Science Fiction and Fantasy NES Discussion Thread

I am in the process of ordering all the MOO3 techs into a readable order for a mod thread ... if you like I can e-mail to you ... there are some cool names and descriptions in there ...
 
Perfect! Do it

Okay (later, but I could begin now). I hope you could start it once you hand over your current NES to someone.

Hmm... For NESer's dictionary:
"To Gelion - to hand over one's NES to one of the players" ;) :p

http://www.thewitcher.com/witcher.asp

This is the game site.

Here is some stuff from there:

The Witcher
The witcher is a warrior who has been trained to fight since childhood, subjected to mutations and trials that transformed him. He earns his living killing monsters and is a member of a brotherhood founded long ago to protect people from werewolves, the undead, and a host of other beasts. However he is not an idealist who thinks that he can save the world. Killing monsters is his profession, he does it for money, not for fame and glory. He is a master of sword combat, whose battle skills are further enhanced by using certain magical powers. During the game the player must constantly make choices influencing the development of the character. All the modifications of the witcher, as well as changes in his appearance and inventory are reflected in the gameplay.

The World
The game-world shares many common features with other fantasy lands. However there are also many distinguishing elements setting it apart. The world is not black and white, and there's no clear distinction between good and evil. Therefore it is populated by believable characters that act like real humans. It is a vivid and colorful place bearing many analogies to our reality, it is also a world full of violence and vulgarity, a place where only the strongest and most cunning can prevail. From the player's point of view the most important feature of this world is existence of witchers. They are members of a brotherhood of warriors, trained to kill monsters in order to protect people. There are only few of them left now, and time comes for one of them to play a very important role in the story that is about to unfold.

...

„Heed my words for there comes the age of sword and ax, the age of wolfish storm.

There comes the Time of White Cold and White Light,
the Time of Madness and the Time of Contempt, Tedd Deiradh, the Time of Ending.

And the world will die in frost, frozen in ice and covered with snow...„

The prophecy of Ithlinne Aegli aep Aevenien

The northern lands are threatened by unspeakable doom. According to the prophecy of Ithilinne, an elven seeres, the world will be destroyed during the Time of White Cold and White Light - frost, snow and a glacier that will cover the lands from the north. But the prophecy is not the only problem that troubles people. After a cruel and bloody war with the southern empire of Nilfgaard and the elves the northern lands has been left ravished and destroyed. The reign of quarrelling and short-sighted kings is falling. Amongst the chaos and confusion, a new bastion of peace rises - The Order of the Burning Rose. The monk-knights promise to bring peace and prosperity, and unite all the nothern realms. They claim that the coming frost may only be defeated by the power of fire, which they worship. The Order is getting more and more powerful. The monks want to win favors of the monarchs from the northern realms, and strive to acquire the wastelands inhabited by elves.

Meanwhile, on the roads and tracks hordes of monsters start to appear, and among them are species long extinct or exterminated decades ago. They feed on corpses, attack people and spread panic and fear among the people of the northern realms. There are even unbelievable rumors, that somebody in a secret hideout breeds the beasts for an unknown purpose.

Apparently, it takes place a few months after the first book, so a lot changed from the setting I intend to have (i.e. just after the Second Battle at Sodden and the end of the first war with Nilfgaard).
 
OOC: Well, here it is...

I probably made some mistakes, but this should be the general picture of the world after the First Northern War (alas, I don't remember the precise dates for it) and its history before that. Feel free to ask about some details.

IC:

The worlds of fantasy (most of them, anyway) are either implausibly optimistic, either implausibly pessimistic, either white, either black. But Sapkowski's world is unique - it is gray, it is realistic, so realistic it seems... "unfantasyish". Elves are not "arrogant" as often described, or at least not as much arrogant as merely stupid and naive (until both of those "qualities" got beaten out of them by the humans), the humanity dominates the known world due to higher breeding rates (and not due to some sort of a "destiny"), Snowhite (a result of a magical fallout) mugged the Seven Dwarves to death after yet another of their infamous bandit raids, most of the magicians went into politics of one kind or another, absolute monarchs slaughter "unhumans" wholesale, squabble and often are manipulated by merchant guilds. The cities are dirty, especially the suburbs, the magnificent walls are rather undermaintained and might as well collapse in the crucial moment. Life in the Northern Lands goes on, on until came the "great southern king" as prophesized by the elven sorceress, Ithlinne aep Aevinen.

