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Author Topic: Dawn of Evolution [Multiplayer]  (Read 18824 times)

Rolepgeek

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Re: Dawn of Evolution [Multiplayer]
« Reply #90 on: May 17, 2015, 11:23:05 am »

Destrachen: The Worm learns. The Nests also learn. But how to learn from sleeping? For now, their efforts are wasted. The Watchers will search for food sources, instead, and keep an eye out for the nests of beasts that might attack us. Our Hunters will make the tripeds our meals, as the Miners continue their work. In time, we shall grow great, and strong. For now, we must continue to grow, and continue to rise with the heat. Our Miners find paths, force rock out of the way in their collection, and magma flows up with them, where once there were veins of metal and sweetstone. The heat keeps our young comfortable as they grow, while the cold hardens our Hunters bodies, high above.

Finish Evolving Medium Heat Resistance
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Ama

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Re: Dawn of Evolution [Multiplayer]
« Reply #91 on: May 17, 2015, 06:33:50 pm »

Kuyeth: Move alongside the Yrb, Coldward.

Evolution: Develop a longer body with a more sleek form to allow quicker travel.
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ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #92 on: May 17, 2015, 08:24:41 pm »

Dirigid main cloud: move to the South tunnels. Attempt to have the whole cloud work together to push itself through the powerful winds. A formation like a hollow cone, or like the 'V's geese fly in would probably be optimal for this task. If this turns out to be impossible, move Warmwards instead, looking for interesting things on the cavern roof.

Group at Ixid nests: continue to breed and guard.

Evolution: finish radiation resistance.
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Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #93 on: May 19, 2015, 06:47:40 pm »

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.

You have invested two points. One more is still required.

You pick out a few of the larger Dirigids from the ones around your nest. You have enough to fly four Ixid currently, and you'll be able to get more when the main Dirigid cloud returns.

You locate a large cluster of tree-like branches hanging downwards from the roof of the cave. They appear to have fruit on the ends, but the radiation at that height will be quite severe.

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.

You gain one point towards Extreme Radiation Resistance. This evolution will take fifteen points total; you might want to choose an alternate path for now, but any points you choose to invest will build up.

Your numbers thrive in the protection of the caves. The stench of the great beast keeps other animals from approaching, and by the time it fades you should have numbers enough for your own protection.

Your scouts report the location of your old nest has collapsed completely, blocking off that tunnel and leaving only one exit from the cavern; the tunnels upwards into the surface. They are quite high-up on the walls of the cavern, but you should be able to climb well enough to reach the tunnels. The harsh solar radiation poses it's own barrier, however.

Try hunting one of the big worms now.

Evolution: radiation resistance

((Did you roll for the battle?))
(No, I didn't roll, I just took into account the actions of the players and tried to visualize the battle. If the players as a whole disagree with this methodology, I can move to something more out of my hands, but I've tried to run this game with as few limitations as possible.)

Your hunters pursue the Worm. You can see small marks on it's side from where the Destrachen attacked it; but it seems they wholly failed at damaging it significantly. You will need a new tactic besides brute force to take down the Worm, and you will likely have to kill it quickly; a difficult prospect considering it's size.

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)
3/5 points in Psychic Receptors

Your colonization progresses slowly. The competition with other plant life is stiff, as they do not have to support the burden of your psychic organ. Nevertheless, you make some progress.

The influence of your psychic control on the Kuyeth is very strong due to their limited higher-intelligence, but you often find frustration in their actions. They will attack blindly or run towards obvious threats, and you don't have the ability to redirect them. Emotional control is a very blunt tool, after all.

Taking stock of what your major colonies can sense, you detect the following species:
-Salandrians
-Kuyeth
-A large and voracious plant-eater in the process of devouring a colony
-Some tripeds running from the Destrachen
-Destrachen
-The Worm(It isn't near a colony, but it emits an enormously-strong psychic signal.)(See Addition)

Addition: Due to the Borak's actions, you have a colony directly next to the Worm and it's nest. The creature itself is a beacon of Psychic energy, a million times stronger than the Mother Colony. This energy seems to fade when the creature is asleep; it is likely that the creature cannot maintain this power at all times.

