Kolonialbeamter

Eurobricks Dukes
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Everything posted by Kolonialbeamter

  1. To all subjects and citizens of the Brick Seas, listen up! For the start of Era II we are looking to come up not only with cool new features, but also with a BoBS logo and a banner. And for this venture we want your help! If you have a cool design idea, don't hesitate - show us what you got! Or describe what you think could be awesome, and enable your fellow BoBS'ers to help design it! In terms of a logo we are looking for something that could be 'stamped' onto images of BoBS creations - fairly simple, yet cool and easily recognizable as 'BoBS-ish' - staying in character, we are pirating yet another idea from the Guilds of Historica here And banner wise... well, it's at least for the Master Index, so it's time to impress Use this thread to post and discuss anything related to this venture. In the end, we either end up with one design for each, or we'll have a public vote if there are several contenders. Thanks in advance for your contributions, and happy designing!
  2. Kolonialbeamter

    [OL - CH5D] Fish from Above

    Hi there, fellow BoBS'ers, I'd like to present my Challenge V - Category D entry: Fish from Above In their efforts to weaken the Eastern Bumbel Tuna Trading Company, the Garvian High Command had declared the waters around the Isla de Medio hunting grounds for their privateer fleet. As a result, especially the Tuna Strait quickly turned into a more and more dangerous place for the Marderian fishermen to go about their business. Fortunately for them though, the waters of the Tuna Strait were not only filled with fish, but also covered in thick layers of fog most of the time, thus still presenting a tempting area of operation for fishermen who were courageous enough to set sail. As it so happens, the crew of the Tuna Spirit was made up of especially brave men, and the thought of staying ashore in fear of Garvian privateers wouldn't cross their minds. And even when they became aware of an enemy raider closing in on their position, they didn't think of running away. Instead, they used their fishing gear, ropes, nets, and painted sail cloth to disguise their tiny boat as a menacing ship of the line. Sure, it wasn't a perfect disguise, but in the spirit of the best defense being a good offense they decided to engage. And so one of the most... unusual... naval engagements of the entire war took place. Unaware of any large ships in the era, the crew of the Garvian raider was caught by a complete shock when the fog revealed a mighty two-decker ship of the line right before their eyes. In utter fear they tried to break off and get away, but it was too late as the large predator was obviously in firing range. And then, it rained down fish on the already terrorized Garvians... shortly after, the privateers had all jumped ship, and thus this day the Tuna Spirit hauled in their greatest catch ever. About: Well, this was a lot of fun to build, although I had to do the final details using a laptop Anyway, as usual all can be build... the vessels are based on cb4's full hull technique, and a special thanks to all who gave me some WIP input Thanks for watching, C&C welcome! Vive le Roi!
  3. Kolonialbeamter