STOP. What was there BEFORE that?

In the beginning - in this part of the world anyway - were the... no, not elves. Dwarves. Gnomes, to be more specific, who back then lived in what is now South Temeria: it was much later that the dwarves - or the "redfolk" - and the halflings became trully different from the gnomes. Elves came later, in their magnificent ships, et cetera, et cetera. Later, they would say that dwarves, just like the elves, were the "ancient peoples" that must unite in their war against the "human usurpers", but actually, it was the elves that were the first to attack dwarven lands. But, eventually, things settled down, elven and dwarven city-states learned to exist in comparative peace.

Then came the humans, whose original lands were destroyed by magic (supposedly, this happened some 550 years ago or so). Ah, the humans, they had a rather short life-span, very little knowledge of hygene, horrible superstitions and phobias, and a lot of other nasty stuff. Such as vulnerability to a huge amount of diseases. But they also had high breeding rates and RUTHLESSNESS. The elves thought that these humans were like a plague, a locust swarm that will come and pass, and so they retreated and waited out. Naturally, the humans didn't go away, instead they took over the "temporarily" abandoned elven cities and built their own atop them. Novigrad, for example, was built atop the ancient elven city that previously existed there. The long history of human expansion begun; when, eventually, the elves under Lara Doriannen begun their great rebellion, the humans had to great an advantage. The elves were defeated, forced into retreat or assimilated, or, most often, thrown into ghettoes and reservations. The elves are a dying race, without a national homeland. Though perhaps, there still is hope for them... more on that later. During the "detente" between elves and humans, and after Lara's rebellion, the metis race of half-elves appeared, inheriting often the elven culture nonetheless, but becoming more distant from their elven relatives, but these, though there is more of them then one might think, are hardly important. The dwarven races acted in different ways. Some, like many dwarves and most halflings, were assimilated, settling in human cities, sometimes in ghettoes and sometimes free. Many of them became famed bankers, fabolously rich... but on the other hand, due to being "unhuman" they were very often persecuted; early 13th century was especially filled with racial pogroms. But some went by a different path (especially a wide majority of gnomes) and concentrated in the mountainous land of Makhakam, where they formed a paternalistic government (essentially, an elder is elected for life by the clan leaders). Growing their metallurgic skills, they placed the human kingdoms in something of a dependancy - high-quality steel could only come from Makhakam - and also, they armed themselves to the teeth, in the beginning at least. After the first attempts, the humans suddenly lost their desire for controllin Makhakam... A similar thing happened with the nature-loving dryads. Nature-loving dryads filled their forest, Brokilon, with human corpses, but defended their independance. And few ever dared to even approach Brokilon again. And of those who did, only very, very few survived - those who managed to get the dryads to tolerate them. As guests. Rare guests.

And so the human kingdoms grew, expanded, consumed each other and fell apart again. 11th century was time of much expansion, with the elven strenght crippled, but many dangers still existed as the various monsters that appeared at the time of the Conjuncture of the Spheres (it is from that tremendous event that magic arts date, and from there does the modern calendar begin) roamed the lands. The humans, one must admit, were less skilled at defense and in blending in with the environment then those who came before them; the humans were also more ambitious and more ruthless, no doubt they would have advanced to the eastern coast despite the monsters. But, either way, to combat the monsters who attacked the colonists, the "witchers" appeared. Magical mutants, they were unsurpassed swordmasters, and though they were often scorned by ordinary humans and ecologically concerned druids and wizards, those same humans, and sometimes druids and wizards, were often forced to plea at their knees for the help of the witchers.

