-54.17 F), it’s boiling point is 138 C, and the flash point is at 30 C or (86 F)

    Using -5 c-temp as -50 degrees, and 3 c-temp as 30 degrees, and 14 c-temp as 140 degrees C

    With roughly ~20 temp units between the melting point and boiling point, as opposed to the ~10 temp unit range between(8 really, but 10 is used for simplicity). With a range that is 200% that of water, this makes it an E2 class, so the temp for boiling, and evaporation are all divided by 2 before being used by the evaporation rate equation, and that result is the amount of vaporization that occurs.



    This means the temp used for B in evaporation equation is -5,


    https://www.ee.washington.edu/research/microtech/cam/PROCESSES/PDF%20FILES/Flammability.pdf

    real info ^

    This means that upon reaching 3 c-temp then Xylene will combust when exposed to a flame or spark.

    Flash point: minimum temp where a spark or flame will cause the substance to ignite
    Fire Point: minimum temp of a liquid to continue burning, given that it is on fire after a spark or flame, with no active ignition source
    Autoignition point: minimum temp for a liquid to spontaneously ignite without introduction of a spark or flame.

    Temp units are truly difficult like Fahrenheit,

    -4 temp is 0 C or 30 F

    4 temp is 80 F ~ so one temp unit is roughly 50/8 degrees F, or 6.25 degrees F, or nearly 3.5 degrees C. (3.472 degrees C)

    That’s fucking dandy, applicable, and useful, isn’t it….

    If one was serious about temperature, and physics, and the like, then one would likely use C for simplicities sake.

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  131. ~~~~ (the two posts above this not very good at explaining this, so..)
    Effective vaporization

    Using water as an example. As one corner of water will evaporate over one round, when the temperature is above 0.


    Effectively one unit of water at 6 temp will turn into vapor after one round. One corner of water will remain for each temp below 6 at the end of the round. (very roughly). This is ~B-T (boiling temp - actual temp) (when using a negative temp, add 27 to each number and use temp-kelvin /absolute-temp instead of temp unit). When B-T is 8 or above. then subtract 7 from the result, and put this number as x in (1/2X) chance for a corner of liquid to evaporate.

    For -3 temp.

    B-T ~ 6 - (-3) ~~ ( (27+6) - (27 - 3)) (33 - 24) ~ 9 ~is above 8~ so ~ 9-7 = 2 = X
    1/2x = 1 / (2(2) = 1/4 = 25% chance for a corner of water to evaporate.


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  132. ~~~~~

    Breaking upon contact- Objects can break like bones can break upon contact with a surface. The objects that trike the surface will bend to their limits,but if they cannot penetrate an object, and still have momentum, then this is applied to the object like falling damage. It will not hurt the item, but it will cause the item to split if it can. (not simply a broken resource, but split into two parts)

    Splitting an item- This is like a bone snapping in two, or an arrow breaking in two. Each object has a weakest point or frail spot(not a fault line), and structural weakness emanates from this point. For a linear object ~an arrow of 26 S5 length, 1 S5 width, and one S5 height (a simple example) ~ this frail spot is located exactly in the middle. The break strength of an object is it’s measure at it’s frail-spot; meaning were the arrow above 4 S5 units in length, the frail-spot at the median of it’s length would have the same break strength-

    Types of break strength

    Compression Strength- When Forces are applied both upward and downward towards the center of the object at the same time. Compression is what occurs when taking falling damage. (As the terrain can impart unlimited upward momentum when contacted with a falling object so long as it does not raise one’s upward momentum above 0, or reflect more lateral momentum than called for by the calculations from bounce rate)

    Tension Strength- When Forces are applied both upward and downward away from the center of the object at the same time. This is the breaking strength of ropes, and Tension Strength is what determines if a rope will break when suspending an object.

    Shear Strength- This is when forces are applied parallel to the center of the object and in opposite directions, rather than upwards and downwards. This would be akin to twisting a piece of grass so much it breaks.

