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Author Topic: Dawn of Evolution [Multiplayer]  (Read 18816 times)

Pencil_Art

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Re: Dawn of Evolution [Multiplayer]
« Reply #75 on: May 15, 2015, 08:19:14 pm »

Take over the series of caverns first.
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ATHATH

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Re: Dawn of Evolution [Multiplayer]
« Reply #76 on: May 15, 2015, 09:38:58 pm »

lituem, may you please give the Yrb some heat resistance? I want to have the Borak stuff some Yrb into their brains to gain psychic powers (in exchange for having the Yrb feed off of their energy, making them hungrier).

Are there anymore psychic worms nearby? I wonder if they'll survive being tied to a (tree-sized) stick.  :P

Flee! Flee to a nearby colony of Yrb! Accidentally melt some nearby iron with lava breath, and observe how it flows into nearby cracks and hardens. Discover smelting (or at least lava (magma?) casting (cooling lava (magma) in a mold to produce stone items).

Should I be saying lava or magma?
(Sorry, not happening. Any of that.)
But I wanna be psychic! :P

How many points would it take to develop psychic powers if I had assistance from the Yrb?
Stumble across the nest of a psychic worm and steal the eggs. Return them to our nest and wait for them to hatch.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #77 on: May 15, 2015, 10:33:01 pm »

Dirigid main cloud: if the Ixid warn us of the predator they found, attempt to flee from it. Go as high as possible without dying, move in the opposite direction of it.
If not... try not to die. Attempt to combine thrust capabilities by creating a hollow cone type thing and use additional thrust to make headway against the wind.
If this behaviour is too complex, just go West instead.

Those at the Ixid nest: continue to multiply and watch over the nests.

Evolution: continue with radiation resistance.
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Ozarck

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Re: Dawn of Evolution [Multiplayer]
« Reply #78 on: May 15, 2015, 11:21:53 pm »

Ixid: act as a warning and guidance for the dirigids, helping them avoid the predator.

Evolution: begin developing radiation resistance. Camouflage can wait.

Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #79 on: May 16, 2015, 12:18:51 am »

lituem, may you please give the Yrb some heat resistance? I want to have the Borak stuff some Yrb into their brains to gain psychic powers (in exchange for having the Yrb feed off of their energy, making them hungrier).

Are there anymore psychic worms nearby? I wonder if they'll survive being tied to a (tree-sized) stick.  :P

Flee! Flee to a nearby colony of Yrb! Accidentally melt some nearby iron with lava breath, and observe how it flows into nearby cracks and hardens. Discover smelting (or at least lava (magma?) casting (cooling lava (magma) in a mold to produce stone items).

Should I be saying lava or magma?
(Sorry, not happening. Any of that.)
But I wanna be psychic! :P

How many points would it take to develop psychic powers if I had assistance from the Yrb?
Stumble across the nest of a psychic worm and steal the eggs. Return them to our nest and wait for them to hatch.
(10 points, it's a pretty huge thing. If you're willing to invest that, I won't stop you. Keep in mind you can change your targeted evolution and still keep all progress on other evolutions.
I'll follow up on all actions tomorrow.)
Logged
He immediately begins to beavergoat the man quite thoroughly! At the very beginning, the man is mystified by James' actions, but his face quickly becomes a mask of horror when the procedure starts!

"OH GODS WHY? WHYYY?"

After a twenty minute session, the man is left white as a sheet, hairless and completely and utterly dead. James congratulates himself on a job well done!

Rolepgeek

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Re: Dawn of Evolution [Multiplayer]
« Reply #80 on: May 16, 2015, 12:35:54 am »

Destrachen: Life is good now. The Nests have food in abundance. We are too few, though...our numbers must grow. The Hunters supplement our food stores, and the Miners keep us in minerals enough to feed from. The Warrior Nest prevents beasts from taking our Hunters who bring the Miners their meals. But we grow. And we have Hunters who are used to searching, keeping an eye on the worm. We will watch it, with some few of us, when they can. But...we will not strike at it again. Not now. Not yet. It may know what it was that struck at it, and we will not risk it's true ire being turned upon us. Instead, those Hunters explore now, for food sources. But the searches are hard. Coldward does not have enough warmth. We must prepare. We must keep warm. When the kitlings grow, they will need more food. We will need more food.