And so, the humans expanded. Eventually, they conquered the central part of the Northern Lands; it was there that Redania, Temeria, Caedwen and Cidaris would rise. Much later, they colonized the barren north and the wild south. In the north, Redania had large holdings at some point, but later, king Radovid I the Great sent away his brother, a spoiled little brat, to rule there (in the then-earldom of Covir) just to make him go away. It was so that though officialy Covir was a vassal of Redania, de facto it was an independant nation. Time would pass, Covir would conquer some neighbhors, and would also prosper - depite all odds, gold and many other metals were found beneath the hostile rocky surface. Pont Vanis, a great city, was built with canals instead of streets and amazed many visitors. And, ofcourse, an important factor was that the people who had ideas TOO BOLD, TOO INNOVATIVE for Redania departed there in great amounts. And so, Covir prospered, with metallurgy and glassblowing and ofcourse maritime trade. Once, a Redanian king wanted to conquer Covir. A 40-thousand men army, with a Caedwenese expediitonary corps, crossed the river Braa. A few days later, less then a half of that force crossed the river back. The numerically-inferior Covirese army was filled with well-paid men and commanded by well-educated officers, it was a true modern army that defeated the overbold Redanian knights.

In the south, the small- and medium-sized kingdoms - such as Kerrack, Sodden, Cintra, Liria-and-Rivia, Brugge, Verdun, Aedirn and Toussent - appeared. This was not a happy place, due to all those monsters. And all those elves as well, in the more northern parts...

And so they squabbled. But just as in the past, those kingdoms rose and conquered lesser ones, now a "great southern king" came to conquer for himself. This was Emperor Emgyr var Emreys, the White Fire that Dances on the Graves of His Foes, supreme ruler of Nilfgaard. Nilfgaard, a human nation, was radically different from the northern ones; for instnace, it had a monotheistic religion based on sun-worship, while the "nordlings" had an assorted pantheon of gods. Nilfgaard was also more racially-tolerant, though regarding the nordlings as "barbarians". Indeed, Nilfgaard was also more advanced.

As 13th century set in, Emgyr var Emreys, a missing heir like many others, sided with a group of conspirators. As he had a claim on the Nilfgaardian throne, he became a symbol of the coming coup. And later, he asserted his power, killing those who thought him to be a mere puppet. With ruthlessness unparalleled, he supressed the magicians, killed off his political enemies and finally, built up a great army like none before. Hundreds of thousands of black-clad Nilfgaardian troops, with their winged helmets and white-suns-on-black-capes, marched north, conquering kingdom after kingdom. All fell to his army, but the rest of the north was largely oblivious.

Until they attacked Cintra. Cintra was a strong and rich kingdom on the Yaruga river, ruled by the "Lioness", Queen Calanthe. With fire and sword, came Nilfgaard, and suddenly, the Cintrans were massacred. Their army was. The whole kingdom was overrun and conquered, Queen Calanthe was killed in the fighting - Jarl Krach un Krayt of Skeligge Islands (a vassal of Cintra) swore revenge. Shocked, Cintra's northern neighbhors decided to ally against Nilfgaard. Nilfgaard moved further still, winning battle after battle, until finally, in the Second Battle of Sodden, the armies of numerous Nordling nations faced that of Nilfgaard. The forces were nearly equal... but the nordlings received unexpected allies. Mahakham seeked to improve relations with its human neighbhours, and so an expeditionary corps of ferocious, war-like young dwarves was sent south (commanded by Barklay Els). And finally - the Capitul, a mage guild, has violated its traditions of neutrality. Out of nordling patriotism, or out of fear of supression as such that happened in Nilfgaard, they sent a group of powerful sorcerors. They exhausted themselves, but finally, Nilfgaard was defeated. It had to retreat to Cintra, abandoning the conquests in Brugge, Sodden and in Aedirn, and elsewhere north of Yaruga.