    Design-a-BoBS-Logo-and-Banner Community Project

    Some more suggestions: Some coin designs: And the BoBS Kra(aaahaaaa)ken: If anyone wants to edit these, here's the .svg file (inkscape).
  4. Hi there, fellow fortune seekers and adventurers, this is my entry for Challenge V - Category E. The Conquest of Paradise The Marquis de la Roya is an able man. Considered reckless by his foes and peers alike, he sees himself as a loyal servant to the new Marderian King Alphonse XIII. And as a loyal servant, he knew it was up to all Marderians to support the empire's war efforts against the invading Eslandian forces as best they could. But the Marquis is not only skilled in the arts of battlefield warfare - his true qualities lie in gathering and evaluating information. Cause that's what wars are won with primarily. And recently, he came across a very interesting bit of information. What only very few people in the Brick Seas know is that the mysterious voyages of the Oleander priest Father Tholeau lasted much longer than official records claim. And during these voyages to the far end of the world, Tholeau didn't only find the Fountain of Youth. In fact, he had also found something else in the vast jungles of the New Terra - something so important and potentially dangerous that it could shake the political status quo of all the known world like a furious earthquake. He had found the legendary city of Legorado - a city constructed of pure gold, constituting such astonishing wealth that whatever power managed to claim it would be considered rich beyond the wildest dream ever dreamed up by anybody. Terrorized by the implications of this very thought, Tholeau tried to kept his findings a secret. But the map he drew to find his way back home somehow winded up in an Oleander monastery where they were almost forgotten. And it was this bit of information that reached the Marquis de la Roya's ear... Part I - Atrocities The Marquis and his henchman - who only went by the name of el Zamuro - didn't loose any time. In total secrecy and given order by King Alphonse XIII himself to 'do whatever is necessary', they took command of a company of the King's Palace Guard, and boarded a ship - direction East. Their first destination was the Oleander monastery rumored to hold the secret map. When they arrived, the head priest requested to know what this unexpected visit was all about. This was his last request on this earth - 'whatever is necessary' in Marderian is best translated with 'shot first - don't even bother asking questions later!' The map was found shortly after in the catacombs underneath the chapel. The path was set. Part II - Pathfinding After an uneventful journey to the far side of New Terra, the Marquis and his company set up camp at the beaches of this yet unsettled island which revealed itself in front of their eyes. After a night's rest and some planning and scouting, the expedition party moved out and made their way through the jungle. The green hell was merciless - humidity and heat took their toll, as well as all sorts of venomous crawling things - man after man collapsed in these harsh conditions under the weight of their heavy equipment. After marching for several days without finding anything, concerns were spreading - some in the King's Guard whispered the Marquis would be their downfall. But luckily enough for de la Roya, soon after the expedition came across a promising beacon - an altar in the middle of the jungle. And the best thing was that gold seemed to be abundant! Part III - The Great Golden Pyramid of Legorado Incited by their discovery of the gold filled altar, de la Roya and his men picked up the pace and marched on. Driven by an insatiable thirst for the shiny metal they hasted through the jungle - nothing could stand in their way. All the long journey's destitution was forgotten, suffering became meaningless, and especially de la Roya's eyes were filled with an almost inhuman desire. And then they saw it. A bright reflection of pure golden sunlight in the middle of a vast clearing. Like bugs they were drawn towards it, still incapable of believing their eyes in the face of such radiating beauty. As the expedition closed in on the bright light, a priest flanked by two warriors approached them, seemingly friendly and curious as to the origin of the strange looking men. But instead of trying to enter into a conversation and trying to explore an obviously fascinating culture, de la Roya and his company only had eyes for the gold... 'Whatever is necessary' - the Marderian way... After the heinous murder of the sun priest and his warriors, de la Roya and his men climbed the pyramid. When they reached the top they first were shocked that the temple didn't contain any treasure. But when el Zamuro smashed his sword into the walls of the temple out of pure frustration, he realized... the entire temple structure was constructed of massive gold! What happened next is better not described - it sure was a great day for de la Roya and Mardier, but a horrible day for mankind as a whole. 'Whatever is necessary' About: Well, where to start... the jungle build was pretty straight forward, nothing really special about it. The chapel was a bit more tricky, the rug took some time to get right, but the hardest thing here was to stack the two coins on the small altar - something that 'in the brick' would take no time at all Now, the pyramid, yes in theory it could be built, but I sure don't know if the required bricks exist in such numbers - on Bricklink certainly not. Among other parts the pyramid consists of: 9792 chrome gold 1x2 tiles, 8675 pearl gold 1x1 plates, 718 pearl gold 1x2 jumper plates, 557 pearl gold 1x2 tiles, 658 pearl gold 2x2 tiles, 955 pearl gold 2x2 jumper plates, 5495 pearl gold 1x4 tiles, 2125 pearl gold 2x2x2 slopes What about suggesting this as a Lego Ideas set? Thanks for watching, C&C welcome! Vive le Roi!
  5. Another guess: It could have to do with emotional distress while facing the beast. I'm sure if that thing was to pop up right before me, heck, I'd be adding a lot more A than just two - 'Kraaaaaaaaken!!!'
  6. Kolonialbeamter

    New Ship Classes - The Transition

    Darn, we should have gone to eleven!
  7. Kolonialbeamter

    Account Summary

    Tax ;)
  8. Nope, there's no extension... which reminds me - waaaaaaaaaaahhhhhhh, I should get buildin'
  9. Kolonialbeamter

    New Ship Classes - The Transition

    Two corrections that didn't make it into the final write-up due to Germany not quite winning the Eurovision Song Contest yesterday night Class 10 gets a total of 39 stat points, instead of 36. Class 9 maneuverability is max. 5 instead of 6, for class 10 it's max. 4. Yes. It also counts against the free upkeep. 'Free' license just means there's no license cost.
  10. Yup, upkeep will only be charged for those ships active during an MCRA run. No participation for that month - no upkeep for that month.
  11. Kolonialbeamter

