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Author Topic: Dungeon Lords: A competitive ecosystem game  (Read 1168 times)

Detoxicated

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #15 on: May 31, 2019, 12:15:28 pm »


Name: Alkemix
Specialty: Greed
Power: 10
Souls: 0

Creation
Name: Spuckler
Type of Creation: Miner
Traits (anything, will cost the appropriate amount of Energy based on type and count):
- Lithovore: Can eat Rocks
- Extracting Metabolism: Rocks eaten by this creature are broken down by its stomach and intestines. Minerals and Metal are extracted and Leave Spucklers Body in Form of ingots.
Description: Bipedal creatures with pickaxe Arms that have a big snout to suck in small enough Rocks.
Orders: Mine Out New rooms for the Dungeon and Store metals and Minerals at Safe Locations of the Dungeon.
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piratejoe

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #16 on: May 31, 2019, 01:06:26 pm »

PTW and maybe join tomorrow.
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dgr11897

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #17 on: May 31, 2019, 06:01:34 pm »

Character Sheet:
Name: Unit zero
Specialty: Clockwork
Power: 10
Souls: 0

Name: Razorwire dispenser
Type of Creation: Trap
Traits (anything, will cost the appropriate amount of Energy based on type and count): Pops up out of the ground and sends monomolecular wires spraying everywhere when triggered, shredding infantry that approach. Then winding itself back up into a ready state.
Description: A small disc set into the floor of an area.
Orders: Guard the entrance portal, go off if anyone gets nearby.
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Naturegirl1999

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #18 on: May 31, 2019, 06:19:59 pm »

When will the first turn be started?
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UristMcRiley

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #19 on: May 31, 2019, 10:01:01 pm »

Character Sheet:
Name: Little Lord
Specialty: Support
Power: 10
Souls: 0

Name: Concinnant
Placement Location: Surface
Type of Creation: Non-Combat
Traits (anything, will cost the appropriate amount of Energy based on type and count): Genetic Memory
Description: The Concinnant is a medium sized Arthropod sitting on its two hind legs, with its middle set of limbs hosting three pronged claws at the end, while the largest forward limbs are used to support the weight of the creature and allow propulsion. The Concinnant while having very little intelligence at all they are capable of using there middle limbs to create a small set of items and structures that are inherited genetically. An excess of available lumber leads to them creating primitive spears from sharpened staves, however despite there creation of these items they are not very good at using them and often after creating them they simply stack them somewhere for a unknown reason. When presented with soil rich in clay the Concinnant create hollow spiraling structures where the further generations of Concinnant are hatched. However they often create excess of these structures simply building until they run out of material.
Orders: (Cannot be changed after creation, not complex If-then branching tree orders): The Concinnant are simply to follow there nature exploring the surface harvesting materials and processing them if they can storing there simple spears in there empty mud structures and trying to survive.
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Roboson

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #20 on: May 31, 2019, 11:30:22 pm »


Dungeon Report:
And so the first assault on the dungeon began. Three human peasants thought they could make a quick buck, even gain some experiance and maybe become adventurers. They were so wrong. They entered the dungeon and immediately sprung a trap, killing one. The others the others then ran into two zombies and were struck down!

A zombie is sliced in half when it steps on a trap! It is bisected. It does not die.

A bombmother attempts to take the farm for their Lord. It is not well suited to combat and the Arcid kills it. The bombyoung explode from the body and kill the Arcid! The bombyoung are unsuccessful in claiming the farm.

The Arcid tend to the farm. There is nothing to grow. They need crops!

The dwarven slaves take over the armory. They begin working the armory. Wieland the Broken gains +1 to attack and defense on his creation next turn! A strange statue traps the dwarves in the armory. It freaks them out and they won't go towards it.

The humans, noticing the disappearance of several peasants and a distinct and unexpected increase in Dungeon Lords, form an rescue party post haste! Little do they know, they are walking into their death.




Spoiler: Player Inventories (click to show/hide)


Spoiler: Creation Template (click to show/hide)
« Last Edit: May 31, 2019, 11:38:50 pm by Roboson »
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darkwarlock3

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #21 on: June 01, 2019, 12:18:34 am »

Vilthin seeing the problem of the farm makes something to plant and harvest there
Name: Giant leafy bush
Placement Location: Farm
Type of Creation: Plant/food
Traits: fast growing, upon being harvested it releases seeds that spread it around, berry bearer
Description:these bushes are about as big as the Arcid, there leaves make great materials and food for most insect creatures, the berries are very tasty and could be used to make wine if processed properly, they also make excellent camouflage for Acrid.
Orders: Grow in the farm area and feed Valthan's minions
« Last Edit: June 01, 2019, 01:15:38 am by darkwarlock3 »
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crazyabe