Even today, the people of Brugge remember the Twelve of the Hill, those sorcerors and sorceresses who died defending the northern realm...

But this was hardly the end of it. Emgyr did something that was back then considered suicide for his army - he executed the commanders of the defeated armies in large amount. But those who were killed were the old commanders, who became such due to their noble birth rather then their capabilities. This allowed a new generation of commanders, commanders taught in the new military academies and picked for their skill, to take over the army. And to fight a new kind of war... Total War. Already then, it was decided that in revenge for Sodden, everything must be destroyed or carried away back to Nilfgaard by the great army (OOC: IMHO Toteone would make a good player for Nilfgaard). Preparations begun for the war...

But so far, that war is not yet here. Nilfgaard and the northern kingdoms stare at each other over the Yaruga, and prepare for a final clash, a War to end all Wars. The Council of Kings has convened - there, Queen Meva of Liria-and-Rivia, King Henselt of Caedwen, King Demavend of Redania and King Foltest of Temeria discussed strategy and coordination. But it seems that Nilfgaard will win this time. For the Nilfgaardian merchants are flooding the northern markets with their superior goods, the propaganda is spread promising better life to the manufacturers, the peasants and the merchants, and independance is promised to Dol Blathanna - a traditional elven region within Aedirn. For the elves and even some of the dwarves, sick with nordling rule, have formed scoa'thaele ("squirrel") guerrila brigades that attack humans everywhere and commit atrocities that made the human ones wane in respect. As was intended... One of the most infamous scoa'thaele leaders is Isengrim Faol'tiarna, the Iron Wolf, a scarred elf whose very name makes most humans tremble.

It seems that Nilfgaard will win. Or will it?
 
Is anyone apart from me, and possibly Gelion, interested anyway?
 
das: I'm interested, though to give "hey, I will definitely join something based on this" I'll need to see the NES itself.

Oh yes, and last night I got the bizarre inspiration to do an Alpha Centauri NES before Empires of the Sea. Partly as a testing ground for some aspects of EotS that I intend to use, partly to Mod something and have it go more than three or four turns, and partly because I think it would prove to be exceptionally interesting. As my internet is being WEIRD, I'll slowly edit things in this post so that it will at least be up for someone to see.

Anyway, another part of the reason I'm interested in an Alpha Centauri NES is because it already has many of its concepts in place whilst EotS is still a work in progress. There's a complete tech tree, histories and information, as well as every weapon, armor, and otherwise I'll need premade. I simply need to create a viable set of rules, and even then I can base the rules around traditional Alpha Centauri concepts. Which could also lead to some very interesting stuff.

If I do get this going, it'll be either next week or in three weeks [maybe four]. Summer vacation is coming, so there will be time for me to update with a fairly low chance of negative problems in my life. ^^ Hopefully, there's some interest?

EDIT: Holeeee...how the heck did that happen. o_o :eek: I only clicked the send button twice -- once right when my internet died, once when it returned. There's no way that should be a quintuple post...
 
Not a regular TIE/ln or a recon TIE, looks more like a Defender. Not an Advanced X1, and Interceptor and Bomber are definitely out of the question.

You could just edit all of the posts with "Post deleted: Quintuple post".
 
Only, its not me who will do it. ;) Get Gelion or someone else to.
woah, dude, so many tie fighters

A whole air wing with some casualties!
 
:nono: Don't you dare touch Gelion ... he is off limits until he has concentrated on the running of the Nessos story ... oh and his exams :D
 
Yes. But Gelion is Gelion, expect him to hand it over to someone as soon as he postpones an update for a really long time. ;)
 
Just sort of an overview of what I have planned. Sorry, Cleric, I think I'd prefer to use my own stats. ^^;

