The game:
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This is a cooperative civilization strategy game. The players takes part of the game by voting un different actions, possible to be performed by the MyrMen workers. The more votes a action gets, the greater chance it has of succeeding.
Players are defined by all forum users who vote. Some players, who have voted 5 times, will gain a player character if there are room for more characters. The players collectively are known ingame as ÔÇ£The hive mindÔÇØ
Besides that, players must also decide to vote on the use and production of tools, buildings, machines, recourses and much more.
Players who have voted 5 or more times gets to make a character. A character is the players own little MyrMan/Woman. These MyrMen has greater intelligence than worker MyrMen, and has the possibilities of gaining greater skills in the form of Hobbies.
Players will gain the character when voted 5 or more time and there is room for players.
Players are defined by all forum users who vote. Some players, who have voted 5 times, will gain a player character if there are room for more characters. The players collectively are known ingame as ÔÇ£The hive mindÔÇØ
Besides that, players must also decide to vote on the use and production of tools, buildings, machines, recourses and much more.
Players who have voted 5 or more times gets to make a character. A character is the players own little MyrMan/Woman. These MyrMen has greater intelligence than worker MyrMen, and has the possibilities of gaining greater skills in the form of Hobbies.
Players will gain the character when voted 5 or more time and there is room for players.
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-IÔÇÖll update as often I can, but only if 7 or more have voted, and only if my other games are up to date. They have first priority.
-When I post that IÔÇÖm making an update, players who have not voted yet can still post, and that way gain the ÔÇ£vote pointÔÇØ needed to gain a character, but they cannot vote or make actions.
-When I post that IÔÇÖm making an update, players who have not voted yet can still post, and that way gain the ÔÇ£vote pointÔÇØ needed to gain a character, but they cannot vote or make actions.
Voting:
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-When a new post comes up, Players may vote on the possible actions, usually the players gain 3 votes, that must be allocated differently.
-Players can also vote to create items and tools. Or against it.
-When I post that IÔÇÖm making an update, players who have not voted yet can still post, and that way gain the ÔÇ£vote pointÔÇØ needed to gain a character, but they cannot vote or make actions.
More precise.. voting vorks like this:
I give you some different possibilities, say A,B and C.
Each possibility has its own % chance to succeed. (this can and often is over hundred in some cases)
But letÔÇÖs say:
-A 180%
-B 100%
-C 150%
Then you guys vote...
LetÔÇÖs say:
-A 5 votes.
-B 2 Votes.
-C 3 Votes.
ThatÔÇÖs 10 votes in all.
-A has 50% of 180% (90%) Chance of succeeding.
-B has 30% of 100% (30%) Chance of succeeding.
- C Has 20% of 150% (30%) Chance of succeeding.
Then I Add to the numbers, each player character, actively working on a vote adds 5%, using a SA adds 20% and using a FH adds 50% to its chance. (Character can work, use SA and FH on things that cannot be voted on, things the player describes, their chances depends solely on the characters experience, recourses, any help they receive and the task... No matter how many works, uses SA or FH on a task the chances can never be above 95%)
-Players can also vote to create items and tools. Or against it.
-When I post that IÔÇÖm making an update, players who have not voted yet can still post, and that way gain the ÔÇ£vote pointÔÇØ needed to gain a character, but they cannot vote or make actions.
More precise.. voting vorks like this:
I give you some different possibilities, say A,B and C.
Each possibility has its own % chance to succeed. (this can and often is over hundred in some cases)
But letÔÇÖs say:
-A 180%
-B 100%
-C 150%
Then you guys vote...
LetÔÇÖs say:
-A 5 votes.
-B 2 Votes.
-C 3 Votes.
ThatÔÇÖs 10 votes in all.
-A has 50% of 180% (90%) Chance of succeeding.
-B has 30% of 100% (30%) Chance of succeeding.
- C Has 20% of 150% (30%) Chance of succeeding.
Then I Add to the numbers, each player character, actively working on a vote adds 5%, using a SA adds 20% and using a FH adds 50% to its chance. (Character can work, use SA and FH on things that cannot be voted on, things the player describes, their chances depends solely on the characters experience, recourses, any help they receive and the task... No matter how many works, uses SA or FH on a task the chances can never be above 95%)
MyrMen:
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-Can carry 2 tools or items. or 2 Pixels worth of recourses.
-Has 1HP.
-Can learn skills from manuals.
-CanÔÇÖt swim.
-Can stand/walk in water as deep as they are high (usually 7 pixels)
-Can scale cliffs up to their own height.
-Can fall a height up to their own without risk of taking damage.
-Can jump over gaps up to twice there with (2*5 pixels usual)
-Can squeeze trough openings 5 pixels or wider (normal MyrMen size)
-Needs to eat and drink 1 unit of green food and 1 unit of water each round, if they do not, they have 20% chance of taking 1 damage the first turn, 40% the next, then 60-80 and last 95%.
