Page 5 of 22

Re: MyrMen OOC.

Posted: Wed May 01, 2013 9:58 am
by LAYF
BadgeAddict wrote:
kida wrote:How did mission 5 chosen? Most votes where on mission 3

I looked back and now I'm wondering the same thing. Unless there was a roll on what mission to take somehow.

DOH >_<
my mistake.. I read 5 votes as vote for mission 5.... :S will fix.. offcourse its mission 3 :S sorry...

Re: MyrMen OOC.

Posted: Wed May 01, 2013 10:28 am
by WhirdCheese
NOOOOOOO

Re: MyrMen OOC.

Posted: Wed May 01, 2013 12:12 pm
by LAYF
Ahh.. well... thats how it goes...

Weird! You have a farming manual, that teaches about poison plants, if you deliver it to the mother machine, It will show a new skill MyrMen can learn...
Kida, you have blueprints for a Green food water unit... remember to deliver them to the mother machine....

Re: MyrMen OOC.

Posted: Wed May 01, 2013 12:27 pm
by kida
Sorry, didn't noticed I was in possession of the blueprints.
The link to the first post doesn't work for me.

Re: MyrMen OOC.

Posted: Wed May 01, 2013 12:30 pm
by LAYF
Is fixed now :) Thanks...

Re: MyrMen OOC.

Posted: Wed May 01, 2013 1:19 pm
by LAYF
M0rtimer wrote:(Sadly it's only a ten pixel range- I couldn't get into range of the miner without drowning myself. I'd probably help the inventor and doctor on the medicine tank then- I'd boost both of them by 10%, after all. I'm probably most useful when actually building something since I also have 10% chance to save 50% of resources when building something... ;) )
Nah.. It has 20 pixel range.. but besides that.. you are right :)

It's good to see you guy's talk a bit tactics...


EDIT:
Oh.. and the +10% or +1 bonus only apply to other MyrMen's hobbies... not to everything they do...

The 10% chance to save 50% recourses on the other hand apply to any building project you are involved in.... :)

Re: MyrMen OOC.

Posted: Thu May 02, 2013 4:15 am
by LAYF
Please remember that you can put a wish to use Skill points up in your actions, Skill points can sometimes lead to greater inventions, understanding or effect of given actions... currently the tribe has the following skill points:

Skill points
Engineering -3.
Science -2.
Nature lore -2.
Forbidden art -1.
Monster lore -1.

Also, XP can be used to replace any skill point, but XP is 100% up to the owner of said skill point to decide how to use. XP is also the only way to gain new hobbies and more HP.

Bob, you still need to figure what kind of spell you want, just remember it will be a weak one...

Re: MyrMen OOC.

Posted: Thu May 02, 2013 12:19 pm
by I'mBob
How about one that does some damage? Like an Inflict Wounds or something like that?

Re: MyrMen OOC.

Posted: Thu May 02, 2013 12:45 pm
by LAYF
Hmm.. thats okay.. but you must state how it damaget... heat? cold? force?

Re: MyrMen OOC.

Posted: Thu May 02, 2013 12:53 pm
by I'mBob
I thought about Dark... If not possible, then Force.

Re: MyrMen OOC.

Posted: Thu May 02, 2013 1:03 pm
by LAYF
I'mBob wrote:I thought about Dark... If not possible, then Force.
Dark is fine... you'r spell will be:
Shadow bolt 1d4-2 dmg.


Theis... I just saw you also want a dark artist... what kind of spell would you like?

Re: MyrMen OOC.

Posted: Thu May 02, 2013 1:37 pm
by Theis2
I was thinking of a protective drain spell since we only have one hp.
Draining barrier, drains one hp from the enemy when struck in combat (possibly surviving?).

Re: MyrMen OOC.

Posted: Thu May 02, 2013 1:40 pm
by LAYF
Hmmm...
"Protective aura- can be cast un up to 2 MyrMen at a time- Whenever struck by an attack, the damage dealt has 25% chance to affect the aggressor instead of the defender"

How does that sound?

Re: MyrMen OOC.

Posted: Thu May 02, 2013 1:44 pm
by ThroughTheWell
I'm curious. Can these 2 dark artist share spells in game? Because that would be cool for them both to have 1 offensive and defensive spell each, though maybe only enough spell points to cast 1 at a time. Then the next question would be if they both cast the defensive spell on the same people, would that stack and bump the % up to 50?