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #22 on: June 01, 2019, 12:26:50 am »

Name: Farm Golem
Placement Location: Farm
Type of Creation: Combat, Noncombat
Traits: Solid Stone, Druidic farming Protocal, Construct
Description: Humanoid Chunks of Granite, One arm is a Multi tool, the other a Hand
Orders: Flowcharted
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Ghazkull

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #23 on: June 01, 2019, 04:23:13 am »

Quote
not complex If-then branching tree orders

hey psst crazyabe i made it a wee bit larger for ye ;P

_________________________

Name: Dark Dwarf Overseer
Placement Location: Armory
Type of Creation: Combat
Traits: Slaver, Overseer, Dungeon-Savvy
Description: One of the twisted Dwarves who still worship Wieland. their skin has turned sickly and their eyes glow in the dark of the dungeon. This particular specimen is an overseer tasked with navigating the dungeon and aquiring slaves and getting them to do their jobs, while avoiding its myriad dangers.
Orders: Get those dwarven slaves to move the supplies from the armory to the Zombies to confer the armory bonus upon them...also get that statue to move aside.
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FakerFangirl

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #24 on: June 01, 2019, 04:30:50 am »

Spoiler: meme (click to show/hide)
Name: Giant Orb Spider
Placement Location: ceiling above broken portal
Type of Creation: trap, noncombat
Traits: sticky web, spider silk, climber
Description: A large cave spider attracted to magic orbs and the scent of fresh blood.
Orders: Immobilize prey. Fix portal. Make soundproof walls and bed for Dungeon Master.
« Last Edit: June 01, 2019, 04:32:29 am by FakerFangirl »
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King Zultan

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #25 on: June 01, 2019, 05:21:15 am »

Cheap backup for the zombies.

Name: Skeletons
Placement Location: At the entrance to the dungeon.
Type of Creation: Combat
Traits: Undead
Description: Your standard human skeleton animated with necromantic magic.
Orders: Guard the front entrance.
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Leonardo8

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #26 on: June 01, 2019, 05:42:06 am »

Lytherion

Name:Puffungus
Placement Location: In the broken portal area.
Type of Creation: Trap
Traits: Slow acting narcotic spores
Description: A mold that grows in soft patches on the floor.  If it is stepped on, it will release spore that function as a slow acting narcotic, slowly sapping the victim's energy until they fall asleep. They victim then dies blissfully when they fall asleep.
Orders: Grow?
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Failbird105

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #27 on: June 01, 2019, 06:29:40 am »

Rouxls Kaard



Name: Shulker
Placement Location: That big room, right above the Armory.
Type of Creation: Combat
Traits:
- Cowardly: Afraid of fighting in melee range, will hide itself through whatever means available when enemies close in.
- Hard Shell: possesses a durable shell, clam style, that it can retreat into. Not particularly durable, but should stand up to most things.
- Spitter: Can fire projectiles from its mouth. Not particularly powerful ones, but projectiles nonetheless.
- Unarmed: Lacks any form of melee combat capabilities.
- Immobile: It doesn't have any way to move on its own, though something else could push it around with out much resistance.
Description: A shellfish-like creature, with a tough outer shell, but a squishy and frail interior. Is best defeated with ranged attacks. Not much of a puzzle, but Rouxls doeseth as needseth must. Could worketh as setup for something bigger later perhaps. I'm thinking a door, and a button...
Orders: Shoot at anything not from the dungeon that gets within range. Hide in shell between shots.
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Detoxicated

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #28 on: June 01, 2019, 07:06:10 am »

Alkemix

Name: Sneaky Grabbington
Placement Location: Closeby the Spuckler Shaft
Type of Creation: Sneaky Attacker
Traits: Grappler: Grabs enemies and pulls them away from Others towards Dungeon creatures
Sneaky: Super quiet when moving
Description: A bear sized snail with eight Arms and big hands
Orders: Grab invaders and pulls them away from their enemies.
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Naturegirl1999

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Re: Dungeon Lords: A competitive ecosystem game
« Reply #29 on: June 01, 2019, 08:21:34 am »

Name: Grenda
Specialty: plants
Energy: 8
Souls: 0

Name of Creation: Writhing Grass
Type: Combat
Traits: Grows on the surface. Will wrap around animals trapping them
Description: Looks like normal grass until something gets near it, which is when it will rapidly grow to trap the creature in place.
Orders: Guard the dungeion

Plant Writhing Grass on the surface of the dungeon.

« Last Edit: June 02, 2019, 07:31:02 pm by Naturegirl1999 »
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