-Has 1HP.
-Can learn skills from manuals.
-CanÔÇÖt swim.
-Can stand/walk in water as deep as they are high (usually 7 pixels)
-Can scale cliffs up to their own height.
-Can fall a height up to their own without risk of taking damage.
-Can jump over gaps up to twice there with (2*5 pixels usual)
-Can squeeze trough openings 5 pixels or wider (normal MyrMen size)
-Needs to eat and drink 1 unit of green food and 1 unit of water each round, if they do not, they have 20% chance of taking 1 damage the first turn, 40% the next, then 60-80 and last 95%.
Character creation:
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You need to have voted 5 times to make a character.
When making a character. Choose a name and a hobby.
Your character will be given a number and 1HP.
He/she starts with 3SA and 1FH
It is possible to gain more Hobbies, HP and skills ingame.
Besides that, a character MyrMan is just like other MyrMens.
When making a character. Choose a name and a hobby.
Your character will be given a number and 1HP.
He/she starts with 3SA and 1FH
It is possible to gain more Hobbies, HP and skills ingame.
Besides that, a character MyrMan is just like other MyrMens.
Character advancement, regaining SA and FH:
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Characters receive XP over the course of the game. XP can be used to gain new hobbies, more HP and Skills.
Hobbies cost 5 x Current amount of hobbies, in XP.
HP costs 2 x Current amount of HP, in XP.
Skills costs the same in XP as they do in any Skill points, and requires a manual to learn.
Skills can also be bought with Skill points, but this must be voted on.
Each week, every MyrMen character has 20% chance to gain 1 SA, to a maximum of 15.
Each week, every MyrMen character has 5% chance to gain 1 FH, to a maximum of 10.
At special weeks of the year, all MyrMen characters gains SA and FH.
Hobbies cost 5 x Current amount of hobbies, in XP.
HP costs 2 x Current amount of HP, in XP.
Skills costs the same in XP as they do in any Skill points, and requires a manual to learn.
Skills can also be bought with Skill points, but this must be voted on.
Each week, every MyrMen character has 20% chance to gain 1 SA, to a maximum of 15.
Each week, every MyrMen character has 5% chance to gain 1 FH, to a maximum of 10.
At special weeks of the year, all MyrMen characters gains SA and FH.
Hobbies:
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When first aquiering a Hobby, you count as a level 1 character in said Hobby. Gaining additional levels have a fixed XP cost that is not affected by the amount of hobbies you allready have. The cost is as follows:
Level 2 Cost 4 XP, Total 4 XP.
Level 3 Cost 6 XP, Total 10 XP.
Level 4 Cost 10 XP, Total 20 XP.
Level 5 Cost 16 XP, Total 36 XP.
Level 6 Cost 18 XP, Total 54 XP.
-Analyst (25% better chance to get a blueprint when dismantling machines and tools)
-Builder (can place 2 Engineering items per round)
-Climber (Can scale vertical walls, starts with a 30 pixel rope)
-Contractor (+10% chance to use 50% less resources when building)
-Creep tamer (gets +10% chance to tame creeps and learn them tricks, he also has 50% chance to avoid damage from creeps while taming or training)
-Dark artists (+10% risk of taking damage from dark arts, +10% chance to identify dark arts, starts with 1 simple spell, Dark artists auto cast simple spells)
-Diplomat (+10% chance of success in all diplomatic tasks)
-Diver (Can be under water for up to 5 rounds, starts with a bag (Bag can hold 2 extra tools))
-Doctor (has +20% chance to cure sickness and heal damage)
-Farmer (gains +1 Food from any food source, starts with one farming manual)
-Forman (When another MyrMan is within 20 pixels, other MyrMen gets +10% or +1 to their hobby bonuses)
-Guard (+10% chance to inflict damage and +1HP)
-Hero (+10% chance to avoid damage and +1HP)
-Inventor (+10% chance to invent machines, starts with one blueprint)
-Junk collector (Gains 50% of materials back when dismantling machines and tools)
-Metal miner (gains +1 Metal from any ore vain, starts with a pick axe and a bag (Bag can hold 2 extra tools or recourses))
-Mineral miner (gains + 1 Mineral when carving minerals, starts with a pick axe and a bag (Bag can hold 2 extra tools))
-Ninja (+25% chance not to be noticed by enemies)
-Scientist (+10% chance to find new properties of resources)
-Tunneler, A tunneler can dig through › a square of dirt without a shovel, or 1› with one.
Suggestions, wishes or questions? PM me, write her in the rules thread or ask in the OOC threadHere
Level 2 Cost 4 XP, Total 4 XP.
Level 3 Cost 6 XP, Total 10 XP.
