MyrMen: Final Action!

For all games that are now over.
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LAYF
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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Sun Sep 22, 2013 8:35 am

Theis2 wrote:
LooksAtYouFunny wrote:
Theis2 wrote:Time to get offensive!

Prime myrman: Increase dark artist to level 5, gain 5 xp, 4 DA points and the rest of the skill points can be distributed randomly as you see fit.
Action 1 part 1: Move down to the red myrman.
Action 2: Stab the red myrman! if he doesn't die ignore the post below this <-- Attack, You'll need to use an FH to take an action after an attack :S
Action 1 part 2: move as close to the next myrman as needed to cast steal legs.
Action 3: cast Steal legs on the Myrman near the purple myrman. (FH if necessary which I think it is)
Free action: Purple one, grab the paralyzed red myrman and drag him over to me!
OR: if the purple myrmans arms are restrained Hurry up and get behind be purple guy!
That part was covered in action 3 I edited the action 1 part 2 into it after I had posted and didn't think about it :)
AH!.. I thought that FH was for the steal legs spell to be more effective... my bad...
-Best regards LAYF

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Theis2
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Re: MyrMen 4th month 2nd year, week 1

Post by Theis2 » Sun Sep 22, 2013 8:39 am

I don't think I'm completely without fault. It didn't occur to be that it could be seen as an attempt to improve the spell. Guess I'll edit it to make it more clear and try to remember that from now on :)
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ThroughTheWell
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Re: MyrMen 4th month 2nd year, week 1

Post by ThroughTheWell » Sun Sep 22, 2013 5:44 pm

I, T5, do:
1, build simple shield and shaman talisman
2-3 and maybe 4, move toward the red battle picking up my 2 builds on the way
4, attack a red guy in melee in the tunnel, hopefully in conjunction with Achillies, but alone if alone.
I survived the forum move 4 times... yeah, I feel old.

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Re: MyrMen 4th month 2nd year, week 1

Post by gamecreator » Mon Sep 23, 2013 12:34 am

LooksAtYouFunny wrote:Mike ÔÇ£3ÔÇØ empowered by his experience, moves to the edge and throws a spear at the nearest red myrman, killing him out right!
I think there is a typo. Mike didn't have any spears with him. He used his sling there.

Encouraged by his success, Mike continues his attack:
1,2) He shoots red myrman (one with a spear) using aimed strike.
If red didn't die, Mike will use 3 SA to repeat his action (he has exactly two actions left to attack again with aimed strike).

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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Mon Sep 23, 2013 6:05 am

gamecreator wrote:
LooksAtYouFunny wrote:Mike ÔÇ£3ÔÇØ empowered by his experience, moves to the edge and throws a spear at the nearest red myrman, killing him out right!
I think there is a typo. Mike didn't have any spears with him. He used his sling there.

Encouraged by his success, Mike continues his attack:
1,2) He shoots red myrman (one with a spear) using aimed strike.
If red didn't die, Mike will use 3 SA to repeat his action (he has exactly two actions left to attack again with aimed strike).
Red is dead.. (just looked in my notes) I rolled the right damage, just wrote the wrong weapon... thanks for the hint.
-Best regards LAYF

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Re: MyrMen 4th month 2nd year, week 1

Post by gamecreator » Mon Sep 23, 2013 9:54 am

There were two reds close to the gate. Are they both dead?

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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Mon Sep 23, 2013 10:20 am

gamecreator wrote:There were two reds close to the gate. Are they both dead?
only one of the... the one you can see in the drawing is still there....
-Best regards LAYF

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Re: MyrMen 4th month 2nd year, week 1

Post by gamecreator » Mon Sep 23, 2013 12:51 pm

I thought that here
Red is dead
you meant the one I was targeting is dead. Good to know I was wrong.

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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Sat Sep 28, 2013 4:03 am

Since we have been gone for some time, just a reminder:
Nerre, Nolandking and m0rt are still missing actions.
since Nerre will soon be back (29-30th according to his posts) i'll give it till the 1st. If I don't have actions from these guys by then.. I'll update anyways :)
-Best regards LAYF

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Re: MyrMen 4th month 2nd year, week 1

Post by Nolandking » Sat Sep 28, 2013 7:15 am

Action 1. Dolan will place his bow blueprint into the morthermachine
Action 2.Dolan will pick up an axe at X1
Action 3. Dolan will head over to help his tribe battle the red guys.
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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M0rtimer
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Re: MyrMen 4th month 2nd year, week 1

Post by M0rtimer » Sat Sep 28, 2013 8:29 am

8-2 will:
1) Deliver his blueprint if he didn't do so last turn
2) Grab a sling if one is created
3) Move over to the battle near the other ranged strikers and fire at one of the red myrmen!



