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Completed Let's play: Horde! (Finished)

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,970
Location
Swedish Empire
next is the desert.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
15,003
I think this LP will actualy make it to the end somehow.
 

abstract

Scholar
Joined
Sep 20, 2006
Messages
444
Darth Roxor said:
ghostdog said:
Wow, hammerfall is like the gayest and most banal epic-power-metal band.

No, that would be Dragonforce. I think the name alone points that out neatly.

hey, at least they can shred.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
Welcome back! In the previous episode, as you all know, we became the Emancipator of the Fetid Swamp of Buuzal. Today, we shall be transfered to a new, unknown region which will be unveiled in the next few pictures of our majestic escapade.

First, the briefing:

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The 'female' doll's parts are spoken in a ridiculous, fake falsetto.

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this is also in falsetto.

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What do you mean YOUR hordlings?! :conspiracy:

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Here we are. A desert. How marvelous.

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And you know what I'm gonna do? Something I wanted to do from the start

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Surround the village with a wall of knights mwahahahaha o_@

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What do you mean 'at limit'? What is this nonsense?!

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well, fortunately, I have a remedy for that...

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... since I can also hire archers.

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Hurrhurrhurr

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Next fees: -1440 (y)

Well, okay enough of these shenanigans, let's pretend this never happened *rewind*

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Here we are. A desert. How marvelous.

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First thing I did, was dig around to do some waterways so we can get more grass. Desert is even worse than the swamp, since not only you can't build on it, but cows also can't forage on it, and extending grass is a bitch, since before we just needed a few trees - here, we need to dig around to drive the water near.

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So here's the final result for now. Let's hope the village is small enough that I'll be able to aid all the cows in time at least in spring.

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Of course. Incoming from the north, when the knights are in the south. How jolly.

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Well, since all the invaders were regular hordlings, I managed to not lose any cows. Great.

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what?

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Right, let's hire more knights, and extend the waterways

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Incoming cannon fodder.

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MEH, lost a villager. Not good, we can't afford to lose too many of them at such an early stage.

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Yup. Desert doesn't like being pushed out by grass, so it can retaliate. Already happened after the first season, I think - I had to move the cows from the eastern regions, because they woke up with sand instead of grass beneath their hooves.

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Here's the current situation.

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New type of hordlings dead ahead (REVENGE OF THE UNICORNS, YES, I'M LOOKING AT YOU GHOSTDOG), let's call it the Burrower. It's the 'burrowing sand hordling' the chancellor threatened us with. They are more intelligent than regular hordlings, hit harder, are tougher (3 hits), and have this pesky ability to... well, burrow through sand, which makes them invulnerable and faster. Fucking great, just another reason for us to get more grass around.

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Dammit

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You can see the burrowed hordling under the ruined house, in a sand mound.

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Casualties aren't that high, though.

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These tips sure are random this time around.

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Right, I did a risky manuever. Bought more cows and placed them in the south, but didn't leave knights around. I'm just out of fucking space to plant the cows out there - at least in the swamp I could get the knights + cows on the borders of the village and spam the town itself with cows, but here I just don't have the grass. I also wanted to build some walls on the desert, but hohoho, CAN'T BUILD ON THE GODDAMN DESERT. meh.

Also, since land is so scarce, the cows need to be spread out from day 1 to avoid getting patches of rocks to further reduce the amount of grass.

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Right, let's assume the lone hordling coming from the west will rush the cows by the knight and go to the north east.

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I've been hit. Minus fucking 40 hp. I don't remember now if I was hit once or twice by the burrowers, but it makes them formidable adversaries in both cases.

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FUCK. Well, the knight should pull this off on his own, let's go south.

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Two hordlings running around munching on our cows. I think we've lost quite a few of them already, dammit.

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Shaman... because that's the one thing we needed right now, right? :x

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He beamed out next to the tank... well, that's not good.

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Ohohoho, notice how the amount of hordlings alive rose from 3 to 5?

Yup, that's the shaman's very neat ability! They can RESURRECT FALLEN HORDLINGS, ARGH.

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Finally got the fucktard. And one burrower, too.

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Argh, because of all this chaos I forgot to turn on the flamer.

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One down, two to go.

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Taking hits.

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Another fine feature of the shamans that just became apparent - they can turncoat hirelings. Just got bashed by my own knight for -10 hp. Fortunately, a single swing of the sword brings them back their sanity.

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Hit again... and got knocked back just a step from a turncoat knight (you can see that by the bubbles flying over their heads). One more hit and I'm fucked.

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DIE DIE DIE!! AHAHA! Now for the last one

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Uh... what a great sign of things to come, isn't it?

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and to cheer us up at the end of the year, comes the Chancellor with his jewish taxes...

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:evil:
Also, notice that we started with almost 12k gold. Now we have 2k less. We aren't even getting a steady income, we're getting a steady, errr, outcome?