    New Ship Classes - The Transition

    I found that helpful, too, but I don't think we'll be strict on judging this. What matters for a class rating is... well, it's actually not easy to find a hard definition... a ship just has to feel right. That's why we provide BoBS ship samples, but refrain from listing real life ship types/ratings, and want an open discussion about all ships so we all can develop a feeling for rating ships over time. Size certainly matters (pause for effect ), but think tonnage, not length of hull in studs. Also, in terms of build quality, great looking ships are more likely to be approved a higher class rating if in question than rush builds. That will depend on the MCRA/combat rules which are currently in the making. I certainly like this feature, but maybe it gets replaced with a different mechanic. For later we consider introducing a way to (slightly) alter your ships' stats via builds similar to the MCRA result build, so ships could fulfill multiple roles over time (merchant man during peace time, warship in times of war), without the need to buy a whole new license each time a new outfit is wanted.
  12. Let's wait until all initial questions are answered and it's clear to all what licenses their ships will get. Besides, we have to wait until the forms are up anyway. Let's not rush it - we do have some time ;) Licenses alone don't matter, only once you have a ship (ship-MOC + license) the ship level limitations come into play. So in short, yes, you are right :)
  13. Kolonialbeamter

    New Ship Classes - The Transition

    [saved]
  14. New ship classes are finally here. Check it all out starting from here:
  15. Kolonialbeamter

    About Ships

    Reference MOCs for all ship classes: Class 0 - Pearl Diving Canoe Just a small canoe, not ocean going, but doing well in coastal waters - with enough cargo space for plenty of precious pearls. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 0 24 6 1 3 0 0 2 0 6 Class 1 - The Saucy Gibbon Fast little sloop outfitted for inter island trade runs and coastal exploration. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 1 60 9 2 3 0 1 2 1 9 Class 2 - Pride of Poseidon Light, maneuverable patrol vessel with enough firepower to hunt down smugglers. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 2 120 12 3 4 2 1 0 2 12 Class 3 - HMS Otter With her highly maneuverable cutter rig, medium range capability, and armed with a set of 4 pounders, the Otter is perfect for the job as a patrol craft. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 3 200 15 3 6 2 2 0 2 15 Class 4 - Asesino Sturdy brig-of-war armed with 16 long guns, she can hold her own against any opponent in her class. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 4 300 18 4 4 4 4 0 2 18 Class 5 - Ironsides Armed with several carronades and manned by a man'o'war crew, the Ironsides is a powerful warship for her size, and her heavy scantlings make her hull a tough nut to crack. Outfitted for the high seas, her range is long, but her old-fashioned rig limits her maneuverability. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 5 420 21 5 3 4 4 0 5 21 Class 6 - Alejandro de Vargas Old fashioned galleon. Doesn't possess the greatest sailing qualities, but with a sturdy hull and decent firepower this terraman is not to be messed with easily. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 6 560 24 4 3 4 4 4 5 24 Class 7 - Margot Built to dominate the seas, Margot doesn't disappoint. While still reasonably cheap to operate, this already legendary ship-of-the-line shows no true weaknesses, but instead offers excellent bang for the buck. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 7 700 27 4 2 8 6 0 7 27 Class 8 - Triton Triton - veteran of many battles and a floating fortress. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 8 900 30 4 2 9 7 0 8 30
  16. Kolonialbeamter