1 - Build an sling at X1 (1: M0rtimer)

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Re: MyrMen 4th month 2nd year, week 1

Post by Nerre » Sat Sep 28, 2013 10:12 am

Hi everybody. I am back from the loooong holidays. Will take some time to catch up to the current situation, but then I will be active and post again. :)
:zzz:

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LAYF
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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Mon Sep 30, 2013 10:41 am

AAARGH!
I just closed my update document, and forgot to save :(

I'll make it again... but I'll take a break first... update will be up later today!
-Best regards LAYF

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Theis2
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Re: MyrMen 4th month 2nd year, week 1

Post by Theis2 » Mon Sep 30, 2013 10:51 am

There isn't an autosave copy from word you can use? If it was word you used. I think the standard is to save one every 10 minutes or so


Should be saved under C:\Users\[user name]\AppData\Roaming\Microsoft\Word\ unless you've changed that
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Re: MyrMen 4th month 2nd year, week 1

Post by Nerre » Mon Sep 30, 2013 11:42 am

try to automatically push str+s as often as you seem fit. it has become a reflex for me. during a normal update in CotG or Minelings I save the graphics and text files about 30-50 times before they are finished. Better save 30-50 times too often than 1 time too little. ;)

Most tools save their changes automatically (like word) with files having a ~ in their name, which are only deleted if you save the regarding document which contains the changes in those files.
:zzz:

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LAYF
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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Mon Sep 30, 2013 12:20 pm

Theis2 wrote:There isn't an autosave copy from word you can use? If it was word you used. I think the standard is to save one every 10 minutes or so


Should be saved under C:\Users\[user name]\AppData\Roaming\Microsoft\Word\ unless you've changed that
Ehm.. yes... eh... hehe... I feel dumb... I knew that... but it was more fun to remake it all :tongue:




All rules are now to be found in the recourses thread Here
SA and FH roll, here
Keep me honest if I forget actions or other things...
3rd year, 4th month ( Month of the dry) 1st Week
Places of interest (Frames):
Image
Full map with grid:
► Show Spoiler


Current missions:
.[tabs: Historical sites I]
-a layer of dirt, 2 blocks thick must be removed all around the Hut site
-a layer of stone or reinforced walls, must be build
-all MyrMen Gets 2 XP
-the MyrMen removing the dirt and putting up the reinforcement will share an extra 10 XP (Equally divided among them, any extra point is lost)
BONUS:
-If this is done without damaging the hut, the tribe receives 4 History skill points and an extra 2 XP to all the MyrMen
[tabs: This means war]
-The first red MyrMen worker that is killed will give 2 XP to all MyrMen
-The first red MyrMen warrior that is killed will give 4 XP to all MyrMen
-The first red Master MyrMen that is killed will give 6 XP to all MyrMen
-Eradicating the red MyrMen will earn all MyrMen 10 XP.
BONUS:
-Freeing a purple MyrMan prisoner will give the tribe a new Skill point type: Diplomacy, and 4 Diplomacy points.
-Each extra freed purple MyrMan will give the tribe a Diplomacy point and 1 XP to all MyrMen
-Unknown Bonus I
-Unknown Bonus II[/tabs]

This is the third week in the month of the dry, the water levels goes back to normal.
ÔÇâ

Zik ÔÇ£6ÔÇØ Keeps digging, and breaks into the small cave the Worm discovered for them.
Moving down a little she sees that the cave splits in two!

T ÔÇ£5ÔÇØ orders a simple shield and a Sharman talisman but there is no leather to make a shield from, he then moves down and takes the talisman at the mother machine, proceeding down towards the battle!

Theis ÔÇ£1ÔÇØ becomes a Dark artist level 5, gain 5 XP 4DA point and 4 extra points.
He then moves down and attacks the front most red MyrMan, seeing as his target does not die he stands his ground!

Achilles ÔÇ£4ÔÇØ runs back down the cliff site, jumps over to the tunnel where the red myrmen are, he attacks and kills the first myrman, but not before it can attack him and deal 1 damage to him!

D ÔÇ£2ÔÇØ Is right behind him, and uses his doctoring on him, the damage will be healed in 2 rounds!

Mike ÔÇ£3ÔÇØ attacks the other red myrman with his Sling, killing him!

8-1 ÔÇ£8ÔÇØ delivers his blueprint to the mother machine he wants to pick up a sling, but there is none so he get one build, then moves towards the battle, there are no more live red myrmen within range, but suddenly he spots some on the top of the cliff, they are advancing and throws down a spear, hitting him for 2 damage! If he is not healed next round he will die!

Mint ÔÇ£1ÔÇØ and ÔÇ£4ÔÇØ continues to safe the burial site. They are a little over half way there!