Re: MyrMen OOC.

Posted: Thu May 02, 2013 1:45 pm
by Theis2
More team work'ish than I imagined it but sounds good :P

Re: MyrMen OOC.

Posted: Thu May 02, 2013 1:48 pm
by LAYF
Hmm.. I have not considered that yet....


Hmm... I'm open for ideas... here is one:

Dark artist, when close to other darkartist, can use their spells with 75% of the original chance of sucess.

Re: MyrMen OOC.

Posted: Thu May 02, 2013 2:06 pm
by kida
LAYF - are you rolling for SAs & FHs every week like it is described in the rules?

Re: MyrMen OOC.

Posted: Thu May 02, 2013 9:44 pm
by LAYF
kida wrote:LAYF - are you rolling for SAs & FHs every week like it is described in the rules?
:wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall:



:meh: :meh: :meh: :meh: :meh: :meh: :meh: :meh: Why did I forget that? :meh: :meh: :meh: :meh: :meh: :meh: :meh: :meh:



:wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall: :wall:


Will roll for all passed weeks ASAP.... sorry guys... Thanks Kida......

Here it is:

Hay all... Kida reminded me that I forgot to roll for SA and FH regaining for all of you, for the whole game...

So here it is... ItÔÇÖs been added to the status list.

I roll 2d100 for each week passed except the first one the characters was here, first die =< 20 = +1SA, second die =<5 = +1FH
SA and FH for 6 for weeks.
Mint +2 SA roll
D +2 SA +3FH roll
Mike +1 SA roll
N +1 SA roll
T +2 FH roll
SA and FH for 5 weeks.
Zik + 1SA roll
Bob +2 SA +1FH roll
SA and FH for 4 Weeks
8-1 Dead-
SA and FH for 3 weeks
Stinky +1 SA roll
Doc Nothing rol
SA and FH for 2 weeks
Bob II Nothing roll
SA and FH for 1 week
8-2 Nothing roll

Sorry for forgeting... feel so dum...

Re: MyrMen OOC.

Posted: Sun May 05, 2013 3:02 am
by LAYF
ThroughTheWell wrote: But on G I prefer the upper, since that water is not lowering.
Oh it is.. it has lowered by one pixel this week. Next it will lower by 2.
If mean lowering by taking water, it is also doing that, but I only lower it when a full ÔÇ£rowÔÇØ has been taken... If you guys would want me to lower it pixel by pixel (as with other recourses) IÔÇÖll do that, I just thought it looked weird...

Re: MyrMen OOC.

Posted: Sun May 05, 2013 4:06 am
by gamecreator
About number of items carried, I think there is no need to change anything.

Re: MyrMen OOC.

Posted: Sun May 05, 2013 4:22 am
by LooksAndSmiles
Yeah, if we want to move more stuff around, we should invent backpacks and carriages... :D

Re: MyrMen OOC.

Posted: Sun May 05, 2013 4:24 am
by Dlover
aye, we only have two hands.

Re: MyrMen OOC.

Posted: Sun May 05, 2013 8:23 am
by gamecreator
Ha, buckets can double as bags! So they are extremely useful!
Now I'm thinking what material for them will be the best: iron or copper?

Re: MyrMen OOC.

Posted: Sun May 05, 2013 10:44 pm
by ThroughTheWell
LAYF, I have the sense that by having a turn on the weekend when some people might not be coming to the forums, you are in some sense increasing our food and water burn rate while we have inactive players. In other words, I don't mind spending food and water when players do something, but particularly on a weekend when they might not be ABLE to post, I think they should either go into a 1 turn non-food and water using coma if they don't post, or you should just not have a turn on the weekend.

It is bad enough if a player gets sick or busy during the week and can't post, thus burning a food and water, but weekends seem unreasonable to me. We have 12 or so players plus our worker plus the purp. That is almost designed for starvation. What is the limit on number of food and water units that can be attached to the farm machine? If the limit is 7 or lower, we have a problem, since we need more resources to build another farm machine, plus all of the time it takes to build things even if we had the resources. Even 14 or lower is a problem by the time you count food AND water.

Re: MyrMen OOC.

Posted: Mon May 06, 2013 12:05 am
by M0rtimer
Then just have a farmer operate the farms then for one or two turns. I think that multiplied what it would give by three to four.