New NESes, ideas, development, etc

What! Noooo!

Give it time, the whole reason I joined was because of your consistent and long NES!

Get to update 10 before even thinking about pulling the plug plz!
 
Lord_Iggy said:
A little test of GIMP capabilities.

Looks awesome, though I have MOO2 on the brain right now so I would be a little biased :)
 
Iggy, a NES with a map like that would be innovative. And you know we all like innovative and new introductions in the NESing forum.
 
Continuing the space theme, here's some old alien race ideas that I've been dusting off and expanding upon as a writing exercise. This was original intended for an imaginary computer game, but it pleases me to dump it here, in yo face. Note that these names are just placeholders for 'cool' names: (*runs back to doing DaftNES stuff*)

Spider Crabs: cybernetic arthropoid omnivores

Strengths: survivability, shipbuilding, close combat, espionage
Weaknesses: science, diplomacy
Desired habitat: arid, subterranean, medium pressure
Special pop type: Cocoon

The main body is compact, roughly the size of a large cat, and protected by tough exoskeleton. A large brain makes up most of the interior. Their are eight motive limbs, and four small dextrous arms arranged around the mouthparts. The size of the limbs varies between clan lines, some can have very long spider-like legs, some can have shorter legs that end with additional grasping appendages. Their senses are generally poor, often dependent on artificial aids. Similarly, chewing and digestive organs have atrophied to the point that most individuals are now dependent on pre-processed nutrient fluids.

Spider Crabs have been dependent on electronics and machinery for hundreds of thousands of years. Almost all of them have neural implants which can connect their consciousness to various digital networks; many of them never leave this state, and leave their small physical bodies cocooned inside life-support pods for centuries. Necessary functions in the 'real' world can be assigned to automatic routines, or experienced as a kind of separate channel within the cybernet. In any case, they are adept at controlling technology with thought, and can make use of powerful cybernetic exo-suits as naturally as other races use their physical bodies. They are just as easily able to sequestrate enemy technology. These qualities give the Spider Crabs many advantages when it comes to space travel and warfare. Yet, although they have a long history with machinery, they are slow to grasp new ideas - which is precisely why they have remained on their homeworld for so long with little thought for outer space. They will struggle to understand the psyche of other races.

Crest Heads: humanoid omnivores

Strengths: social, diplomacy, science, population
Weaknesses: espionage, industry
Desired habitat: terran coastal/swamp, warm, medium pressure
Special pop type: Mystics

The Crest Heads are roughly humanoid in shape and physiology. They have an amphibious lineage, with smooth sensitive skin, and large flipper-like feet, although the latter have changed role to become a sign of health and status. The adults are about as tall as a human, only because of a large bony scimitar-like crest which protrudes up to two feet from the top of their heads, topped with muscular auxiliary nostrils. The crest contains resonating chambers that can produce very loud sounds, though it also contains a more human-like system of vocal chords in its lower section; the mouth itself is of limited use for speech. The skin on the front of the crest contains chromatophores which can change colour to express emotion. The mouth also protrudes forwards, similar to a duck's beak, giving the whole head a crescent shape in profile. Combined hearing, breathing and smelling orifices are located behind the protruding and retractable eyes, which are fairly large and uniformly black. The arms are somewhat weak, but the hands have superior dexterity and sensitivity to humans.

The Crest Heads are blessed with a painless and efficient means of reproduction; babies are born well-developed and through a specialised abdominal opening. Overpopulation has been an issue for thousands of years. But the species is not territorial in nature and major wars have been rare. The Crest Heads are naturals at diplomacy, and have traditionally turned to science to relieve pressure on resources. They are rather lazy by nature, and not suited to hard manual labour. This has been another spur to the development of technology, making Crest Heads enthusiastic users of gadgets. They are genetically incapable of taking things too seriously, which makes them well suited to pondering the deeper mysteries of the universe. Their lax attitudes can leave them exposed to the machinations of their enemies. But when it comes to the defence of their homeworld, they are surprisingly patriotic and will use tactics and technology to counter physical weaknesses.