Dolan ÔÇ£9ÔÇØ delivers his bow blueprint, picks up an axe and runs down to join his friends in the battle!
► Show Spoiler
ÔÇâ
Players & NPCÔÇÖs (10/20 spots taken)
.[tabs: Mint ÔÇ£1ÔÇØ] BadgeAddict, Mint ÔÇ£1ÔÇØ 2HP, 6XP, Speed 10
SA: 9. FH: 1.
Born Year 1, 2nd month, 1st week
-Climber
-Metal miner
-Tunneler level 2
INVENTORY 4/10+10
-Pick axe.
-Shovel
-8 cobber
-8 iron
-Bag (- can hold 10 units of solids)
[tabs: D ÔÇØ2ÔÇØ] Dlover, D ÔÇØ2ÔÇØ 2HP, 3XP, Speed 10
SA: 5. FH: 3.
Born Year 1, 2nd month, 1st week
-Accelerated
-Analyst
-Doctor level 2
-Cure green gas sickness
INVENTORY 0/10
-Axe
[tabs: Mike ÔÇ£3ÔÇØ] Gamecreator, Mike ÔÇ£3ÔÇØ 3HP, 7XP, Speed 10
SA: 6. FH: 0.
Born Year 1, 2nd month, 1st week
-Accelerated
-inventor
-Mineral miner
-Aimed strike
INVENTORY 6/10+10
-shovel pickaxe
-bag (Can hold 10 units of non liquids. )
-Sling
-14 Sling bullets
[tabs: Achilles ÔÇ£4ÔÇØ] Nerre, Achilles ÔÇ£4ÔÇØ 3(2)HP, 3XP, Speed 10 damage will be healed in 2 rounds)
SA: 5. FH: 1.
Born Year 1, 6th month, 3rd week
-Hero level 2
-Inventor
- Aimed strike
-Diving for beginners
INVENTORY 7/10
-pick axe
-Simple Shield (3 HP)
-Battle Axe
[tabs: T ÔÇ£5ÔÇØ] ThroughTheWell, T ÔÇ£5ÔÇØ 2HP, 3XP, Speed 10
SA: 5. FH: 1.
Born Year 1, 2nd month, 1st week
-Accelerated
-Inventor level 3
-Metal miner
-Builder
-Aimed strike
-Diving for beginners
-Farming 101
INVENTORY 9/10+5
-Gasmask (does not take up space, works for 3 rounds more)
-Bucket (Can hold 5 units of fluid)
-pick axe
-30 pixel rope.
SharmanÔÇÖs Talisman
[tabs: Zik ÔÇ£6ÔÇØ] Kida, Zik ÔÇ£6ÔÇØ 4HP, 6XP, Speed 10
SA: 4. FH: 1.
Born Year 1, 2nd month, 2nd week
-Scientist level 3
-Dark artist Level 2
-Hero
- Bolt- range 50 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 4 attack - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Charm beast - touch range, a 1d6-2 vs. opponent strength chance to charm target beast, the beast must have some way of felling affection - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Thunder bolt- range 60 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 5 attack, When it hits it also deliver a 1 damage attack of strength 2 to everyone within 10 pixels of target - Normal spell 50% chance of success
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
INVENTORY 7/10
-Simple Shield (3 HP)
-Axe
-Shovel
-1 - 20 pixel rope!
[tabs: 8-2 ÔÇ£8ÔÇØ] m0rtimer, 8-2 ÔÇ£8ÔÇØ 2(0) HP, 10XP, Speed 10
SA: 8. FH: 4.
Re-Born Year 1, 3rd month, 3rd week
-Forman
-Contractor
-Scientist
-Iron mining 101
INVENTORY 2/10
-Shovel Pickaxe
-Sling
[tabs: Dolan ÔÇ£9ÔÇØ] Nolandking, Dolan ÔÇ£9ÔÇØ 2HP, 6XP, Speed 10
SA: 3. FH: 1.
Born Year 2, 2nd month, 1stweek
-Guard
INVENTORY 2/10
Battle axe!
[tabs: Theis ÔÇ£1ÔÇØ ] Theis2, Theis ÔÇ£1ÔÇØ 2HP, 7XP, Speed 10
SA: 0. FH: 9.
Born Year 1, 4th month, 2nd week
-Dark artist level 5
-Doctor
-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 (touch range) Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Glide; the target can glide 4 squares for each square they fall, falling more than 2 squares this way have 50% chance to deal 1 damage per square - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Lift; Lift 1 pixel/dark artist level of material at a distance up to 50 pixels.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Steal legs; stops one opponent, hindering them from moving. They have 10% chance/strength of doing actions in their place. - Normal spell 50% chance of success
INVENTORY 7/10
-1 Seeing stone
-2 dragon beetle mandibles
-Spear
-Simple Shield (3 HP)