Evolve Improved Thermal Insulation
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Iituem

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Re: Dawn of Evolution [Multiplayer]
« Reply #81 on: May 16, 2015, 10:18:54 am »

Yrb: The coldward Yrb colonies were, all in all, doing better than the hotward mother colony.  It was only a matter of time before the rising heat would destroy the main colony - but the daughter colonies would ensure the species' survival.  In the coldward tunnels, nests of Kuyeths provided a measure of protection from what few predators there were, if only by serving as sacrificial meat to eat, as well as providing nutrients in their droppings.  While continuing to [avert] predators, the Yrb began [attracting] Kuyeth colonies as sacrificial bait for as long as they did not eat the Yrb mats, at least in any significant proportion.

Evolution: Using duplicate copies of the primary broadcaster responsible for the [aversion], [attraction], [aggression] and [fear] impulses, attempt to invert to serve as a receiver for those same impulses.  While able to fend off predators in a general sense, the Yrb were essentially blind and deaf to the world, and there was no communication between colonies without physical contact.  By developing psychic receivers as well as broadcasters, the Yrb could develop ears to their mouths.
« Last Edit: May 16, 2015, 10:23:03 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #82 on: May 17, 2015, 12:30:45 am »

Garzakins: Retreat, watch and wait to see what these tripedals do. Invest any additional points in agility
You loosen some of your tenser muscle groups and gain new flexibility.

They seem rather docile; after a few hours of observation, they appear to be simple herbivores.

Take over the series of caverns first.
(Please include your species name... there's pretty much no way for me to tell what species this action is from without loading up the thread in a separate tab.)
(Graxids; good to have you back.)
You enter the series of wall-caves with apprehension. It appears uninhabited, until you encounter a massive many-legged creature, frozen in an aggressive stance.

Frozen, indeed. The creature is dead.

You move into your new nest quickly, and the meat of this strange creature covers your transition.
(For future posts, include your intended evolution. When you choose one, I'll tell you if it's complete, or how long it will take to complete.)

lituem, may you please give the Yrb some heat resistance? I want to have the Borak stuff some Yrb into their brains to gain psychic powers (in exchange for having the Yrb feed off of their energy, making them hungrier).

Are there anymore psychic worms nearby? I wonder if they'll survive being tied to a (tree-sized) stick.  :P

Flee! Flee to a nearby colony of Yrb! Accidentally melt some nearby iron with lava breath, and observe how it flows into nearby cracks and hardens. Discover smelting (or at least lava (magma?) casting (cooling lava (magma) in a mold to produce stone items).

Should I be saying lava or magma?
(Sorry, not happening. Any of that.)
But I wanna be psychic! :P

How many points would it take to develop psychic powers if I had assistance from the Yrb?
Stumble across the nest of a psychic worm and steal the eggs. Return them to our nest and wait for them to hatch.
You find the nest of a psychic Worm-that part was relatively easy. The problem is, of course, the scale of the eggs in question.
An adult Worm can stretch across miles of terrain at length, and their eggs are to scale. They weigh hundreds of pounds, and will be impossible to move without great numbers.

And, even if it could be managed, the mother Worm would surely seek out it's young...

Dirigid main cloud: if the Ixid warn us of the predator they found, attempt to flee from it. Go as high as possible without dying, move in the opposite direction of it.
If not... try not to die. Attempt to combine thrust capabilities by creating a hollow cone type thing and use additional thrust to make headway against the wind.
If this behaviour is too complex, just go West instead.

Those at the Ixid nest: continue to multiply and watch over the nests.

Evolution: continue with radiation resistance.

You have two points in high radiation resistance. You will need one more.

The pheromonal warnings from the Ixid allow you to escape the spined creature. It sulks off into a tunnel in the side of the cavern, but you don't doubt that it will return.

Your numbers benefit from the protection of the Ixid nests. Your young and the Ixid children are interacting nearly from birth, increasing the cohesion and understanding between your races. [Reminder for me: 1/5]

Ixid: act as a warning and guidance for the dirigids, helping them avoid the predator.

Evolution: begin developing radiation resistance. Camouflage can wait.

Due to your proximity to the Dirigids, radiation resistance comes slightly easier. You have invested one point, and two more are still required.

You manage to lead the Dirigids away with your pheromonal signals, a message the creature stalking them cannot detect. Frustrated, it retreats into a tunnel in the side of the cavern.