    If one is falling with both lateral and vertical momentum, when the ground robs a unit of lateral momentum it is applying Shear Tension. As the unit is falling one way, while the ground is stopping this ( taking away lateral momentum is the same as applying it in the opposite direction).

    (As the terrain can impart unlimited lateral momentum when contacted with a falling object so long as it does not raise one’s lateral momentum above 0 in the opposite direction that the unit is traveling, or reflect more lateral momentum than called for by the calculations from bounce rate)

    This means, that if the ground robs a unit of X Horizontal momentum with one impact, and the shear capacity of the unit’s bones is Y capacity at point Z; then if X momentum is greater than Y capacity, upon reaching point Z when the momentum resonates through the body on impact, then the object is torn via the shear force. This can easily apply to flesh more than bone.

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  133. For Each corner of flesh torn from one’s body, one loses 50% of the stats from resources provided by that unit of flesh/blood, and 50% of all resources provided by all units of blood that are attached to the body through that damaged unit. These would be wounded resources, and it takes one week for one corner of flesh to heal with treatment, and three weeks for a corner of flesh to heal without treatment, bone however, will not heal unless set in a cast, and even then it takes a month. With a broken bone, the unit loses 100% stat gain and function of the resource and all dependent resources. (A wound on the upper arm would limit the function of the entire arm below it, but not the torso or other arm).

    Upon losing 2 corners of flesh from a unit in one’s body, one loses 75% of stats and function from that unit of blood and it’s dependent resources (function, a 2 corner wound on one’s strong-arm would limit one’s basic attack to 25% effect, meaning 25% composition of basic attacks, and 25% effective carrying capacity (so carrying a weapon that is 25% of one’s weight is like carrying a weapon that is 100% of one’s weight)).

    Upon losing 3 corners of flesh the unit loses 100% of stats and function provided by the unit of blood and it’s dependent resources.

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  134. I should start working on a new revision soon~~~ ahahah

    sort out all the partial "real" (simplified) physics sort from the actual functional game.

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  135. Because you thought there wasn't all of a handful of mountains to sift. Yet somehow; the plot still thickens...

    but it was really, the animal fighting game the entire time.

    every animal was a unit, the genus grid serves to place the dangerman’s animals. These are fighting fit and loves to fight and fuck and somehow find enough to eat, the sizes of animals were on a grid.

    you fight with all of the animals, if you were convinced that an animal could do it, i hear some animals have razor sharp talons, while others see you as a threat to the dolphin pussy with your man dick but i’ve got a narwhal tusk and your bitch screams my name “Zidane!” beaches bane threat level death

    if a unit is 3 yards cubed, then it is unlikely that the volume is a kiloliter inside of it.
    one meter cubed is a liter. a cubic meter is about the same thing as a yard, so it’s volume is stated as a kiloiter, this, because the world was somehow still made of sphere cubes and these were smaller than one would think in volume, as that hypotenuse face of 3 yards dissecting the unit of measurement. This means that it only has the area of two equilateral triangular prisms, this giving it the volume of half of the length cubed. 0.5Lˆ3 =13.5 1L= 27 cubic yards ~27 meters, meters are smaller by (M/Y) (Meters motherfucker; Fuck you today, right now, because i wanted to say fuck you, and i wanted to say it in a very endearingly violent way, the kind you really want to mean sometimes when you’re swearing but you know you can’t get red cards when you want to play pro league all day with your life; because my body is rock hard when i’m done i live the life of a plutard; import from around the “Horn of Africa” just a short trip across the seato come see me it’s for free, it’s reality, yarr, indeed and almighty all-righty yo ho ho it’s captain Jean Luke Picard! pick any card, mint, skull-shard, or cigarette from the conicopi-Yards)9/10 % double pistol execution multiplier for every time that 9 was counted to, if you divide the number by nine, and you get a number larger than 0 you have this. [Y/(Y/9) {yards}] when you got a whole number this, whole number, is what you subtract, half a yard for every 10 cubic yards you have, you half of this volume, was clearly 13.5 yards,