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

You have one point in Moderately Powerful Venom. Two more points will be required.

The Tripedals die easily, and flee from the cave. Strangely enough, what appeared to be nests are completely empty, devoid of eggs or droppings. Their meat is satisfying, and you use the food from the hunt to allow you the time to move the entire pack in. Your migratory stage is over, and you've settled into your new home.
(You've gained a sufficient level of development to create new castes.)

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.
You approach the worm cautiously, thinking it asleep. When it rears it's vast head and gazes upon you, you freeze, caught entirely by surprise. After several seconds, however, the worm settles it's head back down, apparently dismissive of you as a threat. You begin nesting around the Worm, and quickly find that the creature enjoys relative security from other animal threats; nothing so small as a fly approaches the Worm's nest. This does have the advantage of keeping your nest safe, but surely it can't be this simple, or other creatures would be living here also. You bring some Yrb with you out of habit, and they grow safely near your nest.

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.

The Salandrian genders grow further distant, and the females are on the border of being too large to navigate the tunnels in and out of the nest. (Any larger of a gap will require specific castes for the genders.)

You head Coldward, into the central tunnels of the belt. You find the Yrb's spread is fairly limited in this area, and instead a massive variety of life exists, from docile herbivores, to massive vine-like organic tendrils, to ferocious carnivores more fearsome than the Eyul.

On the subject, you are now finally being avoided by the Eyul hunting-packs. With this, you at last have safety to hunt and multiply.
(You now have sufficiently established your species to create castes.)

Destrachen: The Worm learns. The Nests also learn. But how to learn from sleeping? For now, their efforts are wasted. The Watchers will search for food sources, instead, and keep an eye out for the nests of beasts that might attack us. Our Hunters will make the tripeds our meals, as the Miners continue their work. In time, we shall grow great, and strong. For now, we must continue to grow, and continue to rise with the heat. Our Miners find paths, force rock out of the way in their collection, and magma flows up with them, where once there were veins of metal and sweetstone. The heat keeps our young comfortable as they grow, while the cold hardens our Hunters bodies, high above.

Finish Evolving Medium Heat Resistance
You adapt to the growing heat of the Earth, something your unique bodies are much better suited for than others. You can delve deeper, and even survive temporary proximity to magma. Any immersion is still fatal, of course.

The tripeds provide a great source of food; despite the large number of species preying on them, their numbers seem limitless. It's a mystery as to why; they are never seen with young, and their nests are always empty.

Your species begins to differentiate, with separate adaptions for heat and cold. Despite this, the nests stay in close contact, and the genetic difference never grows too large.

Your hunters fail to locate any threats to your nest, excepting one; an enormous eight-legged monstrosity. It ambushed a few of your hunters while they searched for the tripeds; all but one were found uneaten, their skin bloated with an especially toxic poison.

Kuyeth: Move alongside the Yrb, Coldward.

Evolution: Develop a longer body with a more sleek form to allow quicker travel.
The Kuyeth flatten muscle groups and secrete a mucus enabling quicker travel; the adaption is currently primitive, but can be developed further. (Trait Gained-Slightly streamlined)

You move with the nests of the Yrb. They use their powers to exert a mental influence on you, one your small minds cannot easily defy; luckily, it appears they do not intend to use this power to harm you. Together, your collective colonies stretch further Coldward than ever before; in fact, you can start to feel a change in the air. Maybe, even further, there is something different than the monotonous barren rock?

Dirigid main cloud: move to the South tunnels. Attempt to have the whole cloud work together to push itself through the powerful winds. A formation like a hollow cone, or like the 'V's geese fly in would probably be optimal for this task. If this turns out to be impossible, move Warmwards instead, looking for interesting things on the cavern roof.

Group at Ixid nests: continue to breed and guard.