[tabs: Worker ÔÇ£1ÔÇØ ] ÔÇ£1ÔÇØ 2HP
[tabs: Worker ÔÇ£2ÔÇØ ] ÔÇ£2ÔÇØ 2HP
[tabs: Worker ÔÇ£3ÔÇØ ] ÔÇ£3ÔÇØ 2HP
[tabs: Tamed Cave Worm ÔÇ£4ÔÇØ ] ÔÇ£4ÔÇØ 2HP
-Tunneler level 3
-Length 13
-Shovel head
INVENTORY 0/2[/tabs]

Awaiting characters:
Davecom3, 1/5 to a character.
Jrlans, 1/5 to a character.
Nolandking, 4/5 to a character
Ttwig, 5/5 to a character.
WearsHats, 4/5 to a character.
ÔÇâ
STATUS:
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-Best regards LAYF

Nerre
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Posts: 4876

Re: MyrMen 4th month 2nd year, week 3

Post by Nerre » Mon Sep 30, 2013 12:58 pm

After he asked for a doctor or at least a medic, Achilles stares at the purple guy. Unsure if the purple guy is allied with the red ones, Achilles keeps his guard up. "Hey you. Give up, and we will not hurt you. You are not one of them!"

If he is attacked he will prepare an armed strike to hit his oponent and take him down before he gets hurt again.

If he is not attacked, Achilles loots the fallen enemies for usefull items like armor or better weapons and equips them. And food, he will eat it if he finds any.
After that he advances slowly into the tunnel, since his eyes spotted movement up there. Preparing an armed strike he stands in the tunnel, waiting for the red ones above to come down so he can ambush them.
He hopes his comrades to back him up. He will try to hit the feet or back of the red ones approaching from above so he might trip or even kill them before they can strike back.
Last edited by Nerre on Wed Oct 02, 2013 12:23 am, edited 2 times in total.
:zzz:

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BadgeAddict
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Re: MyrMen 4th month 2nd year, week 3

Post by BadgeAddict » Mon Sep 30, 2013 1:15 pm

Mint continues with his work.

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ThroughTheWell
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Re: MyrMen 4th month 2nd year, week 3

Post by ThroughTheWell » Mon Sep 30, 2013 1:21 pm

I, T5,
1, build the 2nd bridge
2, go through the tunnel on the lookout for a seeing stone or armor to loot (free, unless I loot?)
3, go though the tunnel and free (break chains / unbind) the purple guy saying "You are free. You are welcome to join the attack against Red, or not, just don't betray us."
4, keep going toward Red and attack the first one I come to that is still left alive, using an aimed stike if I have enough actions left (no loot earlier).

Theis, I'd love it if you'd fill the talisman as I go by (protective aura or thunder bolt), but doctoring Mort is probably more important.

LAYF: why are we not producing gas yet? If the worker are on auto, maybe they could turn some of those worm corpses into thin leather? Oh, I'm also kinda suprised the spell completing red guy was not a master (so we'd get the xp).
I survived the forum move 4 times... yeah, I feel old.

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LAYF
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Re: MyrMen 4th month 2nd year, week 3

Post by LAYF » Mon Sep 30, 2013 1:32 pm

ThroughTheWell wrote: LAYF: why are we not producing gas yet? If the worker are on auto, maybe they could turn some of those worm corpses into thin leather? Oh, I'm also kinda suprised the spell completing red guy was not a master (so we'd get the xp).
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-Best regards LAYF

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kida
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Re: MyrMen 4th month 2nd year, week 3

Post by kida » Mon Sep 30, 2013 2:40 pm

"I'm going to take them by surprise"
Zik uses XP to become 2nd level hero.
Zik uses the rope to climb down , leaving it as escape route, and continue to the tunnel going left.
If Zik is in range of the red enemies, attack them with bolt (use SA if out of actions).

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M0rtimer
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Re: MyrMen 4th month 2nd year, week 3

Post by M0rtimer » Mon Sep 30, 2013 2:47 pm

8-2 lays dying.

Medix plox

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gamecreator
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Re: MyrMen 4th month 2nd year, week 3

Post by gamecreator » Mon Sep 30, 2013 4:28 pm

Free action) Mike gains fourth HP.
1) He goes into the tunnel and covers T.
2,3) On the other end of the tunnel, Mike shoots nearest alive red myrmen using Aimed Strike.

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Dlover
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Re: MyrMen 4th month 2nd year, week 3

Post by Dlover » Mon Sep 30, 2013 4:30 pm

D falls back to heal 8-2.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Re: MyrMen 4th month 2nd year, week 3

Post by Nolandking » Mon Sep 30, 2013 7:32 pm

is Dolan the one who is becoming a Prime MyrMen? or is it someone else?
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
Image
Image

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