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  136. hey adolf, how come your name meant a wolf, and not a dolphin; if you wanted wolf, why not take fucking wolf. i would say “hey look, adolph..in fucker; a bitch might love a wolf, but a dolphin has a spot on the moon if they were not so incapable on land. I would give it a chance on land, because i could tell that the dolphin wanted it, and I felt confident in my skills as a GMO StemCell Computer Electric Wave Liquid Weld some other kind of smooth skinned mammal; hrm, ~ I wonder who that could be Rumple Smooth-skin. It just take a bone donor, and weld in human arms with that robotic spray density control; the human said it would take flippers and a tail, the dolphin felt it would not be able to accommodate society if it had a large tail as it does, Because you put giraffe in the man, and put put that neck together real good to get long, taking to the giraffe, and this man was given his flippers and the arms were Instilled where the flippers were, but they just took the fresh fins from a dolphin that was going to be eaten instead to pay tribute to the dolphin, and allowed the still free and living dolphin to keep its own fins and the arms. The legs of the humans jut out of the bust of the dolphin at about the place of the dorsal fin, taking sleek aquiline claws in place of the fingernails, the head of the human was taken to the narwhal, because you could’t lose all of the aquatic nature of the dolphin, these two combined and “raspberried” the genetics to include both sequences, bonded onto each other, each chromosome taken into quadradient, there was also a need to accommodate the size of the moose and yak that take a part of the raspberry, the horns jutting from “skullcaps” on the shoulders of the narwhale man these otherwise the story of hey “you know how rhinos evolved their large horns, and this made them competitive, able to shoo away competition as well as defend themselves from predators more easily when confronted, well… I met a fellow and we went to a place where the nanotube bones saw the predatory evolution of not claws or antlers, nor horns. the rhino was added to compliment the narwhal. The large eyed small monkey and gorilla would be there as well, this to add some intelligence, some sway on dactyls of the human hands, the flippers of the man;

    In reality, for the animal game. You do size up the animals, on a yard is a unit about. volume doesn’t in particularly matter, but 8 corners of river was still a kiloliter, along the lines of a kilogram, strait burner pure killer grammy after grammy

    but agin; you only get to use the animal name if your fighter is the exact right proportions, otherwise you must make up a name. The fighter leagues were established at <S1 unit of volume, then <S2 unit, <S3, so forth in both directions,

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  137. You could say give or take, and your body is an animal, and this is still the game battle ship where you guess which corner the animal is. in. A Unit is 4 S2 Unit, and So a unit is a dandy fellow that turns, and so rather than NS/EW, it haas Up/Down ; Left Right; and Foreword and back. so it would have an established frame and plane that it could not leave, and one would guess the machine. as a say 1x2 unit, has an Upper/Lower Left/Right Foreword/Back. Say for a small thing, That was an S3 corner, or 3 / 2 = 1.5 /2 = 0.75 yard

    with a weapon, take both. the evenly nice weapon was just a weapon rune, this fellow could work in a building that made weapons or a tattoo parlor for weapons. Take the entire thing on any weapon, just to take your knife to the next level with some diamond bicycle gear riprocating ellipse ring spirograph jacob’s ladder action hand saw serration on the knife, good. .

    i could look the weapons over and see that they were at least comparable, or if not, say a racquet did not matter.

    in prison ball, you could use a ball. this is true, and yet again, there is also a time where the prison ballers enjoy the sport with with a frisbee rather than a ball.

    If you want to call the game Babylon. That would

    so if you didn’t match your unit’s size say 64 base was a person, but strong animals would be dominus in stats and could get extra size. 1 resource unit was an animal that was 1/64th the size of a human. It could carry items that were one resource in weight, it’s carry limit for a weapon was one resource for a fully functional weapon. The stats still function the same way.