Evolution: finish radiation resistance.

Your species is now highly radiation resistant; you can bear even the direct radiation of the surface for as long as an hour. Any Dirigid sent to the surface only tell of a vast waste, where a massive white-green sun beats down with ferocious energy. No life can be seen in any direction.

The main Dirigid cloud manages, barely, to move against the wind in a cone-shape, and move through the tunnels in the walls of the cave. They emerge, after a short journey, out of an enormous spire connecting cavern to surface. It rises up in a rectangular form, sharp geometric edges defining it's shape amid the blur of the sands. It appears to be made out of an unnatural substance; a smooth surface that resists erosion by the endless wind.

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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!

Urist Arrhenius

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Re: Dawn of Evolution [Multiplayer]
« Reply #94 on: May 19, 2015, 07:12:11 pm »

Salandrians: Move the nests into this new area, and hunt these new prey. Get a feel for the standing of Salandrians in this new ecosystem, and identify competitors.

Evolution: A general increase in both memory and perception to allow Salandrians to more accurately perceive threats and prey, developed in response to an unfamiliar ecosystem.
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Rolepgeek

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Re: Dawn of Evolution [Multiplayer]
« Reply #95 on: May 19, 2015, 07:18:22 pm »

Destrachen: Our numbers grow. The Nests adapt, and thrive. We have found ourselves able to transport more, longer, by eating and regurgitating it later, safely stored in our stomachs. The travel required for the Nests makes this a great boon. Miners can bring home more mineral; Hunters more meat, and Warriors may carry home trophies of their victories, and transport between Hunters and Miners what both need to survive. But this spider worries us. We cannot resist it's venom, and it is monstrous. To hunt it down would secure the safety of the nests, and give meat for many days. But the meat may be poisoned, and many might be lost in the hunting, for no gain. It is best to avoid it for now and continue our hunting of the tripeds, though the Hunters hunt in packs more often now, in the hopes that it will be discouraged. The fact that it ate not is worrying most of all; why would it attack if such was the case? The Nests are unsure, but we are strong, and sturdy. We will make do.

Evolve Secondary Stomach: Storage(perhaps more appropriately called a gizzard?)

((I don't plan on creating different castes for a bit, I want to get some more basic evolutions across the whole species first; I do have plans to differentiate eventually, possibly even with a Crafter caste.))
((I've kinda been working on the assumption that intelligence is very very slowly developing without need for evolution points. Am I wrong? I feel like I might be. Want to make sure.))
((Also, do evolutions with good reasoning as to why they develop or are necessary to develop get discounts? (as it's more like actual evolution) Just asking, I'll still try and give explanation for why the evolutions are what they are.))
((Oh! I nearly forgot. About how many Destrachen are there, and what did you interpret their size to be(or is it still up in the air?)? I'm half-worried about Salandrians/Eyul, though we probably wouldn't make much of a meal in addition to our blood possibly scalding them. I dunno.))
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Ozarck

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Re: Dawn of Evolution [Multiplayer]
« Reply #96 on: May 19, 2015, 07:23:36 pm »

Ixid: practice riding the Dirigids up into the radiation, but carefully, coming back down when it gets difficult. Attempt to throw loose stones at the trees. try balancing smallish stones on the dirigid we ride, then releasing one and using that arm to throw before sinking back down.

Evolution: Final point in radiation resistance.

Iituem

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Re: Dawn of Evolution [Multiplayer]
« Reply #97 on: May 19, 2015, 07:41:26 pm »

Yrb

Kuyeth: In the coldward caverns, expansion was slowed by other plantlife.  Simpler, less metabolically demanding plantlife.  Yet where one cannot evolve, time has proven that one might adapt.  The Yrb colonies employed their symbiote worms against their rivals, attempting to discover whether directed foraging might give them the edge they need.  At the edges of the coldward expansion, where rival plantlife prohibits expansion, use ripples of [aversion]-[attraction] to force Kuyeths to the border, then herd them into position to preferentially eat the opposition.  Spread into their place.

