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Author Topic: The Market - Turn 21  (Read 80244 times)

Unholy_Pariah

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #600 on: April 03, 2013, 12:17:22 am »

P.P.P.S.
I brought this up in my post but, I currently have 0 food in storage, but I 'should' have two food in the course of my next action. Can I trade one food away on the basis that the food will be available during my next turn? And can the recipient eat that food to prevent themselves starving on the turn that it was created?
 I am aware that there is a half production event out there that could cause me to starve as a result of this trade...

it is my understanding that if you complete the grow food action THIS turn, the food will be available for trade and seeing as you eat food AFTER all actions are completed neither party should starve.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

GlyphGryph

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #601 on: April 03, 2013, 12:24:49 am »

Quote
(to rephrase, with combined actions, such as teach/learn and socialise, do they have to be started or finished on the same turn as their partner actions? Or can they succeed based purely upon having some overlap in their performed times...)
You can finish putting points into it "whenever", but it counts as in-progress until the other person has put in their last point as well.

So say you have a teacher with two students. This will cost him 6 actions. Each of the students will need to spend 2.

Turn one, one student spends 2, teacher spends 3, the other student spends nothing. Nothing happens.

Next turn, if teacher or student cancels, the student effort is wasted. If the teacher spends another 3 actions, and the final student STILL doesn't contribute, we have student1 complete, and teacher complete, so student one gets his tech at end of turn. However, the teacher, if he still wants to teach student 2, needs to hold on to that and avoid canceling it until student 2 is finished.

On the food topic:
You can decide who food goes to when it's grown. So yeah you should be fine.
« Last Edit: April 03, 2013, 12:26:55 am by GlyphGryph »
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Tiruin

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #602 on: April 03, 2013, 01:42:06 am »

Glyph, you should really release some research enabling us to counter starvation, or someone will probably die in the next XX turns...
Nah we can make it...And suffer...
Appeal to mod mercy!
You guys knew this was in the deck, and really should have dedicated a bit more time and effort to cheering up after last time. I'm not going to punish the players who prepared by letting everyone else off the hook.
I love being utterly new XD

Welp. Edited action btw.

Is anyone still teaching?

Edit: As I'm still asking, could I inquire about the full use of Coins? They seem like a conversion of 1 AP = 1 TIme point, now an item. Is it like an investment, something to be used for a later time in case we discover new ideas/research projects?
« Last Edit: April 03, 2013, 03:42:08 am by Tiruin »
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Sorcerer Kail

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Re: The Market - Turn 13 (Always accepting new players!)
« Reply #603 on: April 03, 2013, 03:32:16 am »

Well, hey, at least it can't get any worse. Right?
ROUND 13 HAS ENDED
(Also, Sorcerer Kail, did you mean to invalidate your half-completed Mine Wampoon action?)
Nay forgot about 1 action in progress for some reason. May I spend 1 time instead at mine?
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Talvara

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #604 on: April 03, 2013, 03:46:23 am »

Code: (Character Sheet) [Select]
Player: Talvara
Health: 10/10
Happiness: 3/12 (7old - 5omens -1bd +2soc)

Trait: Pretty Face (+1 happiness for others)

Conditions:
Basic Hunger, Basic Dissatisfaction, Basic Recovery
**Depressed*

Inventory:
1 food (((old 2 + 2irigrow -1 bh = 3) / 2pests = 1.5 = 1)))

Holdings:
1 Plot of Empty Land (1/5 Food Capacity) **Irrigated**

Knowledge:
irrigated fields
In Progress:

(2*) Socialise Anyone is welcome, We'll be philosophising the meaning of these bad omens.
(2*) Socialise Anyone is welcome
(1*) Relax

I would like to remind you all that I'm not getting any bonus from socialising with ya'all.
« Last Edit: April 03, 2013, 03:58:04 am by Talvara »
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Tiruin

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #605 on: April 03, 2013, 03:52:09 am »

Code: (Character Sheet) [Select]
Player: Talvara
Health: 10/10
Happiness: 3/12 (7old - 5omens -1bd +2soc)