    About Ships

    About Ships In this thread you’ll find all information necessary to operate a ship in the EGS, or more precisely how to make your ship fit to participate in the thrilling venture that is the MCRA. Ships and Licenses A ship you want to use in the MCRA has to be a combination of both a ship-MOC and a license. You may at any time post a ship-MOC, and attach a license to it once you are able to acquire one. To attach a license to a ship-MOC or to unlicense a ship use the Ship licensing form, note that once a ship is unlicensed the old license ceases to exist. There are multiple ways to acquire a license for your ship-MOC - purchase, capture, a challenge prize. A license has to fit the general properties of the ship-MOC, creative license is of course allowed and appreciated - but within reason. Leadership has the right to revoke licenses in case of rule and spirit violations. Licenses come in different classes: Class Cost Base Upkeep Benchmark MOC Stat Points 0 24 6 Pearl Diving Canoe 6 1 60 15 The Saucy Gibbon 9 2 120 30 Pride of Poseidon 12 3 200 50 HMS Otter 15 4 300 75 HMHV Athena 18 5 420 105 Ironsides 21 6 560 140 Alejandro de Vargas 24 7 700 175 Margot 27 8 900 225 Triton 30 9 1140 285 33 10 1500 375 39 Ship Classes: Each ship class comes with a total number of stat points, the higher the class the more stat points are available. Within the distribution limits these stat points can be spread among the various ship characteristics according to one’s individual preference to create customized licenses, for reference MOCs see the second post in this thread. Ship characteristics are: Range (R): A ship can travel its range plus 1 zones per MCRA. Must be a value between 0 and 6. Maneuver (M): This is the vessel's ability to maneuver in an encounter. Thus, it decides its relative ability to catch up with or flee from an enemy. Must be a value between 1 and 6. For class 9 it must be a value between 1 and 5, for class 10 a value between 1 and 4. Guns (G): This is the ship’s firepower. Must be a value between 0 and 12. Crew (C): This is the fighting crew of your vessel, used during boarding actions. Roughly, one C equals 5 men. A 0 crew is the captain and a few choice men. Must be a value between 0 and 12. Cargo ($): This is the space the ship has for hauling goods. Must be a value between 0 and 15. Hull Strength (H): This is the strength of the hull, the vessel's ability to withstand fire from warships and fortresses. Must be a value between 0 and 12. Hull-piece guidelines Class 0: Similar to lego rowing boat (NB: Prefab row boats, canoes, etc. cannot be licensed) Class 1: N/A Class 2: Narrow hulls, no mid sections or 1 very light Class 3: 1 or 2 mid sections, depending on "bulk" Class 4: 2 to 3 mid sections. Transition to large hull pieces Class 5: 3 to 4 mid sections Class 6: 4 mid sections for multiple decks, 5 for single decked vessels Class 7: 5 for Ships of the line or galleons, 6 for heavy frigates Class 8: 6+ mid sections minimum and several decks Class 9: 7+, several decks, Probably upper limit for prefab hull-pieces Class 10: N/A The Costs of Ships Every player is always entitled to one free class 1 or 2 license. Sea Rats only pay 70% of a ship license. Next to the price of a license there’s also upkeep to be paid, and ship limits to be considered. Upkeep is calculated as total upkeep of all the owner's active ships during an MCRA, and automatically deducted from all involved accounts after every MCRA, use the upkeep calculator at your convenience. NB: The black flag pirate crews of the Sea Rats often find provisions and supplies by... alternative means. Sea Rats pay no upkeep for black-flagged ships.  Base Upkeep From To Modifier 0 100 0 101 200 100% 201 300 150% 301 500 200% 501 1000 250% 1001 300% Ship Levels: Ship levels limit the total number of ships one is allowed to operate, they are determined by the sum of ship classes, so for example if you own a class 5 and a class 7 ship, you must have a ship level of 12 to operate them. Only the following entities can own vessels (i.e. have their own ship levels.) Players, who start out with a ship level of 10 Factions, who start out with a ship level of 25 Officially chartered trade companies, who start out with a shiplevel of 0 Settlements, which can own ship levels up to its settlement level. (Capped at 20) To increase them, players, factions and trade companies must unlock additional levels. This is a one-off cost and then your ship level is increased forever. Apart from the cost, a vignette (or larger) must be made to explain the IC