Space Monkeys: tri-symmetrical arboreal omnivores

Strengths: social, ecology, close combat, building
Weaknesses: industry, science
Desired habitat: terran jungle/forest/mountainous, warm, high pressure
Special pop type: Druid

A small teardop-shaped head emerges from the centre of three large muscular arms, placed equidistantly around the central axis. Behind the arms, there is a bulbous segment containing all vital organs including the primary brain, arranged in an orderly fashion; two-thirds of the radius is devoted to paired organs, while the final lobe holds singular organs and the main digestive tract. From here the body tapers off into a long and muscular tail. Total body length can exceed 5 metres, but 3 metres is the average for adults. Some organs are protected by skeletal cradles, but otherwise there is no true bone structure; cartilage joints and extremely strong tendon-like fibres are to found instead.

An extendable serrated proboscis emerges from the tip of the small head. Vocal communication is achieved via internal 'rattle' chambers; body language also remains prominent. Space Monkeys lack the ability to chew, but can inject digestive fluids into or onto their food, whether it be plantlife or small animals. A few individuals are born with functioning venom glands, but the ability has long since been lost from the larger population in favour of energetic hunting and passive gathering. The head has three large eyes arranged symmetrically at its widest point, but is also covered with many small sensory pits; some detect infra-red, some detect sound, while others are sensitive to electromagnetism. Auxiliary sense-pits are located between the shoulder joints, and in sparse clusters along all three lines of symmetry.

Space Monkeys are unique in having many different ways of locomotion; the three main limbs are well-engineered, extremely flexible, and also long enough to allow a Space Monkey to hand-walk, either tail-up or head-up. The tail is also strong enough to support the main body in an upright posture, while slithering snake-like in any direction. But the most favoured form of locomotion is climbing, at which Space Monkeys are extremely adept. Even with the advent of civilization, they are reluctant to spend too much time on level ground; their artificial dwellings are tall hollow cylinders lined with interior ledge-rooms, connected by precarious arrangements of ropes and holdfasts. Instead of sitting, they will often hang by their tail, leaving all three hands free to manipulate objects. This flexibility makes them dangerous combat opponents, whether in zero-g hulls or in cluttered planetary environments.

With a keen sense of 3D motion, this race may have made supreme pilots and space-dwellers; unfortunately their deep sensitivity to electromagnetism - an evolutionary reaction to the severe atmospheric hazards of their homeworld - makes them uncomfortable around all kinds of high-energy devices. Their pursuit of science and space flight has been relatively slack as a result. Development of industry has also been hindered by their genetic urge to protect all food sources in their territory; plants and animals of their homeworld also play a prominent symbolic role in all aspects of their culture. The actual worship of nature-in-abstract is a more recent and intellectual development, and one that has achieved a surprising level of social tranquillity. Despite all this they are prolific builders, and take pride in weaving essential structures and transport links into the natural landscape with minimal fuss. They are keen to study the climates and atmospheres of other worlds, and may well be pioneers of terraforming techniques.
 
Nice work, Daft! :) I might post some species ideas later; I've been playing around with a few for the last couple days.
 
[FORESHADOW]This would be a good time for people to start coming up with creative alien species ideas...[/FORESHADOW]
 
Can't remember when I thought of these guys, quickly reformatted to be like Dafts.

Inamnimithera ('Fibre Memories'): Sessile carnivores.

Strengths: Survival, science, engineering, social
Weakness: Manipulation, Combat, industry
Habitat: Riverine, littoral, wetlands
Special pop type: Empties

A cluster of manipulation, feeding and sense organs emerge from one end of a long tapered case like a bouquet of strange flowers and antenna. The bouquet structure is generally between 40 and 70 cms in radius, though whiplike sense organs can extend out several metres, and can retract completely into the case. The case is roughly shaped like a Japanese katana's scabbard with a 15 by 10 cm cross section and can be up to 5 metres in length. Whilst the bouquet is a profusion of colours that can be altered on the individuals whim (colour changing forming the main channel of emotional communication) and generally quite soft, the casing is very hard and rigid, and many times stronger than human bone. The casing is generally tan mottled with grey, though modern individuals tend to bleach it an antiseptic white or decorate it with coloured art.