Destrachen: Life is good now. The Nests have food in abundance. We are too few, though...our numbers must grow. The Hunters supplement our food stores, and the Miners keep us in minerals enough to feed from. The Warrior Nest prevents beasts from taking our Hunters who bring the Miners their meals. But we grow. And we have Hunters who are used to searching, keeping an eye on the worm. We will watch it, with some few of us, when they can. But...we will not strike at it again. Not now. Not yet. It may know what it was that struck at it, and we will not risk it's true ire being turned upon us. Instead, those Hunters explore now, for food sources. But the searches are hard. Coldward does not have enough warmth. We must prepare. We must keep warm. When the kitlings grow, they will need more food. We will need more food.

Evolve Improved Thermal Insulation
(You have reached a high enough level of development to begin genetic differentiation. Congratulations! So, how this will work:
I keep track of all evolutions in a big list of species, with all individual traits listed. When you create a Caste, it will copy all your current traits, but from then on will evolve separately. Your evolution point income will remain the same, but adaptions included in the direct purpose of a Caste will cost half. For example, the adaption of poisonous spines that might ordinarily cost six points would instead cost three. Also at half cost will be any traits already developed in your main species, but you will still face increased costs to modify both your Caste and your central species with a trait. Creating a Caste costs one point by itself, and I reserve the right to stop you if the administration is growing too complex.)
You have one point in Medium Heat Resistance, and one more will be required.

You find that your increased species size has drastically increased the number of creatures you can successfully take down; of special interest is a massive herd of tripeds that roam through the tunnels in the center of the thermal belt. The herd does not stay in one location for long, but provides a nigh-inexhaustible source of food.

A few hunters follow the Great Worm. It seems ambivalent to their presence, but they find themselves unconscious every time the Worm stops to rest, only awakening after it has resumed it's movement. It appears to have adapted to your earlier hunting tactics; something your species has never witnessed before.

Yrb: The coldward Yrb colonies were, all in all, doing better than the hotward mother colony.  It was only a matter of time before the rising heat would destroy the main colony - but the daughter colonies would ensure the species' survival.  In the coldward tunnels, nests of Kuyeths provided a measure of protection from what few predators there were, if only by serving as sacrificial meat to eat, as well as providing nutrients in their droppings.  While continuing to [avert] predators, the Yrb began [attracting] Kuyeth colonies as sacrificial bait for as long as they did not eat the Yrb mats, at least in any significant proportion.

Evolution: Using duplicate copies of the primary broadcaster responsible for the [aversion], [attraction], [aggression] and [fear] impulses, attempt to invert to serve as a receiver for those same impulses.  While able to fend off predators in a general sense, the Yrb were essentially blind and deaf to the world, and there was no communication between colonies without physical contact.  By developing psychic receivers as well as broadcasters, the Yrb could develop ears to their mouths.
You are attempting to create a psychic 'receiver', correct? This adaption will require five points.

The Kuyeth's attraction to your colonies has little initial benefit-they damaged the mats slightly, and appeared to do little else. After some time had passed, however, their benefit became apparent; they tunneled voraciously under your colonies, and provided new space for growth. The biology of your species is such that it requires heat for life; this energy is collected through root-like networks. With the existing tiny tunnels created by the Kuyeth, the work of creating these roots is vastly decreased. Your population growth increases, and both you and the Kuyeth gain the ability to go further Coldward than ever before.
-------------------------------------------------
Salandrians vs. Eyul: The Rumble in the Tunnels

Eyul Action:
Charge straight for the Middle of them aiming to scatter them. If more than one gang up on a single Eyul run away and lead them away on a wild goose hunt, if they don't chase, bite them when there backs are turned before running again, rinse and repeat. Basically just try to prolong the fight.

Send 1 off to find other packs

Salandrian Action:

Send half of my males around them, quickly, to cut off escape. The females will take the front, if I have others elsewhere, while the remaining males take the flanks. The goal is for the females to smash through them while the males trap them in. The male with the most kills will be richly rewarded.