reasons why/how the limit is increased. (If the build meets the normal requirements, it can be licensed. One build must be submitted per entity per increase) Prices are cumulative. Additional levels can also be unlocked in other ways, like via certain traits of the skill system. Additional Ship Levels Price DB Price *IP +25 250 250 +25 500 500 +25 750 750 +25 1000 1000 Additional Rules and Clarifications The Naval Licensing and Prize Court: The NLPC’s role is to support leadership in making final decisions and advise players in all issues discussed in this thread. The NLPC can also be used to sell unwanted licenses out of the game. See here for more details. ‘Sistershipping’: If a ship is captured, sunk or otherwise lost in the MCRA the former owner may attach a new license to the ship-MOC. (If he is the owner of the MOC, i.e. typically the builder, unless specifically transferred during a sale.) All ship owning entities may, at any one point in time, hold sisterships up to 20 shiplevels. (Eg. 1*class 7, 2*class 5, and 1*class 3). In other words, if sistershipping a lost vessel brings your total number of sisterships over 20 shiplevels, you cannot sistership that vessel. Sistershipping requires a sistershipping build. Please include a link to the original moc in the sistershipping topic. Since Jan 2019 - the cost for a sistership license is double the original license cost. See here for more details. Faction warships: Factions always have three MOC and upkeep free class 5 ships available. These ships count towards the factions' ship level. The characteristics of these ships are defined as the faction licenses them. Ships captured or purchased from other players: NPC ships captured in the MCRA are licenses only, therefore they need a ship-MOC in order to be used again. The same applies for captured MOC-free faction warships. MOCed ships captured in the MCRA can be reused as ships as they are. The same applies for ships purchased from other players (use the Transaction Form). The rules regarding upkeep and ship limit apply unaltered. Captured ships (or captured ships bought in an auction or similar) will not count towards the sistershipping limits, unless bought by the holder of sistershipping rights. (Typically the builder) Ships maintain their stats after capture. (since they are effectively the same vessel) Troop transport: For every point of cargo capacity plus the ship's class rating, a ship may carry 5 soldiers (5 soldiers = 1 crew point). For example, a class 3 ship with a cargo capacity of 4 could carry 35 soldiers (7 additional crew points). Commanders: For fleets of more than 5 ships, a commander is required. Please see the relevant rules here. Regarding ship stats: If you need the stats for your vessels, you should been granted access to your factions stats by your leaders. If they haven't given you access yet, you may pm @Legostone who'll help you out with the stats of your vessels. Regarding "inactive players" If there is some form of agreement (formal or informal), existing ships can be used/managed according to the agreement. For escorts, trade, warfare, etc. as agreed. This agreement does not need to be published. These agreements can be faction wide, player based, etc. but if anyone misuses a player's ship against his wishes, leadership will step in. Anyone should always be free to opt out of such an agreement. Only existing vessels can be used. No new ships can be licensed in passive player's names, and ships cannot be sistershipped once lost. Over time, fleets of inactive players being used will thus dwindle. Exception are ships build by the absent player for a faction, settlement, or trade company, as use rights already belong to the given entity. Once the player returns, ships can be sistershipped and new licenses can be made as per normal rules. You are not allowed to change ownership, as that would eventually be stealing the vessels. Neither can they be sistershipped by any other entity once lost This policy will mean that only existing vessels can remain active, that players or factions cannot "optimise" upkeep or game the system by using inactive accounts, and that we get no additional paperwork or administration. Please note that it should also ensure balance. A faction will not be unduly punished because someone suddenly becomes inactive, but also that we will not see "ghost ships" sailing the seas. (Only known and active vessels still sailing) This is a rule thread - do not reply! Not even with 'Okay' Questions belong here or in the general BoBS intro thread.
  17. Kolonialbeamter