The Inamnimithera are not metazoans, instead being a mixed colony of cell types analogous to a Portuguese man-o-war that are capable of semi-independent existence, though the specialisation and complexity is much higher. The originating genus lay await in rivers or tidal zones after fixing the case to a rock, rapidly extending the bouquet to engulf prey (including land animals drinking from the bank!) in a cloud of neurotoxins and electrical pulses. Like many of their homeworld's organisms the Inamnimithera had a well developed sense of electrical fields, and this eventually lead them to their strange intelligence. A layer of specialised electrical generating polyps lined the shell, which evolved to contain large quantities of magnetite to aide in the field generation. This enabled the ur-species to detect, stun and influence other nervous systems from several metres away, and kicked off an evolutionary arms race between the river inhabitants in the realm of signal strength and discrimination. Eventually the neural net that evolved to direct the electrical polyps became intelligent and then sentient as multiple individuals coordinated to trick prey, and gained control over the manipulation and sense polyps of the bouquet.

Due to the electrical polyps being very short-lived (at least in comparison to most species neural tissue) memory was stored in magnetite-carbon fibres inlaid into the shell. This had the astounding consequence of making an Inamnimithera individual potentially immortal – the organic portions could die, but when the casing was recolonised by a new system of polyps the neural net would effectively be 'rebooted' from the stored memories (though emotional tendencies would be dictated by the new colonies biochemistry). This ability let them form civilisations when their environment and nature (restricted and linear rivers and coasts, slow moving) would suggest against it, as tremendously long memoried individuals could trade and converse across hundred of years and thousands of miles, especially once the method of producing and trading memory 'pellets' was perfected.

Forming an association of small philosophic states like the human ancient Greeks the Inamnimithera persisted for millions of years (individuals generally only dying when genetic drift made their memories unreadable by the current species, often 10 thousand years or more). They eventually progressed to machine technology, via the route of concentrating metals in their tissues to make tools (possibly making them the only species to develop circuit boards before fire or writing), and created many artificial wetlands. Finally venturing into space to deal with an asteroid threat they are little interested in mass development and resource exploitation except when forced by circumstance, preferring to amble the space lanes as tourists and philosophers in slow and rickety ships, as their biology renders them immune to ravages of radiation or time.

In person the Inamnimithera are friendly and polite, if prone to both long silences as they access deep memories and extremely long shaggy dog stories. The bouquet of organs twitches and changes colours to communicate (the colour being emotion and the twitching being informational) in normal circumstances. Their electrical sense does allow high bandwidth communication but this is generally considered very intimate and only done between very closely bond groups (hankering back to its use to coordinate hunting clusters to channel small fish), sexual partners, and when talking to non-concious machines. Their technology is quite sophisticated and nanodesigned by their electrical sense and internal synthesis, but they tend not to make much of it and have it low powered, preferring minimalist designs and on-site manufacture of specialised tools that are recycled when the problem is solved. In close combat their soft limbs, needing to stay moist, and generally sessile nature makes them little threat, though the bouquet can move faster than you think and is highly toxic, and the electrical ability can compromise equipment.
 
Hey everyone. So, I am still not making any promises, but I at least set up a little blog on current ideas I have for Sekai. Right now I just have a premise up. If nothing else, it might make for a good read or look into the future of Sekai past the Fifth Age.

By the way, a space NES would be awesome... if I have time, I'll play!

OK, here is the blog...
 
Hey everyone. So, I am still not making any promises, but I at least set up a little blog on current ideas I have for Sekai. Right now I just have a premise up. If nothing else, it might make for a good read or look into the future of Sekai past the Fifth Age.

By the way, a space NES would be awesome... if I have time, I'll play!

OK, here is the blog...


Interesting read :) I love fantasy...
 
Thank you. :) I write a lot of fantasy stuff on my own. This premise is sort of combining some of those concepts with Sekai that was played here about a year ago. The ruleset would be almost identical, but of course new units and structures and even some new spells (but mostly, the road rule mechanic would be turned to railroad, there would be some special rules regarding airships, and also a mechanic to represent the sending of adventure/mining parties to the center of the earth). But, for this new Sekai premise, I am thinking of allowing the following types of players: city-states, single characters, parties, or guilds/businesses. I will think over kingdoms/nations (the concept of nationhood is occurring in Sekai in the Fifth Age... even voting/representation and other civics are coming to fruition in some societies).