    Some crafty man once derived that the stats could each play certain roles. Coming up in certain situations, some of them even having practical uses. This is a bit like stat draft, but even deeper, Like rope skills, 200% from Dexterity; Finesse; Concentration; Prowess; Guile; and Luck;; while 50% form all other sources in the unit.

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  138. Even be the man who would magic-blast a man while only unlocking his vice that trapped him if he could charm the bitter computer that held him captive with his Charisma; Presence; Wisdom; Intellect; and Diplomacy Bonus getting 200% bonus

    Damage was really stat vs stat, when things were broken down into smaller sizes. for the combat grid, this means the summation of all substats, secondary stats, and tertiary stats were all added. the sum of secondary stats is multiplied by 50%, while the sum of tertiary stats were multiplied by 25%. Those new sums are added to these sum of substats, and this number is the stat-output of the assault, which is then flavor-blasted against the target that is then tested against it’s own end-stat-summation found by the same means.

    This is only for the combat grid, the system that provides the damage output number for damaging assaults. The passive bonuses of the stats (all 3 types motherfucker; the big numbers (sums of each substat group individually divided by four; this shows the weight of the unit in “real stats” these are just for show, thats just what you can see on the outside, one cannot see secondary stats; tertiary stats the unit has a tinge or a color behind the nameplate that is the average of each independent R , G , and B or other color value value of the colors composing the tertiary stat by proportion.


    when you throw the ball, it was actually, a frisbee. in prison ball; this would be prison frisbee, this takes twice as long to get to the target and fly in a straight line,but still be effected by wind as if wind had 200% weight against the fristbee, but the firsbee would float somehow, and this causes it to hover in a sense, only losing one height downward or upward momentum in place of height if it had any of it. Losing one every time the horizontal momentum ticked, until it loses it’s foreword and upward momentum at which point it will fall downward. It takes 200% weight to wind, meaning even a small breeze can even blow your frisbee backwards behind you upon throwing it. more upwards than outwards.

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  139. Slow ability projectiles / Reacting to Range abilities- (Rather than being 1% weight, abilities can have 10% weight, the same as an item, or even 50% weight, the same as a weapon; as determined by their composition. The weight determines how fast they travel and whether or not it is possible to dodge them (are they too fast for a unit to react to; the ability to react to a projectile is determined the same was as taking one’s turn while falling.

    To do this; one takes the momentum of the projectile, and every time the unit would have a turn if the momentum of the projectile was actually the momentum of the defending unit while it was falling; the unit is allowed to react/juke/take one’s turn or part of one’s turn.

    So if the projectile has 64 momentum, now divide by 8, and this is 8. So this means every 8th tile that the projectile crosses from it’s source, units in the area have the opportunity to move/dodge/juke and even cast knockback onto the projectile if one could do this without being hit by the projectile.

    The unit cannot see exactly where the projectile is headed (in terms of target or destination), but it can see a faint glow of the tiles that the projectile has moved over while within the unit’s line of sight, as well as the clear object of the projectile.

    (I’ve started on the new revision; it could take a week to complete, or even a month to complete, depending on how thoroughly I want to edit it. There are many times i’ve contradicted myself, and I also have to sort out old and incorrect information from more legitimate and correct information (this happens a lot); I am attempting to provide commentary, clarification (especially of terms and grammar), and even may try to balance some numbers; I am organizing it into concise sections; far more than the original handful of the earlier revision: this to allow more ease of access when looking for a particular bit of information; meaning it will be organized in an obvious spot. Hopefully this comes together and looks pretty; often times I am too hasty and my produce looks sloppy, mangled, and unintelligible. It’s good it got started though.)

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  140. When rolling; a unit is crouched. So a unit that is normally 1x1x2 would be 1x1x1; as crouching reduces one’s height by 50%, going prone switches one’s height and one’s length, so the unit would be 2x1x1 (LxWxH). Length ~front to back ; Width left to right.