Level 4 Cost 10 XP, Total 20 XP.
Level 5 Cost 16 XP, Total 36 XP.
Level 6 Cost 18 XP, Total 54 XP.
-Analyst (25% better chance to get a blueprint when dismantling machines and tools)
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Level 2: the anaylst now have 25% chance not to destroy the items he dismantels.
Level 3: chance to gain a blueprint improved to 40%
Level 4: the anaylst now have 40% chance not to destroy the items he dismantels.
Level 5: chance to gain a blueprint improved to 50%
Level 6: the anaylst now have 50% chance not to destroy the items he dismantels.
Level 3: chance to gain a blueprint improved to 40%
Level 4: the anaylst now have 40% chance not to destroy the items he dismantels.
Level 5: chance to gain a blueprint improved to 50%
Level 6: the anaylst now have 50% chance not to destroy the items he dismantels.
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Level 2: the builder can now create Tools where he is without a mothermachine.
Level 3: the builder can now create Enginering items while harvesting the recourses needed for them, provided that he have the nessasary tools to harves said material.
Level 3: the builder can now create Enginering items while harvesting the recourses needed for them, provided that he have the nessasary tools to harves said material.
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Level 2: the climer can take 1 myrMan along with him up vertical walls.
Level 3: the climer can take 2 myrMen along with him up vertical walls.
Level 4: the climber can now climb along horizontal ceelings.
Level 5: the climer can take 3 myrMen along with him up vertical walls.
Level 6: the climer can take 1 myrMan along horizontal ceelings.
Level 3: the climer can take 2 myrMen along with him up vertical walls.
Level 4: the climber can now climb along horizontal ceelings.
Level 5: the climer can take 3 myrMen along with him up vertical walls.
Level 6: the climer can take 1 myrMan along horizontal ceelings.
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Level 2: the contractor now have 20% chance to use 50% less recourses when building
Level 3: the contractor can now use one unit of a material in place of another when building (Must be chosen when this level is gained)
Level 4: the contractor now have 30% chance to use 50% less recourses when building
Level 5: the contractor can now use one unit of a material in place of another when building (Must be chosen when this level is gained)
Level 6: the contractor now have 40% chance to use 50% less recourses when building
Level 3: the contractor can now use one unit of a material in place of another when building (Must be chosen when this level is gained)
Level 4: the contractor now have 30% chance to use 50% less recourses when building
Level 5: the contractor can now use one unit of a material in place of another when building (Must be chosen when this level is gained)
Level 6: the contractor now have 40% chance to use 50% less recourses when building
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Level 2: the creep tamer now has a +20% to tame creeps
Level 3: the creep tamer now has 60% chance to avoid damage from creeps when training or taming.
Level 4: the creep tamer now has a +30% to tame creeps
Level 5: the creep tamer now has 60% chance to avoid damage from creeps when training or taming.
Level 6: the creep tamer now has a +40% to tame creeps
Level 3: the creep tamer now has 60% chance to avoid damage from creeps when training or taming.
Level 4: the creep tamer now has a +30% to tame creeps
Level 5: the creep tamer now has 60% chance to avoid damage from creeps when training or taming.
Level 6: the creep tamer now has a +40% to tame creeps
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Level 2: learn 1 simple spell, +20% chance to identify dark arts.
Level 3: learn 1 normal spell, +15% chance to take damage from dark arts.
Level 4: learn 1 simple spell, +30% chance to identify dark arts.
Level 5: learn 1 normal spell, +20% chance to take damage from dark arts. The dark artist now auto cast normal spells.
Level 6: learn 1 simple spell, +40% chance to identify dark arts.
Level 3: learn 1 normal spell, +15% chance to take damage from dark arts.
Level 4: learn 1 simple spell, +30% chance to identify dark arts.
Level 5: learn 1 normal spell, +20% chance to take damage from dark arts. The dark artist now auto cast normal spells.
Level 6: learn 1 simple spell, +40% chance to identify dark arts.
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Level 2: +20% chance of success in all diplomatic tasks
Level 3: the diplomat now have 50% chance not to be attacked by hostile myrmen if he does not attack.
Level 4: +30% chance of success in all diplomatic tasks
Level 5: the diplomat now have 75% chance not to be attacked by hostile myrmen if he does not attack.
Level 6: +40% chance of success in all diplomatic tasks
Level 3: the diplomat now have 50% chance not to be attacked by hostile myrmen if he does not attack.
Level 4: +30% chance of success in all diplomatic tasks
Level 5: the diplomat now have 75% chance not to be attacked by hostile myrmen if he does not attack.
Level 6: +40% chance of success in all diplomatic tasks
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Level 2: the can now take another myrman with him when he dives.
Level 3: can be under water for up to 8 rounds,
Level 4: the can now take two other myrmen with him when he dives.