Plant-Eater Colony: One of the colonies found themselves subjected to attacks by a member of a large, voracious herbivorous species.  Again, adaptation hoped to serve with the tools evolution had provided.  Surrounding parts of the colony would engage [aversion] centres, ring-fencing the creature in the midst of its feast.  Within the ring of [aversion], [fear] centres would broadcast and multiply, ramping up the terror in the hope that the creature's circulatory system might not be able to take the strain.  Fence the creature in amongst the colony with placed [aversion] signals, then multiply the [fear] signal within the ring in the hopes of inducing a heart attack from stress.  If it works, pass on the details to the other colonies via linkages and leach the nutrients from the corpse.  If not, learn from one's mistakes.

Worm Colony: Given the past history of interaction with the Worm, the colony proximal to it simply remained open and ready to 'listen'.  The worm colony keeps a number of broadcasters on a low [attraction] setting, aiming to induce acceptance and remain open to any changes to their 'neural nets'.

Evolution: Psychic Receptor (3/5 Points)

Spoiler: Yrb Traits (click to show/hide)
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ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #98 on: May 19, 2015, 10:28:55 pm »

Hmm... Interesting.

Dirigid main cloud: have a few Dirigids attempt to show the Ixid what they found, see if they can investigate the strange pillar.

Have the remainder of the main cloud go back to the main nest and rejoin the small group that was living there. Continue to multiply and strengthen the bond with the Ixid by practicing flight with them.

Evolution: greater size.
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Ama

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Re: Dawn of Evolution [Multiplayer]
« Reply #99 on: May 20, 2015, 12:46:12 pm »

Kuyeth: Spread and devour the nonYrb plant life. Also start sending out smaller groups of Kuyeth to search for future food sources.

Evolution: Continue to grow larger, even if it causes lower breeding rates.
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Urist Mc Dwarf

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Re: Dawn of Evolution [Multiplayer]
« Reply #100 on: May 20, 2015, 02:32:22 pm »

Garzakins: This is a good place. We will grow strong here.Build nests with half, scout the immediate area with the other half

Evolution: Greater intelligence

Generally me

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Re: Dawn of Evolution [Multiplayer]
« Reply #101 on: May 20, 2015, 05:40:28 pm »

Search for new hunting grounds and prey.

If I have radiation resistance. Go to the surface and hunt there.


Evolution: Radiation resistance if I don't have it. Otherwise save.

((I really don't have any future plans for species right now unless an intilligent species evolves. Because right now the Eyul are just plain badass))


« Last Edit: May 20, 2015, 05:44:35 pm by Generally me »
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ATHATH

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Re: Dawn of Evolution [Multiplayer]
« Reply #102 on: May 20, 2015, 10:20:55 pm »

Borak: Bring the worm some food (if it eats rock, bring it some shiny stuff (keep the best for ourselves, though)). Locate the nearest lava source. Hug the Yrb attraction centers.

Evolution: Make a caste within a caste that is psionic (4 points).


I vote for the Yrb for the "Most Likely to Become the Dominant Species" award.

I think that the Borak are going to become this world's version of Kobolds.
« Last Edit: May 23, 2015, 10:55:28 pm by ATHATH »
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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*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

Pencil_Art

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Re: Dawn of Evolution [Multiplayer]
« Reply #103 on: May 20, 2015, 11:46:07 pm »

Graxid:

Food was running out, the remnants of the beast would not providing for much longer. The Graxid needed to make a name for themselves.

Begin staking territory in the main cavern near the caverns in the walls already inhabited by us.

Evolution: Extreme Radiation resistance 3/15 ((Did I have one point from the turn where I didn't spend any points because I didn't state an evolutionary path to follow?))

((Is the only way out of our caverns to the surface?))
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endlessblaze

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Re: Dawn of Evolution [Multiplayer]
« Reply #104 on: May 21, 2015, 10:48:42 am »

Spoiler: "joining (click to show/hide)
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