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  141. with the sizes being proportional for everyone is an animal mode; this and the fact that a human itself was 64 resources, and had some proportion (e.g. 1x1x2 unit.) A 32 resource unit, being half of this size, would indeed be the same volume, but made of S2 units. Continuing

    Volume areas for units. This pattern repeats indefinitely. A level has 8 members,


    32768 resources S(1/256] ~512 meters : This is actually +S1; as it is 9th
    32000 resources D5(1/64] ~ 320 meters ; This or 50% the size of S(1/128)
    16384 resources S(1/128] ~ 256 meters
    8192 resources S(1/64] ~128 meters
    6400 resources D4 ~64 meters; this or 50% the size of S(1/32]
    4096 resources S(1/32] ~ 64 meters
    3200 Resources: D3 ~50 meters; This or 50% the size of S(1/16]
    2048 resources S(1/16] ~32 meters
    1024 resource: S(1/8] ~ 16 meters ^3 ~ 4096 kiloliter or 2^12 kiloliters of volume in terms of space-time equivalent medium of the village of fillage
    640 resources: D2 dominus 2 ~10 meters ; This or 50% the size of S0.25
    512 resource: S0.25 ~8 meters
    320 resource: D1 Dominus one ~ 5 meters; this or 50% the size of S1
    256 resources 200% S0.25 or ~ 4 meters
    128 resource: S0.5 ~ 2 meters
    64 resource: S1 3 yards / 1 meter
    32 resource: S2 unit 1/2 meter
    16 resource: S3 unit 1/4 meter
    8 resource: S4 unit 1/8 meter
    4 resource : S5 unit 1/16 meter
    2 resource: S6 unit 1/32 meter
    1 resource: S7 unit 1/64 Meter
    Half Resource / 1 resource invalid (flip a coin if you win, subtract one from your S number. ): S8 1/128 Meter leg
    Civilian / laborer : Size of S1 unit or S8 unit by choice.
    Below this is S9, or SS1

    So if you’re were an 8 resource unit. You were still a (1x1x2) rectangular prism of a capsule unit in terms of volume, but the 1 is one S4 unit, so you have a good time.

    Luckily each resource now comes down to the individual stat, so There are now S2 resources, providing 2 of each of the three stats composing the unit. There are S3 resources providing 1 of each of the three stats composing the unit.
    Resource ~ Stat yield
    S4 ~ 1/2
    S5 ~ 1/4
    S6 ~ 1/8
    S7 ~ 1/16
    S8 ~ 1/32 stat. These it is easy enough to put in a fraction, it’s just 3 sets of 16 circles that function as counters and fill up as one fulfills a full stat of that unit.

    S8 may have been the standard end.

    It is safe to say that as one S1 resource can be harvested to yield 8 S1 corners, then it also yields 16 S2 corners, and 32 S3 corners, 64 S4 corners; each of these corners being a raw-resource yield per income period, as well as the equivocal size as a corner of terrain somehow.

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  142. this was some commentary, as yet, summon bird will summon a bird type unit, these are flying units that are just called flying units, bird class is synonymous with this; while other units that possess the ability to fly have a different name.

    One can also summon any type of unit with a summoning spell, just as one can summon a traditional military unit. See the summon bird spell, and bird/flying can be replaced with anything; mountain units, dragon units, mayor units. Even civilian units, however, civilians still cannot be reanimated from necromancy unless they have that specifed hero-class.

    The hero classes, this was still valid enough for a point. Even sorting the classes from the old 4 or 5 genus mode into tiers of strength. The even keel ones are still the basic class, while the advanced ones could be taken under a fair system of having a The output of the bonus of a weapon not exceed the weapon checklist, but rather retain access to unique features such as cane and umbrella currency creation; whip slavery bonus, whip gets 50% chance for 100% weight disarm cast at no cost on a ranged weapon; while a lock and chain gets this 50% chance for 100% weight disarm cast at no cost on any melee weapon.