Battle Report:
The Eyul charge for the Salandrian center, only to quickly find their enemy's flank closing around them. Realizing the danger, they turn to flee; but the delay was long enough for the Salandrians, with their recently-enhanced speed, to cut them off. The result is a one-sided battle; the Eyul desperately charge the Salandrian encirclement to break free. One Eyul escapes, and two Salandrians are killed, a male and a female. The rest of the Eyul are ripped apart by the larger and stronger Salandrians, which return to their cave by the time another pack arrives. The damage to your overall numbers is small, but the feeling of a strict predator-prey relationship between your two species is gone. You will have to display caution in attacking the Salandrians in the future.
--------------------------------
As quoted from the Destrachen action response, I am introducing the system of Castes to the game.
"(I keep track of all evolutions in a big list of species, with all individual traits listed. When you create a Caste, it will copy all your current traits, but from then on will evolve separately. Your evolution point income will remain the same, but adaptions included in the direct purpose of a Caste will cost half. For example, the adaption of poisonous spines that might ordinarily cost six points would instead cost three. Also at half cost will be any traits already developed in your main species, but you will still face increased costs to modify both your Caste and your central species with a trait. Creating a Caste costs one point by itself, and I reserve the right to stop you if the administration is growing too complex.)"
Note that Caste creation is entirely optional, and mainly is an option for players that wish to develop their species into a multi-tiered society.

Thank you all for coming this far! This has been a lot of fun for me to run, and I enjoy seeing the unorthodox solutions you invent.
« Last Edit: May 17, 2015, 12:35:28 am by Inithis »
Logged
He immediately begins to beavergoat the man quite thoroughly! At the very beginning, the man is mystified by James' actions, but his face quickly becomes a mask of horror when the procedure starts!

"OH GODS WHY? WHYYY?"

After a twenty minute session, the man is left white as a sheet, hairless and completely and utterly dead. James congratulates himself on a job well done!

Ozarck

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Re: Dawn of Evolution [Multiplayer]
« Reply #83 on: May 17, 2015, 01:32:47 am »

Ixid: locate sources of food higher in the caves, for us and the Dirigids. Selectively group some of the dirigids by size for creating a larger subgroup to make floating easier. (this action can take place over several turns.)

Evolution: continue with the radiation tolerance.

Pencil_Art

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Re: Dawn of Evolution [Multiplayer]
« Reply #84 on: May 17, 2015, 03:42:32 am »

Graxid:

Evolution: Gain enough radiation resistance to be able to traverse the surface terrain for a day.

The Graxid concentrate on breeding in the warrens, hunting outside and driving off intruders.
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Generally me

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Re: Dawn of Evolution [Multiplayer]
« Reply #85 on: May 17, 2015, 04:58:18 am »

Try hunting one of the big worms now.

Evolution: radiation resistance

((Did you roll for the battle?))
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Iituem

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Re: Dawn of Evolution [Multiplayer]
« Reply #86 on: May 17, 2015, 05:43:58 am »

Yrb:  Continue expanding coldward and broadly along the same temperature strata, colonising adjacent cavern networks.  Take stock of what other notable species cohabit all Yrb-colonised caverns.

The species mutualism with the grubby little worms was proving to their advantage after all.  The Yrb continued to expand, taking the Kuyeth colonies with them, and began to provide additional edges to their guests; When the Kuyeth are attacked, focus [aggression] impulses on them to assist their fighting, or [fear] when completely outclassed to assist escape.

Evolution (Psychic Receptors) - 2/5

Spoiler: Yrb Traits (click to show/hide)
« Last Edit: May 17, 2015, 05:52:38 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Urist Mc Dwarf

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Re: Dawn of Evolution [Multiplayer]
« Reply #87 on: May 17, 2015, 06:19:15 am »

Garzakins. Attack the tripedals. Have the eldest herd them to the rest of the pack
Evolve greater venom potency

ATHATH

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Re: Dawn of Evolution [Multiplayer]
« Reply #88 on: May 17, 2015, 11:06:08 am »

Borak: Approach the mother worm, and determine if it is hostile. If it is, melt it. If it isn't, set up a colony around the egg, and defend it from threats. If the worm starts messing with our heads, bring some Yrb over to its nest so that they can broadcsst aversion signals.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Urist Arrhenius

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Re: Dawn of Evolution [Multiplayer]
« Reply #89 on: May 17, 2015, 11:09:02 am »

Salandrians: Establish nests in slightly cooler regions.

Evolve: Greater sexual dimorphism, males are slightly smaller but even faster, and females are slightly larger and more powerful, but also less agile.
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We're all just Simple Folk trying to get by.

You can also watch me learn to draw.
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