Name: U.N. Peacekeeping Forces / Peacekeepers
Leader: Commissioner Pravin Lal
Agenda: U.N. Charter enforcement, diplomacy and peacekeeping, democracy The agenda of a faction is greatly important for the player to know. The citizens, especially Talents, strive to continue this agenda. Not even bothering with the agenda might not sit too well with the citizenry...
Units: 1 Green Infantry Battalion [Hand Weapons/No Armor] Units on land and Copters consist of battalions, missiles consist of either barrages [conventional missiles] or single missiles [planet busters], and all other air and sea units consist of squadrons. All weapons and armor, or at least most of them, will be present and have their own unique uses.
Technologies: Biogenetics Must I tell you what this is?
Minerals: 10 [+1 per turn] Minerals are used to form Units, to Terraform, expand with bases, and build Base Improvements. When you have an unneeded surplus, you can always trade them to another Faction...
Energy: 10 [+2 per turn] Your currency, you get this via commerce, solar collectors, etc. Use this for research, to maintain your armies, to improve your Psych to create talents and eliminate drones, and other, similar things.
Nutrient Surplus: 0 [+1 per turn] The Nutrient Surplus is your faction's unused Nutrients from all bases. The larger your surplus, the more prepared you'll be for those unexpected droughts that hit your factions occassionally. Nutrients can also be traded to another Faction
Labs: 0 [+1 per turn] Devoted research, Labs are your pure Research Points. Every base produces one without an improvement, but scientific improvements can increase this many times over. No matter your current economic status, you will always have some way to research.
Population: 10,000
Workers: 90% Standard citizen.
Talents: 10% "Ideal" citizen.
Drones: 0% Rebelling citizen.
Workers are your average, everyday citizen. The average citizen changes depending on the faction, of course, but is always the bulk of the workforce. Talents are the "ideal" citizens, the prominent ones that strive greatly to be the best in their society. In the Hive, they are even more mindless than the standard worker, for instance. Drones are citizens whose ideals and mindset are straying from, if not totally opposite of, the Factions. In the Hive, a Drone is a free-thinker that isn't one of Yang's personal assistants as a good example. The exact effect either will have right now isn't clear right now, but Drone Riots and Golden Ages will probably be implemented in some way
Bonuses: Support cannot drop below 0 [military readiness for peacekeeping missions]
Talents make up at least 10% of the population [attracts intellectual elite]
Double votes in elections for Planetary Governor and Supreme Leader
Penalties: -1 Efficiency [UN-style bureaucracy]
Cannot use Police State or Mind Control social engineering choices
Cannot start aggressive campaigns or commit atrocities against other humans
Quote: “As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master.”

-- Commissioner Pravin Lal
“U.N. Declaration of Rights”

So, uh, does that seem to be any good at all? I'm trying to implement as many things from the actual game into the rules, including Social Engineering. However, I'm not sure if I'm being too controlling. For instance, the Peacekeepers cannot begin wars of conquest in the current prototype rules so as to prevent someone from taking said Faction and turning Lal into "Hitler, Jr.". Perhaps it's a bit too extreme? The Gaians, being pacifists have intense difficulty starting aggressive wars except possibly against extreme polluters. The Morganites have difficulty engaging in wars that aren't "profitable" as according to top investors. Perhaps I should limit such things to what the Agenda does?

Anyway, I do hope there is SOME interest in this otherwise it'll end up dying when I get it up from lack of people rather than lack of modding. :crazyeye:
 
Seems okay.Just remove those war restrictions for those goodie factions.Will you include Crossfire factions(minus the 2 alien factions)?
 
I'll definitely be including the Crossfire factions, though the human ones will not appear until 4 years/turns into the NES itself. I might or might not include the Progenitors, and if I do I'm also debating whether to make them Permanent NPCs or allow them to players.

And I have been thinking on eliminating the "can't begin wars" thing. Penalties for going against the Agenda of the Faction seems like a better idea without absolutely restricting the player. But I'm still keeping Lal from ever being able to execute atrocities against humans [but of course, should the Progenitors appear they will be open for nerve gassing :p], even if the UN Charter were repealed since the UN Charter is probably Peacekeeper law anyway...
 
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