    The chair still retains its magnificence, and the chair somehow gets 150% effective bonus melee damage on the basic-weapon fill of 100% of corners given to melee assault given that it is only a chair. This applied to the sum % of all corners. The chair also functions as a shield when held with both hands, gets 200% bonus to compositions of knockback

    The weapons would retain their function to a reasonable level, but not an extreme one, and could even pick up a double bonus to something classy, like a knife could get 200% bonus effective resource tag when used to empower casts of “bleeding” physical damage over time.

    Staff ~200% bonus to sweep; 75% multiplier to otherwise effective movement cost per tile (reduce movement cost by 25%).

    A butterfly knife gives 200% bonus to compositions of buffs of one’s own morale.

    A switchblade gives 200% bonus to compositions of retaliate (a type of side-arm knife)

    Instrument; this can play real music, even if you just wanted to make it a root, a 5th and an 8th. And this was your trumpet. Still keeping the 200% bonus to compositions of casts of buffs and range of casts of buffs. When one uses this instrument to empower a cast of a buff ability, one gains 200% bonus from all resources gained from powder, and 150% effect from any drugs that the unit is taking.

    Healing Crystal - this will give a bonus to healing, rather than damage, but one can take 50% healing output each time one could take 25% damage output. So if your weapon-cast has 8 corners of 25% damage each; a healing crystal can output 400% resource weight when used as heaiing; one can even take the 100% inherent strength of the healing crystal as a basic attack and convert this into 200% blood tag strength Anti-heal ability as the basic attack of the crystal, at no cost of AP/MP of the crystal; taking the Anti-heal replaces the basic attack, and the healing crystal loses the ability to do damage. If used to physically strike a unit rather than cast the anti-heal basic attack, then it only has 10% effective blood/item tag like an item has 10% effective weight in knockback. This also means a Healing Crystal only has 20% the weight of a normal weapon, and this can be used as a side arm.

    This being true, all heals are still calculated as if the attack were a normal damaging assault against the unit; this damage is calculated, and then divided by two, and this was the healing output of a healing spell.

    Wand- This would likely do wizard things, it might even have a flavor. Take 200% to your flavor, and 150% to a second choice flavor, these were specific abilities, but they did not have any specification to number,type, or color of their composition. This, unless one wanted to have a color roll of the wand against the spell ability.

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  143. explosive physics and exploding barrels.

    an explosive was nice. look at nitroglycerin. This was a real explosive. This opposes a barrel of fuel, such as a barrel of petrol which might only exude oil if it was punctured, or even burning oil under the correct circumstances of sparking metals, yet today this leak of oil was shot with a tracer round.



    A sparking bullet is simply made with a sparking metal when it strikes the correct surface with the sparking metal compatibility.

    Tracer rounds are incendiary rounds and these are the flares of bullets. To make a flare, that’s just a magelight, but the flare gets weapon bonus of 500% resource weight compared to an item, but this is only if the only thing that it does is cast mage-light or is otherwise field by combustible resource. .


    Nitroglycerine would combine all of it’s explosive force at once when it was stirred into exploding.

    A barrel of oil would not explode as oil was not as volatile. Oil requires air to burn, and the liquid aspect of oil prevents much airflow into the oil. Refined oil was more volatile, but still, an explosion requires the correct saturation of oxygen/air( and combustible/ignitable/explosive vapor. Air is 80% Nitrogen and 20% oxygen. The Argon makes up 1% and Other things make up 1%,

    if you ever get to holding 100 units of air. Other is also known as Trace Gases; Of this 1%; 93.5% of this is Carbon Dioxide. Neon is 4 27/40 ~ 3/4 0.675%. Helium is 1.3% of this 1% of Trace Gases or around 1/10,000 of the atmosphere, methane is around 9/20 of the TG1% Nitrous Oxide is 8/100ths of 1%, Ozone is a clear 1/100th of 1%, and there was a layer of this.

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  144. This means that if you need one unit part oxygen, this is five parts of air. N2 is lighter than O2, which means O2 will be pushed downwards by the pressure of the nitrogen above it; ever so sifted into upward position as always.