I still need to work in the undead to this more "steampunk"-y Sekai vision. I am thinking one of two possibilities: 1.) The powerful "asteroid magic" and the resulting toxic air effects the undead, thus the undead also had to move their entire civilization above the atmosphere - this has obviously caused a decline in the undead as a race, and now only necromancy exists (effectively, the undead may not be playable as a city-state, but OK as single characters and parties). or 2.) The undead are the only race that can survive the toxic air. I do not like this, though, because I envision the monsters that can survive on the surface to be ultimately more powerful than anything undead related, and possessing a magic completely unrelated to that of any Sekai has seen.

Science and magic go great into this concept. Scientists / inventors believe they can unlock the mysteries of the asteroid and the mist, while sorcerers / spell casters believe they can unlock the same mysteries. It creates a healthy rivalry.
 
It sounds like kind of a cool idea, although I'd personally rather play the old Sekai. Also, I see no menntion of Goblins in that blog. What are you trying to pull here kkmo? :p
 
Well, like I said, I'm not making any promises. I just opened a blog for my own organizational purposes. I wanted to record my ideas and what not. I still don't know if I have the time to start anything. I don't want to start something and then have to step out again so soon.

Of course goblins are around. Like dwarves, they are great miners (but for the side of chaos). :)
 
Well, like I said, I'm not making any promises. I just opened a blog for my own organizational purposes. I wanted to record my ideas and what not. I still don't know if I have the time to start anything. I don't want to start something and then have to step out again so soon.

Of course goblins are around. Like dwarves, they are great miners (but for the side of chaos). :)

So how are these alloys forged into these pillars and put into place? (Sorry if this was answered in that blog)
 
I'd think it'd be great if we could all work on a history to show what happened to our states. I had a cool idea of Dorovel (being in the mountains) would be just under the death zone, and thus would still have a few gasmasked, survival-suited dwarves holding out in it, still mining the precious gold and mithril (our word for the alloy) out of its depths.
 
Hey everyone. So, I am still not making any promises, but I at least set up a little blog on current ideas I have for Sekai. Right now I just have a premise up. If nothing else, it might make for a good read or look into the future of Sekai past the Fifth Age.

By the way, a space NES would be awesome... if I have time, I'll play!

OK, here is the blog...

I love it.

I'd definately play. I'm already playing with an idea of personages. My head plays with thoughts from the little information I know about Ravnica in Magic the Gathering as well as my imagination about this world, Akira, actually, some comics I've read, and Blade Runner. My head is funny now.

I'm so in.
 
"Is this necromancy?"
Jarud held the bottle in his hand, the blue fluent liquid shaking by itself. Sabvyl looked across the table with a pale expression, still smiling at his apprentice.
"No."
"But isn't this reviving souls?"
Sabvyl blinked and messed with a small pile of items in front of him.
"That is indeed what it isn't, Paywak."
"But, Malubi," Jarud said, "Isn't this already dead?"
Sabvyl held a small, thin object in front of his pale face, and admired it for a bit. Then he put it down in the pestle and began mixing it with the black-red liquid already in it.
"It's not the point."
"But, Malubi, why do we try to revive it if it's not necromancy?"
The Malubi took a needle and dipped it in the substance in the pestle, then wiped the most of it away, but leaving a drop at the tip. He then turned to the small figure beside him, the tiny dead faerie Jarud captured last night.
"You are a good Paywak, Jarud," Sabvyl said, picking up the small corpse, then poking it with his finger, "It is a good catch."
He then penetrated the skin of the faerie, watching as the substance spread throughout the creature. It was all black, but lay immobilized still.
"Oh," Jarud said, "We failed."
Sabvyl turned at him with a smirk.

"Who say we did?"
 
Inamnimithera ('Fibre Memories'): Sessile carnivores.

Strengths: Survival, science, engineering, social
Weakness: Manipulation, Combat, industry
Habitat: Riverine, littoral, wetlands
Special pop type: Empties

I really like the idea of these guys, can I put them in my (imaginary) moo2-clone 4x space game? :)
 
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