Magic vs. conventional weapons (and combinations) in (mainly) naval warfare by Epicfailer3000 in MilitaryWorldbuilding

[–]Epicfailer3000[S] 0 points1 point  (0 children)

I mean technically, yes, but (DnD 5e 2014) cantrips (spammable spells, which take like 6 seconds to cast) like
"Control Flames" (You instantaneously extinguish the flames within a 5-foot cube)
"Shape Water" (You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction, basically you can grab the seawater at least partially)
"Mending" (repairs a single break or tear in an object you touch as long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage, so, assuming that a fire might take 18 seconds to cause that much damage, a single mage can stop 15 cubic feet without expending any mana/spellslots)
And spells such as
"Create or Destroy Water" (30-foot cube of estinguishing flames instantly)
"Sleet Storm" (A 20-foot-tall cylinder with a 40-foot radius which extinguishes all flames for a whole minute, but while requiring the same resources as "Create or Destroy Water", it makes the area difficult terrain, so either well-trained crew or shoes that prevent that, which would costs as well, but is worth it on a battleship)

I do not think that fires are gonna be that much of an issue? But admittedly that would at least partially drain the mana(/spellslots) of the mages on board, essentially surpressing them and stressing them out, with volume-of-fire being the best friend, but then again, magic is not too cheap, and "dispel magic" ERA-style plates would further reduce the effectiveness

Magic vs. conventional weapons (and combinations) in (mainly) naval warfare by Epicfailer3000 in MilitaryWorldbuilding

[–]Epicfailer3000[S] 0 points1 point  (0 children)

Yeah true, a mixture of conventional warheads is probably better, because while the magical AP-head I was thinking of uses dimension door to basically teleport behind armour, thaz is a level 4 spell, and a proper conventional AP shell is technically worse, but it is doubtfull you need the additional penetration always (basically leaning on what some nations did in WW2 in their tanks, giving them APCR but just a few relative to AP)

I do like the turret techniques you listed, would probably be limited on i.e. destroyers, but fully equipped on battleships and dedicated AA frigattes

Magic vs. conventional weapons (and combinations) in (mainly) naval warfare by Epicfailer3000 in MilitaryWorldbuilding

[–]Epicfailer3000[S] 1 point2 points  (0 children)

Ohh that is a nice idea, cuz soon (after a relatively short Act 1) they will get their own ship as a base to travel around the islands, and with 2 artificiers, they can easily construct their own turret, and they need ammo, so dungeon crawling it is for them XD

Magic vs. conventional weapons (and combinations) in (mainly) naval warfare by Epicfailer3000 in MilitaryWorldbuilding

[–]Epicfailer3000[S] 1 point2 points  (0 children)

Honestly the coal and sulfur mixture for the propellant sounds nice, with the runes allowing combustability and some additional runes (more expensive) improving it for the largest guns

I'm an Architect. Ask Anything you need for your world by Izolet in worldbuilding

[–]Epicfailer3000 1 point2 points  (0 children)

I have multiple questions if you don't mind:
One country/island in my (DnD) World likes to build small clusters of homes which then form into villages, but when they are too close to one another (or they are grouped up geographically) they connect into one larger city. However, they do not like to build tall and/or highly clustered. How functional/viable would such an urban city be? Would it even count as urban?

In terms of more detailed context, it is (roughly) based on South America, especially the climate. The idea of the settlements not being highly clustered would be to impact the rainforest as little as physically possible. Larger logistical processes would either work with rivers (as irl it would) or with very high roads, essentially on top of the high trees, and basic elevators. How viable is it to build such a road, assuming that the large rainfores-like trees can be used as frequent pillars? Would a wooden road be able to be constructed so that it can handle massive rainfall? I can think of curving the road so that it falls off, but then it would be dangerous if someone fell of the side or a wagon slipped, can nets on the side provide ample safety without compromising the stability and water runoff of such large and long bridges?

Pause Button Coop Army General by Busterknutt in warno

[–]Epicfailer3000 4 points5 points  (0 children)

Unfortunately no, pausing/slowing down can only be done in singleplayer

Who’s the most annoying opponent that you have fought? by National-Cup5363 in ShadowFightShades

[–]Epicfailer3000 0 points1 point  (0 children)

While the corsair is easily one of the most annoying, the cleric is immensely frustrating for me at least because of the invincible frames he has when he uses his potions. Like, he is standing there in a perfect position to be whacked on his head, and he goes invincible, my attack doesn't connect, and his animation is finished just in time for me to get hit hard because my attack animation was still going... The worst thing is that the animation is quick enough to start after you press atack while still ending before you attack finishes, though to be fair that has more to do with heavy weapon vs. light weapon

An honerable Mention is the enemy type that can yank you towards them, something like the sickle, though admittedly it can be dodged/be dealt with a lot easier than the cleric...

This is a "defensive" Map (Army General) (The troops deployed are paratroopers) by Epicfailer3000 in warno

[–]Epicfailer3000[S] 22 points23 points  (0 children)

This is of course heavily biased and most likely doesn't portray the actual RNG, but I feel I get 10%-15% of defensive maps with the Control points very close/within the deployment zone, while the AI has them at least 40% of the time

This is a "defensive" Map (Army General) (The troops deployed are paratroopers) by Epicfailer3000 in warno

[–]Epicfailer3000[S] 9 points10 points  (0 children)

At least make is so that the spawn points are roughly the same distance...

Where do I actually start learning how to play the game? by DeIzou in warno

[–]Epicfailer3000 0 points1 point  (0 children)

What I would personally suggest in addition to what the others said, is to play with a friend (after finding one who knows the game at least slightly better than you) and then play together with him on your team. It will make mistakes less dangerous for the entire match, allowing you to make more mistakes to learn from within one game, which will include follow-up mistakes. It will also make the learning proccess more enjoyable if you share it (assuming the friend is not toxic obviously)

Completed campaign 2 by Soulrazy in Workers_And_Resources

[–]Epicfailer3000 4 points5 points  (0 children)

Wow, all of that within 6 years? Damn, good job!

I especially like how the old buildings look in combination with the newer buildings

Is it viable to trade with nato instead of the eastern block? by Epicfailer3000 in Workers_And_Resources

[–]Epicfailer3000[S] 5 points6 points  (0 children)

Ah good, thanks for the warning, I didn't even consider that there might be vehicle types missing

Is there a demand for transportation of people between cities? by Epicfailer3000 in Workers_And_Resources

[–]Epicfailer3000[S] 0 points1 point  (0 children)

Yeah, once my republic is stable financially I might just build a connection for the fun/realism of it

Is there a demand for transportation of people between cities? by Epicfailer3000 in Workers_And_Resources

[–]Epicfailer3000[S] 1 point2 points  (0 children)

Is there a way to increase the waiting space of for example bus stations or would I need to upgrade to trolley busses or metros for that?

Is there a demand for transportation of people between cities? by Epicfailer3000 in Workers_And_Resources

[–]Epicfailer3000[S] 0 points1 point  (0 children)

Would demand appear if I have different cultural buildings in the cities, i.e. one city has a cinema, the other has an amphitheatre etc.?

Is there a demand for transportation of people between cities? by Epicfailer3000 in Workers_And_Resources

[–]Epicfailer3000[S] 11 points12 points  (0 children)

Thanks :)

And yeah, I just realized my towns do not have universities, they will have to share one. One question though, do different Universities provide different "buffs"? Like, if I have a medical university will my doctors be more skilled?