Level 5: Can be under water for up to 10 rounds,
Level 6: the can now take three other myrmen with him when he dives.
Level 3: can be under water for up to 8 rounds,
Level 4: the can now take two other myrmen with him when he dives.
Level 5: Can be under water for up to 10 rounds,
Level 6: the can now take three other myrmen with him when he dives.
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Level 2: has +30% chance to cure sickness and heal damage
Level 3: the doc is immune to natural sickness
Level 4: has +40% chance to cure sickness and heal damage
Level 5: can over-heal a MyrMan so he has +1 HP for 5 rounds, cost 1 SA.
Level 6: has +50% chance to cure sickness and heal damage
Level 3: the doc is immune to natural sickness
Level 4: has +40% chance to cure sickness and heal damage
Level 5: can over-heal a MyrMan so he has +1 HP for 5 rounds, cost 1 SA.
Level 6: has +50% chance to cure sickness and heal damage
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Level 2: gains +1d2 Food from any food source
Level 3: can carry 1 more pixel worth of food, regardless of space in inventory
Level 4: gains +1d3 Food from any food source
Level 5: can carry 2 more pixel worth of food, regardless of space in inventory
Level 6: gains +1d4 Food from any food source
Level 3: can carry 1 more pixel worth of food, regardless of space in inventory
Level 4: gains +1d3 Food from any food source
Level 5: can carry 2 more pixel worth of food, regardless of space in inventory
Level 6: gains +1d4 Food from any food source
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Level 2: the formanÔÇÖs bonus range increases to 30 pixels
Level 3: the bonus a forman gives increases to 15%
Level 4: the formanÔÇÖs bonus range increases to 40 pixels
Level 5: the bonus a forman gives increases to 20%
Level 6: the formanÔÇÖs bonus range increases to 50 pixels
Level 3: the bonus a forman gives increases to 15%
Level 4: the formanÔÇÖs bonus range increases to 40 pixels
Level 5: the bonus a forman gives increases to 20%
Level 6: the formanÔÇÖs bonus range increases to 50 pixels
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Level 2: +20% chance to inflict damage
Level 3: the guard now counts as strength 4 in battle
Level 4: +30% chance to inflict damage
Level 5: the guard now counts as strength 5 in battle
Level 6: +40% chance to inflict damage
Level 3: the guard now counts as strength 4 in battle
Level 4: +30% chance to inflict damage
Level 5: the guard now counts as strength 5 in battle
Level 6: +40% chance to inflict damage
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Level 2: +20% chance to avoid damage
Level 3: the hero now counts as strength 4 in battle
Level 4: +30% chance to avoid damage
Level 5: the hero now counts as strength 5 in battle
Level 6: +40% chance to avoid damage
Level 3: the hero now counts as strength 4 in battle
Level 4: +30% chance to avoid damage
Level 5: the hero now counts as strength 5 in battle
Level 6: +40% chance to avoid damage
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Level 2: +20% chance to invent machines
Level 3: the inventor can co-work with Dark-artists to invent dark art objects.
Level 4: +30% chance to invent machines
Level 5: the inventor can now invent dark-art objects if he knows the spell needed from a manual.
Level 6: +40% chance to invent machines
Level 3: the inventor can co-work with Dark-artists to invent dark art objects.
Level 4: +30% chance to invent machines
Level 5: the inventor can now invent dark-art objects if he knows the spell needed from a manual.
Level 6: +40% chance to invent machines
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Level 2: Gains 70% of materials back when dismantling machines and tools
Level 3: Gains 85% of materials back when dismantling machines and tools
Level 4: Gains all materials back when dismantling machines and tools
Level 3: Gains 85% of materials back when dismantling machines and tools
Level 4: Gains all materials back when dismantling machines and tools
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Level 2: gains +1d2 Metal from any metal ore
Level 3: can carry 1 more pixel worth of Metal, regardless of space in inventory
Level 4: gains +1d3 Metal from any metal ore
Level 5: can carry 2 more pixel worth of Metal, regardless of space in inventory
Level 6: gains +1d4 Metal from any metal ore
Level 3: can carry 1 more pixel worth of Metal, regardless of space in inventory
Level 4: gains +1d3 Metal from any metal ore
Level 5: can carry 2 more pixel worth of Metal, regardless of space in inventory
Level 6: gains +1d4 Metal from any metal ore
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Level 2: gains +1d2 Minerals from any mineral block
Level 3: can carry 1 more pixel worth of Minerals, regardless of space in inventory
Level 4: gains +1d3 Minerals from any mineral block
Level 5: can carry 2 more pixel worth of Minerals, regardless of space in inventory
Level 6: gains +1d4 Minerals from any mineral block
Level 3: can carry 1 more pixel worth of Minerals, regardless of space in inventory
Level 4: gains +1d3 Minerals from any mineral block
Level 5: can carry 2 more pixel worth of Minerals, regardless of space in inventory
Level 6: gains +1d4 Minerals from any mineral block
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Level 2: +40% chance not to be noticed by enemies
Level 3: 50% chance to attack twice per round.