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And here's the only new thing in the shoppe. I never bought it previously, so I have no idea what it does, but apparently it gives IDDQD + helluva damage. Should I buy it? Good question.

This concludes the first year. The next ones will probably be even more... splendid...
 
Last edited:

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
I don't see why not, the mace is pretty much a 'panic button' the encounters can only get worse with the sand horde charge attacks hitting you hard.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Why don't you dig more irrigation?

Also, it may be prudent to diversify your hirelings, as the knights apparently underperform. Get two or three archers. That should help, especially against shamans.

It'd be better to spend money now and earn it back rather than saving alot.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,953
Archers are actually more annoying with shamans. Being pelted by 2-3 archers + a shaman makes it very hard to move. You'll still probably want some on this area though, because of my next bit of advice:

BUILD A MOAT.

The burrowers can't cross water. Surround your town with water, and they can't harm a fucking thing. Well, except you if you go out to fight them. The only problem is they can be total dicks and run away from you for a long time before finally getting pegged if you don't leave any entrance at all. The boots should help with that though. And surrounding the village with archers.

Also, absolutely spam that water early on. Grass grows within 2 tiles of it, so put it as far to every edge of your grass as possible, and leave pools behind to keep the grass from vanishing in the middle. You get a lot of fucking years here to make your money back, invest in the irrigation ASAP.
 

Rabidredneck

Liturgist
Joined
Apr 4, 2009
Messages
303
"DID YOU SEE ANYTHING!?!?!"
"No sir! I didn't see you playing with your dolls again!"
"GOOD!!!"

Also, that teleport ring is looking useful now, if you haven't gotten it yet.
 

fractal

Novice
Joined
Oct 10, 2008
Messages
27
Location
Germany
The mace is great, especially against the snow hordlings in the next area and tank squads (anything it hits is insta-killed). It has a 100GP activation cost though and the duration is about 10 seconds, after which you're left with the dizzy animation.

With the amount of money you have, place a knight near each house, with a cow at the opposite side. That should stop your population from getting decimated.
 
Joined
Nov 24, 2005
Messages
1,269
Location
The Von Braun, Deck 5
Don't buy the mace yet, spend all your money on irrigation for now. I just tested DamnedRegistrations tip and it does wonders. I made a triple moat with holes in the outer perimeter and placed a couple of cows+knights in the middle as lure to bait the burrowers. It's a beautiful sight watching the burrowers follow that one-tile pathway to certain death. I placed archers by the inner moat to tackle the tanks crowding the knight+cow traps. The regulars either drown or get peppered with arrows. The only thing I have to worry about now is the shamans. :cool:

If you have enough money you should be able to get this design working by the end of year two.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,169
New type of hordlings dead ahead (REVENGE OF THE UNICORNS, YES, I'M LOOKING AT YOU GHOSTDOG)
These are not the cute and playful unicorns Hammerfall was talking about! These are moar like the result of hordlings performing the frenzied cavorting of schmoo on unicorns... Hmm, we should make an epic song of it !

You know that you must learn the way of the Fremen to survive the desert planet. I guess the way of the Fremen is the way of the moat...
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
[greeting + retrospection]

Didn't buy the mace yet, as the moat will probably require helluva cash. Gonna buy it the next year.

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Right, let's start working on these waterways.

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All I could do before the time ran out. Dammit, I have a knight in the middle of nowhere and three cows. I'll need to watch the timer more closely next time.

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As always in spring, we get only regular hordlings.

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Cake.

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Here's how thing's look after another season of digging.

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The knight to the east should hang on, let's go west.

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Lost a cow. Fuck.

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COME BACK HERE FAGGOTS. They run as fast as Chauncey, and I'm too lazy to use the boots.

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Eat lead, shithead.

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Okay, one of them got bashed by the knight.

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Right, they do 30 damage.

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SLASH!

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meh

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Uh... WHAT?

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Rrrrrrrright. That was random.

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Anyway, back to digging.

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Well, I think that should be enough living space. I'll do some more digging later in order to connect the southern and northern moats to do an ubermoat.

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Cleverly planted a knight at the choke point. But in retrospect, I should have planted him a tile lower to protect the house, though. And ran out of time again, dammit.

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10 hordlings incoming iirc.

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Let's go to the exposed part in the west.

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Attacking these horned shits is even more bothersome than the crocs, since not only they are small and hard to hit, but they also have hit 'n' run tactics.

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uuuuh, crap. Let's try not to die, shall we?

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Take us down Herman.

Jawohl, herr Oberleutnant.

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*sonar sounds*

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FUCK

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well... I guess I underestimated our opponents... -_-

They won't be so lucky next time :x
 
Last edited:
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
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No, no, no. That was Sir CARTER, the guy who always dies y'know. Carry on as nothing happened, my liege.
 

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