Trait: Pretty Face (+1 happiness for others)

Conditions:
Basic Hunger, Basic Dissatisfaction, Basic Recovery
**Depressed*

Inventory:
1 food (((old 2 + 2irigrow) / 2pests = 2) -1 basic hunger))

Holdings:
1 Plot of Empty Land (1/5 Food Capacity) **Irrigated**

Knowledge:
irrigated fields
In Progress:

(2*) Socialise Anyone is welcome, We'll be philosophising the meaning of these bad omens.
Well, you're bonus is a kind heart and a meaningful hand for those who are too depressed to do anything.

I'll take you up on that socialization - if it's ok with you.
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Talvara

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #606 on: April 03, 2013, 03:54:43 am »


(2*) Socialise Anyone is welcome, We'll be philosophising the meaning of these bad omens.
Well, you're bonus is a kind heart and a meaningful hand for those who are too depressed to do anything.

I'll take you up on that socialization - if it's ok with you.
of course :) anyone is welcome aslong as they're not sporting a contagious disease, We're a community in harsh times.

I just hope people remember my kindness when I hit a time of need ;).
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sjm9876

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #607 on: April 03, 2013, 04:25:26 am »

Code: [Select]
Player: sjm9876
Health: 10/10
Happiness: 5/10

Trait: Sharp mind. Research -25%

Conditions:
Basic Hunger, Basic Dissatisfaction, Basic Recovery

Inventory:
0 Food

Holdings:
1 Plot of Empty Land (2/5 Food Capacity)
1 Plot of empty land (5/5)

Knowledge: Improved farming techniques
   Irrigation

In progress: Irrigate field (5/15)
Socialize talvara(2*)
Socialize Talvara(2*)
Relax(1*)
Starve :( (o*)
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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a1s

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #608 on: April 03, 2013, 05:51:01 am »

You know what they say, when there's problems, go to sleep.

stasis.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

GreatWyrmGold

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #609 on: April 03, 2013, 07:10:32 am »

How do you get 11 max happiness?
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

a1s

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #610 on: April 03, 2013, 07:23:02 am »

you just get more happiness when at 10. max happiness= the most you ever had. Note that raising happiness above 19 is a bad idea due to the way Basic Dissatisfaction works.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

GlyphGryph

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Re: The Market - Turn 13 (Always accepting new players!)
« Reply #611 on: April 03, 2013, 07:25:59 am »

Well, hey, at least it can't get any worse. Right?
ROUND 13 HAS ENDED
(Also, Sorcerer Kail, did you mean to invalidate your half-completed Mine Wampoon action?)
Nay forgot about 1 action in progress for some reason. May I spend 1 time instead at mine?

I'll let you choose which one you want to continue this turn. But no swapping points between them.
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kaian-a-coel

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #612 on: April 03, 2013, 12:09:56 pm »

I just saw... The awful pest+bad omens combo happened on turn... 13.  :o
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a1s

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #613 on: April 03, 2013, 12:17:22 pm »

I just saw... The awful pest+bad omens combo happened on turn... 13.  :o
That's just confirmation bias, I'm afraid- it's actually turn 14.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Kashyyk

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #614 on: April 03, 2013, 12:44:24 pm »

Code: (Character Sheet) [Select]
Health: 10/10
Happiness: 7/12
Trait: Hard Worker
Conditions:
Basic Hunger
Basic Dissatisfaction
Basic Recovery

Immunities:
Dysentry

Inventory:
1 Primitive Trinket (a1s figurine)
0 food (1 ini, +1 GF, -1 BH, -1 a1s, -0 pests)

Holdings:
1 Plot of Empty Land (3/5, +1 food per turn)
1 Large Tomatunk Claim (450 Capacity)

Knowledge:
Improved Farming Techniques
Tomatunk Extraction


(3 to 5/5*) Prospect
(6*) Grow Food
(1 to 1/2) Learn Irrigation from Toaster


Toaster: I've started learning from you this turn, let me know if you'd prefer to withhold until later.
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