Level 4: +50% chance not to be noticed by enemies
Level 5: the ninja now counts as strength 4 in battle.
Level 3: 50% chance to attack twice per round.
Level 4: +50% chance not to be noticed by enemies
Level 5: the ninja now counts as strength 4 in battle.
-Scientist (+10% chance to find new properties of resources)
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Level 2: +20% chance to find new properties of resources
Level 3: the scientist can now sense the direction of the nearest recourse of two kinds (must be chosen in advance)
Level 4: +30% chance to find new properties of resources
Level 5: the scientist can now feel the presence of a recourse within 15 pixels, (2 resources can be chosen when this level is taken)
Level 6: +40% chance to find new properties of resources
Level 3: the scientist can now sense the direction of the nearest recourse of two kinds (must be chosen in advance)
Level 4: +30% chance to find new properties of resources
Level 5: the scientist can now feel the presence of a recourse within 15 pixels, (2 resources can be chosen when this level is taken)
Level 6: +40% chance to find new properties of resources
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Level 2: the tunneler can now dig through 1 square of dirt without a shovel.
Level 3: if dirt falls down over a tunneler, he has 50% chance to make an air bobble for himself, avoiding suffocation.
Level 4: the digger can now dig through 2 square of dirt with a shovel.
Level 5: if dirt falls down over a tunneler, he has 50% chance to make an air bobble for himself and up to 2 other myrmen, avoiding suffocation.
Level 6: if dirt falls down over a tunneler, he has 100% chance to make an air bobble for himself and 50% chance to make it big enough to include 2 more myrmen, avoiding suffocation.
Level 3: if dirt falls down over a tunneler, he has 50% chance to make an air bobble for himself, avoiding suffocation.
Level 4: the digger can now dig through 2 square of dirt with a shovel.
Level 5: if dirt falls down over a tunneler, he has 50% chance to make an air bobble for himself and up to 2 other myrmen, avoiding suffocation.
Level 6: if dirt falls down over a tunneler, he has 100% chance to make an air bobble for himself and 50% chance to make it big enough to include 2 more myrmen, avoiding suffocation.
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MyrMen workers are the lowest class of MyrMen, and work only to do what the hive mind says.
Each round, a number of possible tasks will be presented to the players, and voted on.
All tasks that gets at least 1 vote has a chance to succeed, but the more votes, the better a chance.
MyrMen workers has all the limits and rules of player MyrMen, but cannot analyze, deconstruct or create.
MyrMen workers are hatched from worker eggs, and will be loyal to whatever MyrMan tribe hatches them, no matter what tribe they are born from.
Eggs are either found, stolen or laid by a MyrMen queen.
Each round, a number of possible tasks will be presented to the players, and voted on.
All tasks that gets at least 1 vote has a chance to succeed, but the more votes, the better a chance.
MyrMen workers has all the limits and rules of player MyrMen, but cannot analyze, deconstruct or create.
MyrMen workers are hatched from worker eggs, and will be loyal to whatever MyrMan tribe hatches them, no matter what tribe they are born from.
Eggs are either found, stolen or laid by a MyrMen queen.
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Player characters, in difference from MyrMen Workers, have the ability to invent, analyze and build. The way this work is much like voting, but not in total.
An example: MyrMan 1 wants to invent a more efficient way to dig and tunnel, instead of having to use a shovel for digging and a pick axe for tunneling!
Based on different suggestions from players, (a drill, a pick axe with a shovel, dynamite and so one) I decide that this has a task chance of 300% success, and a task bonus chance of 10% (will explain task chance and task bonus chance in a bit)
MyrMan 1 has a standard 5% chance to succeed in all his projects.
The task has a 10% task bonus.
ThatÔÇÖs a total of 15%
The task chance was 300%, so we take 15% of 300% = 45%
So 45% is the chance that MyrMan 1 can invent this.
Now, letÔÇÖs say that MyrMan 2, an inventor decides to help MyrMan 1.
Inventors, as every other MyrMen has 5% chance to succeed in any given task. So thatÔÇÖs 15 + 5% = 20%
But inventors also add a bonus of 10% whenever trying to invent something so 20 + 10% 30%
The task chance was as you remember 300%, so now we take 30% of 300% = 90%
So 90% chance that MyrMan 1 and 2 can invent this together. There are no limit to how many MyrMen can work together, but the Chance will never be above 95%
Last, is the option of using SA and FH. When using SA and FH, the normal 5% chance a MyrMan has is replaced by 20% or 50% respectively for SA and FH.