    Gasoline
    2 C8H18 + 25O2 -> 16 CO2 +18H20

    2 parts gasoline ,25 parts O2.

    Gasoline
    CH3(CH2)6CH3

    Carbon 12.01
    Hydrogen 1.01

    Oxygen 16


    this was a molecular size of
    15 + 84 + 15

    114 weight/size on the gasoline

    this compared to oxygen gas of a weight-size of 32

    This means that for ever unit of gasoline, one could fit in 114 / 32 or ~3.56 parts of air in the same space when the chemical reagents are at same temperature and pressure

    For ease of access. This can be ~4. This means that it takes 4 units of air to house one unit of gasoline vapor at the same pressure and it will not house any more than that

    This means even if one has a unit of liquid gasoline below, only 2 corners of gasoline will soak into the vapor chamber if one has a vapor chamber, given that this is at the common temperature of the map tile and pressure that is 1 atmosphere, or effectively the same pressure as the outside that one has not modified upon closing the jar.

    The pressure on a closed system is uniform, but the momentum applied to oxygen is 25/2 ~13x more than the momentum that is applied to gasoline by pressure

    As 1 unit of air at 1 temp and the temp of the map tile absorbs 2 corners of gasoline. One can pressurize the container with more air from the outside up to your ability to retain the seal, retain the structural integrity of the container and continue to successfully have the power to overpower the pressure exerted outwards of the air on the inside of the container out of the mouth of the barrel towards the lower pressure by inserting more air pressure into the mouth than is inside of the barrel/container

    For one unit of gasoline. This means it takes 4 units ox oxygen to absorb the gasoline at a rate of 2 corners; There are only

    When one fills one unit area of air with two units of air through pressurization, this means that the vapor absorption capacity of the original unit of space 2x1 unit container is doubled by doubling the amount of air, which can only be done alongside increasing the pressure in the fixed container via the insertion of air. This can be done up to the point where the pressure outwards has enough pressure to break the vessel, where each unit of pressure above 1 can break 1 resource (so subtract 1 from pressure for breaking strength of pressure in resources). This or it applies a set amount of force which is the force applied per atmosphere of pressure on a container and if this were enough to break the container’s physical definition and either puncture the container entirely to escape.or warp the container to gain more volume (warping reduces thickness of container to gain volume; like a bump in a basketball.)

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  145. This is how a pipe bursting, occurs. This also applies to barrels. Thanks Engineering Toolbox.
    http://www.engineeringtoolbox.com/barlow-d_1003.html


    Barlow's formula can be used to estimate burst pressure of pipes or tubes.
    P = 2 s t / (do SF)         (1)
    where
    P = max. working pressure (psig)
    s = material strength (psi)
    t = wall thickness (in)
    do = outside diameter (in)
    SF = safety factor (in general 1.5 to 10) (With a safety factor of 1; this means; no safety, and this pressure if when the pipe will actually explode. No safety means no room for error if the pipe ever gets pushed above it’s normal capacity for some reason.)
    The Barlow's estimate is based on ideal conditions at room temperature.

    One can easily find Material Strengths of wood and metal online. Otherwise, just use traditional piercing and slashing mechanics. A metal must be denser and harder and less fragile. The density if the number of resources in the item. The

    Gasoline has this same upward fight, with Nitrogen, but nitrogen has only 7/8 the ability to resist the movement of gasoline vapor. So gasoline can saturate nitrogen 8/7 easier than oxygen. Doing the same thing for Oxygen twice, but for every 7 units of oxygen one has overpowered, one has actually overpowered 8 units/parts of nitrogen. A unit and a part of an chemical are the same.


    A part is just what size the chemicals come in, when they are pure and used for theory.


    Why don’t you have the living quantum quark-processor that sustained it’s own existence and applied manieftst to the world stealing energy from luminescence.