    Rule Updates and Clarifications

    New Ship Classes The long-anticipated new ship classes are finally here, along with some changes made regarding ship upkeep and other things, among them the rules concerning sistershipping. Make sure to check out all of it in the About Ships thread! Major changes: Classes now stretch from 0 to 10 (the classes 0 to 5 remain unchanged), covering all the naval spectrum for you to make use of - time to roll out the big guns! Ship stats aren't fix anymore - instead you can (almost completely) freely distribute a total sum of points (the higher the class the more points you get) among the ship characteristics, which are now also streamlined for easier understanding and calculation. Upkeep and ship levels (total number of ships allowed) are now separated. Owning larger and more ships will be significantly more expensive than it used to be. Sistershipping will effectively be limited - the details are still in the making - but most likely to a certain number of ships, and requires a vignette build. We hope to emphasize the building aspect of BoBS, yet try to keep the delicate balance with the game element on the other side. Regarding the transition procedure, read here.
  18. Ahoy there, fellow BoBS'ers. Nothing much today, just another little scene along the river a bit upstream of Lavalette. Up And Down The River While barrels full of peppercorn are floating downstream towards Lavalette - okay, sometimes they get stuck - the other direction is not less frequented. Here you can see a dedicated crew transporting a waterwheel to the side of a sawmill currently under construction a bit further upstream. As hard a task that might be - fortunately, there are always people who seem to have an even nastier job - apparently good enough an opportunity to make fun of those poor souls... There isn't really anything more to describe here About: Nothing much to tell here either... As usual, all can be built... and also as usual, placing those minifigs was the most annoying part. Thanks for watching, C&C welcome! Vive le Roi!
  19. Ahoy once more, laddies. Long time no ship - shame on me - so I hope to make up for it by presenting something a little larger this time. États de Boussac Ordered and paid for by the Estates of the Province of Boussac, the États used to call the Great Northern Ocean her home for the past years, trading goods between Pontilla and Northern Oleon. But now she is one of the first larger Terramen to see regular service on the shipping lines between Halos and New Terra. With the increased traffic, the number of pirates and other threats increases, too. Being able to protect the more and more valuable cargo, larger and better protected ships are becoming essential for the merchant elite of Halos. As she can easily carry a broadside of 10 medium or even heavy guns, the États de Boussac surely has what it takes to prevail on the perilous waves. May Poseidon and Tyche bless her journeys! And the good ol' comparison shot: About: I think this is the biggest ship I've posted here so far. It's also my first attempt at a custom hull galleon. Therefore, the États is rather just a simple, non-fancy test ship to get a feeling for the shaping of such a hull. A 3D model I found online served as inspiration... and it didn't turn out too bad, I think. Using flex-tubes as rigging instead of the strings with handles I used to is still pretty new to me, getting them in place is even more annoying, but it looks better - in my eyes at least. What else? As usual, all can be built... And finally some numbers: waterline is 85 studs, beam is 22. Piece count is 'only' slightly over 7000, as internally, she only features the decks, but nothing else. Should still be large and massive enough to be at least a class 7 with the new ship classes. Thanks for watching C&C welcome! Vive le Roi!
  20. Greetings, fellow BoBS'ers, I'd like to present my entry for Challenge V - Category B. Keeping the Keep El Peñón is a strategic Marderian stronghold overlooking the Bay of Good Hope. Although not a large fortress, El Peñón is nonetheless a vital part of Mardier's defenses around the town of Terra Fin Tin. Carved deep into the rocky cliffs, El Peñón is virtually impenetrable - a fact that's also known to the Eslandolian High Command - and giving them major headaches. The joint Eslandolian and Garvian assault plan provides for the surprise capture of Terra Fin Tin in order to open up a second front north of the fortress city of La Puebloto. And in order to achieve that, El Peñón had to be sacked quickly before any Marderian reinforcements would render capturing the fort impossible, ultimately putting the whole second front plan in jeopardy should Mardier's forces around Terra Fin Tin be alarmed before the actual assault was to begin. To solve this problem, one of the Eslandian elite units, the Black Bats - a veteran battalion experienced in spearhead missions, and infamous for their recklessness - was tasked with the surprise attack on El Peñón. Initially, the mission progressed as planned - the approach was not spotted by neither Marderian patrol vessels nor lookout posts along the coastline. And another pleasant surprise: when the boats landed, it became clear that the fort was undermanned. Now nothing stood in the way of a quick success. Or at least so it seemed... What they hadn't expected was the courage and relentlessness of the fort's commander. Before the perimeter guard was overrun, coronel Lorenzo Alderete stepped outside the gate in a desperate attempt to buy time, telling his men to barricade the entrance behind him. He then proceeded to furiously charge the attackers. The coronel managed to repel man after man, giving the garrison valuable time to regroup and send for reinforcements. The artillery lookout then spotted the approaching Eslandian fleet and the fort's batteries started engaging - thus completely ruining the attackers' element of surprise. Shortly before coronel Alderete was mortally wounded, he yelled out his final order to the garrison - to drop a load of explosives onto himself and the attackers. El Peñón was not to be captured! For Mardier! Some additional pics: About: Well, this started out with the simple need to come up with something for this category at all... and unfortunately, a massive builder's block. Eventually, the block loosened, and thanks to the support of @Bodi and @Captain Genaro, I even managed to put in some action. What else... well, as usual all parts except the uniforms exist... gravity is 'off'... can't think of anything else now Thanks for watching, C&C welcome! Vive le Roi!
  21. To all subjects and citizens of the Brick Seas, listen up! For the start of Era II we are looking to come up not only with cool new features, but also with a BoBS logo and a banner. And for this venture we want your help! If you have a cool design idea, don't hesitate - show us what you got! Or describe what you think could be awesome, and enable your fellow BoBS'ers to help design it! In terms of a logo we are looking for something that could be 'stamped' onto images of BoBS creations - fairly simple, yet cool and easily recognizable as 'BoBS-ish' - staying in character, we are pirating yet another idea from the Guilds of Historica here And banner wise... well, it's at least for the Master Index, so it's time to impress Discuss and contribute here.
  22. Kolonialbeamter

    Danger in the Mine

    Another epic Build-by-Kai, and definitely one of the finest mines I've seen around here I'd say I hope next time your green miners won't be too greedy, but then... well, we know that's unlikely, so better equip them with this here
  23. Kolonialbeamter

    Brimstone extraction outside Astrapi

    Wow, this is pretty cool, both in idea and execution. And your light effects really add to the excellent overall atmosphere of the build. Now I kind of want to see a powder mill in Astrapi, and at least a gun maker Keep it up, Keymonus!
  24. Kolonialbeamter

    [SR - FB4] Victory Celebration

    Faaaaantastic build, Professor, and definitely a more than worthy monument to commemorate an epic and glorious victory by and for the free citizens of Bastion and beyond!