So lets say that MyrMan 1 and 2 Works together, MyrMan 1 decides to use a SA, replacing his 5% with 20%. So now we have.
MyrMan 1 - 20% +
MyrMan 2 - 5% +
Inventor - 10% +
Task bonus chance + 10%
Total 45%
So, 45% of the task chance of 300% = 135% chance of success, but since the maximum is 95% then thatÔÇÖs 95% chance of success. And IÔÇÖll properly give some kind of bonus if the roll is high enough because of the high %. LetÔÇÖs say they invent a pick axe with a shovelhead, and IÔÇÖll add that while developing it, they found out how to mine iron more efficiently, giving them an Iron Mining manual....
There are no limit to how many times one can try to invent things, and no limit to how many SA and FH can be added, for more on SA and FH read below in possible actions and frames.
Last, some Task requires the use of Skill points, when ever that happens, IÔÇÖll try and warn the players in advance (If I see it) using skill points allow for developing things that would normally be outside the MyrMenÔÇÖs reach, and will in most cases boost the chance of success.
Whenever a skill point is needed, a player can volunteer to use an XP instead.
An example: MyrMan 1 wants to invent a more efficient way to dig and tunnel, instead of having to use a shovel for digging and a pick axe for tunneling!
Based on different suggestions from players, (a drill, a pick axe with a shovel, dynamite and so one) I decide that this has a task chance of 300% success, and a task bonus chance of 10% (will explain task chance and task bonus chance in a bit)
MyrMan 1 has a standard 5% chance to succeed in all his projects.
The task has a 10% task bonus.
ThatÔÇÖs a total of 15%
The task chance was 300%, so we take 15% of 300% = 45%
So 45% is the chance that MyrMan 1 can invent this.
Now, letÔÇÖs say that MyrMan 2, an inventor decides to help MyrMan 1.
Inventors, as every other MyrMen has 5% chance to succeed in any given task. So thatÔÇÖs 15 + 5% = 20%
But inventors also add a bonus of 10% whenever trying to invent something so 20 + 10% 30%
The task chance was as you remember 300%, so now we take 30% of 300% = 90%
So 90% chance that MyrMan 1 and 2 can invent this together. There are no limit to how many MyrMen can work together, but the Chance will never be above 95%
Last, is the option of using SA and FH. When using SA and FH, the normal 5% chance a MyrMan has is replaced by 20% or 50% respectively for SA and FH.
So lets say that MyrMan 1 and 2 Works together, MyrMan 1 decides to use a SA, replacing his 5% with 20%. So now we have.
MyrMan 1 - 20% +
MyrMan 2 - 5% +
Inventor - 10% +
Task bonus chance + 10%
Total 45%
So, 45% of the task chance of 300% = 135% chance of success, but since the maximum is 95% then thatÔÇÖs 95% chance of success. And IÔÇÖll properly give some kind of bonus if the roll is high enough because of the high %. LetÔÇÖs say they invent a pick axe with a shovelhead, and IÔÇÖll add that while developing it, they found out how to mine iron more efficiently, giving them an Iron Mining manual....
There are no limit to how many times one can try to invent things, and no limit to how many SA and FH can be added, for more on SA and FH read below in possible actions and frames.
Last, some Task requires the use of Skill points, when ever that happens, IÔÇÖll try and warn the players in advance (If I see it) using skill points allow for developing things that would normally be outside the MyrMenÔÇÖs reach, and will in most cases boost the chance of success.
Whenever a skill point is needed, a player can volunteer to use an XP instead.
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Player MyrMen can in theory try to do anything... and will often succeed, as long as its within their abilities.
Sometimes IÔÇÖll comment on actions in the OOC thread, if it is fully impossible, or if it will cost recourses, skill points or XP.
MyrMen are limited to act within ÔÇ£The frameÔÇØ The frame is the image shown in the latest update, as long as MyrMen are within reach of each other, the frame will contain all of them and some extra space both left, right up and down.
If the MyrMen are far apart, they will get their own frames. MyrMen in Frame A knows what happens in Frame B, and can act upon it but cannot act IN Frame B.
When working on a task(or a voting), a MyrMan adds 5% possibility to the tasks success.
MyrMen players also have the option of using SA and FH to make actions (or add to voting). Using a SA adds 20% instead of the 5% and FH adds 50% instead.
MyrMen workers can be made to have a standard task, this is done by voting for it (Will first be available when there are more than 1 worker) a standard task will be done each and every round, until voted other vice.
Sometimes IÔÇÖll comment on actions in the OOC thread, if it is fully impossible, or if it will cost recourses, skill points or XP.
MyrMen are limited to act within ÔÇ£The frameÔÇØ The frame is the image shown in the latest update, as long as MyrMen are within reach of each other, the frame will contain all of them and some extra space both left, right up and down.