    Gasoline is a larger molecule, accounting for it’s larger right hand numbers. This accounts for it’s smaller size on the mingling.

    Exploding barrel was a nice barrel[jar extension. A barrel was water tight barrel is a jar extension that is larger and air tight, say with a cork this can be rolled about and would hold pressure up to the point of it’s cap;. say a cork of cork plant that was planted during genesis or fastened cap .

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  146. Militia Chopper. Take explosives and set a timer between two charges, a tip blast for a roof, and the timer that was the desired length after being thrown that the main fuse would detonate.

    These are javelins thrown by a person, or even a cross bow cocked by rotating a lower chopper while a transport chopper would feed logs into the mouth of the chopper nimble enough to catch the log to load into a quality chopper-door crossbow for an efficient, easy to produce shot from the side, rather than building a crossbow.

    The javelins could also be used in the field as a grenade style accolade that is simply thrown at the area where an explosion was desired on impact; javelin was a respectable sport so it is still classy as much as baseball or shot put was.

    These explosive javelins can be thrown through roofs to strike targets within given that one has a chopper( helicopter) with a door or area that slides open, is open, or can open to allow a or can fly.

    The javelin was insulated in a sort that the initial roof-taking explosive tip was not strong enough to detonate the main take away. The takeaway was on a timer from when the first explosive cap detonates, and one could add additional explosive tips to the javelin to account for multiple roofs. the tip simply must be as strong as the roof tile, and the downward momentum of the javelin must exceed that of the explosion for the javelin to continue to fall downward.

    A tip cap provides momentum in all directions from it’s explosion point and this can manipulate the momentum of the javelin. This meant you might have to go to town hall to get blueprints of a building to measure these times, along with the physics, and your day to day javelin toss that you could throw accurately that was similar, accounting for the projectile like Rico taught you how to do. This if you had no chopper to lessen the extent of the manipulation required to throw this demolition tool in place of lining a smaller structure with explosives.

    One can take javelins and throw them at key structural points from a safe vantage and then cause the building to collapse.

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  147. . One can also build a lance, which is a javelin of 500% size and were a weapon rather, and this can be wielded from a motorcycle and impaled into a man, while one rides away before the fated blast of 8 second fuse after a mean mortar firework shell case connected to the quicklime injection tip to light the primer and the fuse of the main show. The glass tip of quicklime was fractured enough to break easily when disturbed, yet hard enough to pierce the man thoroughly without breaking, this glass tip may even be sugar glass if my magic is not astray, which would melt after so long, rather than glass, even just hard sugar like bone or bone candy or even pre fractured into structurally solid serrated blade faces that the tip shatters into upon being connected with a water-body, this would be something that explodes on friction were one taking this to the Chopper Javelin level, as a roof would not take respect to quicklime.

    This does mean one has to prime each level of the roof-taker javelin from the first explosive in order for the second or third or beyond roof-caps explode at the right time, or a material that would break easily on stress to an object like pushing a thin stick into a wall, but this material had high tolerance to explosion and would not break to an explosion, in the hopes that the javelin would go through the hole that it made.An olympic javelin is a pointed-cone ended cylinder is likely having a face of 1/100 S1 unit radius or a CM the size of an item unit in a length of of to the in the so if a corner of of basic explosive cleanly blows away 1 tile of roof or floor that it strikes, just like terrain, with a 50% chance on the adjacent roof/floor tiles. Explosives only able to destroy the floor/roof tiles if the base resource weight / blood tag is greater than or equal to the medium it strikes.

    This or otherwise better have every impactful object ready to be impacted by waves of physics unleashed by the explosive, each of them reacting in their own ways as they would in reality.

    rather than thrown like an item or normal explosive the lance takes 500% weight of an item and is wielded as a weapon, rather than an item.

    Explosive bolts had 1% weight and these were fired from crossbows of sorts. .. , but still javelin toss is respected,


    the % is also scale to production, where an explosive one normally creates is of the 10% weight.

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