If the MyrMen are far apart, they will get their own frames. MyrMen in Frame A knows what happens in Frame B, and can act upon it but cannot act IN Frame B.
When working on a task(or a voting), a MyrMan adds 5% possibility to the tasks success.
MyrMen players also have the option of using SA and FH to make actions (or add to voting). Using a SA adds 20% instead of the 5% and FH adds 50% instead.
MyrMen workers can be made to have a standard task, this is done by voting for it (Will first be available when there are more than 1 worker) a standard task will be done each and every round, until voted other vice.
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There exist many different kinds of skill points, they are gained by experiencing new things, and so are XP.
Skill points can be used by both Player MyrMen and by ÔÇ£The hive mindÔÇØ on worker MyrMen
Skill points allow one MyrMan to learn stuff from manuals, and in some cases allows Player MyrMen to invent, discover or create thins that they could not other vice.
Skill points are divided into sub groups, such as engineering, science, nature and Dark arts.
XP can only be used by player MyrMen, but can be used on everything that Skill points can, and are not divided into different sub groups. Furthermore, XP can be used to learn new hobbies. At the price of 5 x Current amount of hobbies. And last, XP can be used to gain more HP, at the price of 2 x Current amount of HP.
Skill points can be used by both Player MyrMen and by ÔÇ£The hive mindÔÇØ on worker MyrMen
Skill points allow one MyrMan to learn stuff from manuals, and in some cases allows Player MyrMen to invent, discover or create thins that they could not other vice.
Skill points are divided into sub groups, such as engineering, science, nature and Dark arts.
XP can only be used by player MyrMen, but can be used on everything that Skill points can, and are not divided into different sub groups. Furthermore, XP can be used to learn new hobbies. At the price of 5 x Current amount of hobbies. And last, XP can be used to gain more HP, at the price of 2 x Current amount of HP.
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Sometimes, Items, tools and blueprints are found in the caves, other times they are invented and as a last option, blueprints can be made by dismantling Tools, items, machines and buildings.
Blueprints comes in two forms, Item blueprints and Engineering blueprints.
Item blueprints are feed to Mother machines, to make them able to produce said item/tool.
Creating items cost recourses.
Creating new item blueprints without dismantling an item (either by examining an item or inventing it) sometimes cost Engineering and/or science skill points.
Engineering blueprints are feed to Mother machines, when that is done, every MyrMan player will be able to construct the machine or building the blueprint makes instructions for.
Creating machines and buildings costs recourses.
Creating new Engineering blueprints without dismantling an item (either by examining an item or inventing it) sometimes cost Engineering and/or science skill points.
Blueprints comes in two forms, Item blueprints and Engineering blueprints.
Item blueprints are feed to Mother machines, to make them able to produce said item/tool.
Creating items cost recourses.
Creating new item blueprints without dismantling an item (either by examining an item or inventing it) sometimes cost Engineering and/or science skill points.
Engineering blueprints are feed to Mother machines, when that is done, every MyrMan player will be able to construct the machine or building the blueprint makes instructions for.
Creating machines and buildings costs recourses.
Creating new Engineering blueprints without dismantling an item (either by examining an item or inventing it) sometimes cost Engineering and/or science skill points.
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In the cave, MyrMen sometimes finds manuals, Manuals, when delivered to a Mother machine, will allow both player and worker MyrMen to learn new skills, these skills will improve upon different things, such as how much food they gain from harvesting green food, or how high they can climb, how far they can jump and such. At the cost of Skill points or XP.
Manuals cannot be made, but only found. Either in the cave, or by destroying a Mother Machine that contains manuals.. therefore itÔÇÖs also a good idea not to keep all manuals in the same mother machine.
Manuals cannot be made, but only found. Either in the cave, or by destroying a Mother Machine that contains manuals.. therefore itÔÇÖs also a good idea not to keep all manuals in the same mother machine.
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The MyrMen has their own calendar, dividend into weeks (1 round equal 1 week) months (3 weeks) and years (8 Months)
On some of the weeks of the year, special events happens. The calendar, with weeks is as follows:
1st Month - 1st Month of action.
-1: Nothing special.
-2: All characters gets 1 SA (special action)
-3: Nothing special.
2nd Month - Month of the flood.
-1: Nothing special.
-2: all water, acid, lava and other fluids levels rises by 1 pixel.
-3: all water, acid, lava and other fluids levels rises by another 2 pixels.
3rd Month - Month of green food.
-1: All green food in water doubles.
-2: All green food in water triples.
-3: Nothing special.
4th Month - Month of the dry.
-1: Nothing special.
-2: all water, acid, lava and other fluids levels falls by 2 pixels.
-3: all water, acid, lava and other fluids levels falls by another 1 pixel.
5th Month - Month of the creeps.
-1: 25% bigger chance than usual that a borrowing beast burst through the walls.
-2: 40% bigger chance than usual that a borrowing beast burst through the walls.
-3: 25% bigger chance than usual that a borrowing beast burst through the walls.
6th Month - Month of heroes.
-1: All characters gets 1 FH (finest hour)
-2: Nothing special.
-3: Nothing special.
7th Month - 2nd Month of action.
-1: Nothing special.
-2: Nothing special.
-3: All characters gets 1 SA (Standard action)
8th Month - Month of Harvest.
-1: All green food in water triples.
-2: All green food in water triples.
-3: All green food in water has 80% chance to die.
On some of the weeks of the year, special events happens. The calendar, with weeks is as follows:
1st Month - 1st Month of action.
-1: Nothing special.
-2: All characters gets 1 SA (special action)
-3: Nothing special.
2nd Month - Month of the flood.
-1: Nothing special.
-2: all water, acid, lava and other fluids levels rises by 1 pixel.
-3: all water, acid, lava and other fluids levels rises by another 2 pixels.
3rd Month - Month of green food.
-1: All green food in water doubles.
-2: All green food in water triples.
-3: Nothing special.
4th Month - Month of the dry.
-1: Nothing special.
-2: all water, acid, lava and other fluids levels falls by 2 pixels.
-3: all water, acid, lava and other fluids levels falls by another 1 pixel.
5th Month - Month of the creeps.
-1: 25% bigger chance than usual that a borrowing beast burst through the walls.
-2: 40% bigger chance than usual that a borrowing beast burst through the walls.
-3: 25% bigger chance than usual that a borrowing beast burst through the walls.
6th Month - Month of heroes.
-1: All characters gets 1 FH (finest hour)
-2: Nothing special.
-3: Nothing special.
7th Month - 2nd Month of action.
-1: Nothing special.
-2: Nothing special.
-3: All characters gets 1 SA (Standard action)
8th Month - Month of Harvest.
-1: All green food in water triples.
-2: All green food in water triples.
-3: All green food in water has 80% chance to die.
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In the cave, the MyrMen has many opportunities to meat and fight opponents, opponents are classified by their strength, the better strength, the more they fight back.
If more than one is in the fight, their strength is combined. The list of strength (With sample monsters) are the following:
Monster :Strength
Cave worms :1
MyrMen workers :2
Coons :2
Master MyrMen :3
Coon warriors :3
Warrior MyrMen :4
Dragon beetle :6
The total strength of one side is compared to the total strength of the other side, then, each character on each side gets 1 chance to hit a random opponent (Players may chose their target)
Attacker combined strength -Chance to hit
-5 or bellow -15%
-4 -20%
-3 -25%
-2 -30%
-1 -40%
Tie -50%
+1 -60%
+2 -70%
+3 -75%
+4 -80%
+5 or above -95%
Heroes has a +10% chance to avoid damage, Guards has a +10% chance to inflict damage
If more than one is in the fight, their strength is combined. The list of strength (With sample monsters) are the following:
Monster :Strength
Cave worms :1
MyrMen workers :2
Coons :2
Master MyrMen :3
Coon warriors :3
Warrior MyrMen :4
Dragon beetle :6
The total strength of one side is compared to the total strength of the other side, then, each character on each side gets 1 chance to hit a random opponent (Players may chose their target)
Attacker combined strength -Chance to hit
-5 or bellow -15%
-4 -20%
-3 -25%
-2 -30%
-1 -40%
Tie -50%
+1 -60%
+2 -70%
+3 -75%
+4 -80%
+5 or above -95%
Heroes has a +10% chance to avoid damage, Guards has a +10% chance to inflict damage
Extra possible uses of SA and FH:
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Use 1 SA - 3 Myrmen do not need food or water this turn.(does not count for inactive MyrMen)
Use 1 SA - Prevent fall damage for self.
Use 1 SA - To get 1 more normal action.
Use 3 SA - Gain 1 XP. (Must be used right away.)
Use 1 FH - No myrMan need food or water this turn. (does not count for inactive MyrMen)
Use 1 FH - Gain 1 XP (Must be used right away)
Use 1 SA - Prevent fall damage for self.
Use 1 SA - To get 1 more normal action.
Use 3 SA - Gain 1 XP. (Must be used right away.)
Use 1 FH - No myrMan need food or water this turn. (does not count for inactive MyrMen)
Use 1 FH - Gain 1 XP (Must be used right away)
This is the complete rules, as they are now.... ideas, suggestions, questions, if I forgot anything and/or other things are more than welcome, either here, or in the OOC threadHere
Spelling errors.... You are all welcome to comment on my spelling, as long as you do so constructively.. IÔÇÖll change it when I have the time.
Best regards -LAYF-