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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21498 times)

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #300 on: July 26, 2024, 08:30:10 pm »

I may have miscounted (I may have forgotten about the two newest laborers).  We may need 6 more food, and not just 4.


Btw, what happens if we don’t have enough food?
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King Zultan

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #301 on: July 27, 2024, 03:23:13 am »

"These ghosts ain't gonna do shit!"
Ignore everything that's happening and continue to gather mud.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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Megam0nkey

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #302 on: July 27, 2024, 03:29:00 am »

Try to find Symbols. If any spirits attack, try to defeat them with the power of mud!
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Imp

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #303 on: July 27, 2024, 09:46:41 am »

I may have miscounted (I may have forgotten about the two newest laborers).  We may need 6 more food, and not just 4.


Btw, what happens if we don’t have enough food?

Looks like we're gonna find out.

Turn 16 my understanding was that we were gonna need 12 food for the end of turn 17 and that we had 9 as of turn 16.  We had the worker gathering and I allowed him to gather alone for the first time since he started gathering (he had told us about the forest dangers, and we'd recently had the other worker 'break').  I expected that we'd have 10 food at the start of turn 17, and that if I and the worker gathered then we'd have the 12 we needed to meet all food needs;

Anyone else gathering food on turn 17 too would help build up towards the 12 we need for turn 21 (unless more workers are made or something else happened) because if just worker and I gathered turn 17, we'd have the 12 we need but be at 0 food.

Here comes finding out, cause we're gonna be significantly short food I think.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Imp

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #304 on: July 27, 2024, 10:54:28 am »

However, turn 16 MMM #277 also gathered food.  He's our +1/+1, the other is the gatherer.

That takes us to 11, we lost 3 to rot and could have more and new issues with the spirits, ignoring the unknown we're at 8 food.

5BoH #293 decided that we should starve and reassigned the foraging worker (!!!!!!) to collecting mud.

CM #297, Imp #299 are both gathering food.  We'll be at 10 if only things I predict and understand happen (hahahahaha).  So we're short 2 unless great stuff occurs; we may have more lost from these angry spirits even this turn.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #305 on: July 27, 2024, 01:44:48 pm »

I’d also like to remind people that, until we get rid of all the symbols, foraging actions have a 50% chance to fail.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #306 on: July 27, 2024, 02:27:45 pm »

I’d also like to remind people that, until we get rid of all the symbols, foraging actions have a 50% chance to fail.

Yeah, 'and get caught in the vortex' sounds pretty bad as well.  I'm hoping the check for find and remove symbols happens before the check to see if we can get food.

I'm also hoping there's no more than 3 symbols, since we lost 3 food.

All that's guesswork/hopework.  Maybe this is my last turn, maybe I'm one of the ones caught in the vortex and this silences me.  If not, hopefully someone doesn't starve because I get food back, and hopefully we all get the symbols found and removed.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

SCREE

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Re: Gnome Town Returns [Always Open, Turn 17]
« Reply #307 on: July 28, 2024, 02:42:54 pm »

Turn 18
TURNTURNTURN

The clearing erupts in a flurry of activity!

Some Gnomes immediately hide in the mud, while others obstinately continue their daily activities in the understanding that Mud consumes all.

There is a flurry of re-assigning the workers - despite 2 workers having no jobs - which has never happened before. The foraging worker becomes a mud worker, one worker is encouraged to find strange symbols but they outright refuse and one of the unemployed workers is set to brick making. The last layabout gives a toothy grin as his mate is sent off to build hexagonal bricks, feeling nice and cozy inside his fancy house as the clearing erupts into chaos around him.

Mercifully, a bunch of level-headed Gnomes knuckle down and attempt to seek out the strange symbols littering the clearing. It seems the Afflicted worker had been making them, or smearing them with mud to hide them from prying eyes. He sits gibbering to himself in the Healer's Hut, totally unaffected by the herbs hanging around his head.

3 Sets of Strange Symbols are removed and another is found before nightfall, but not destroyed. It is unclear if this is all of them or if more are around the clearing...

Mercifully, one Gnome does manage to bring food back from the forest intact, totally oblivious to the raging vortexes that swirl in the forests and clearings.

Everybody eats (5 + 7) leaving some to go hungry.

A worker has gotten sick from lack of food!
A worker has gotten sick from lack of food!

Without food to rot, the spirits instead descend on the Herb piles!



Event
Spirits are attacking!

Effects
There are angry spirits attacking the clearing!
They are causing food to rot and disrupting your work.
Foraging for food has become more dangerous with a 50% chance to fail and get caught in the vortex.
In order to stop the spirits, the strange symbols must be discovered and removed post haste! Otherwise this is your life now.

Resources:
     ?? / 35 Food [-11]
     ?? / 15 Mud [+2, +0 from sick Workers]
     ?? / 20 Herbs [+1, -2 rot this turn]
     ?? / 10 Flint [ 0 ]
     ?? / 10 Sticks [ 0 ]
     ?? / 10 Planks [ 0 ]
     ?? / 10 Mud Bricks [0, +3 from Workers, +0 from afflicted worker]
     ?? / 10 Crushed Brick [+2]
     ?? / 10 Putrefied Gunk [+2, inedible]
     ?? / 6 Felled Tree [ 0 ]
     1 / ? Strange Symbols

     1 / 3 Flimsy Shovel [1 Use(s) Remaining]
     0 / 3 Flimsy Axe

Workers:
3 / 6 Workers
    1 x Layabout Laborer
    2 x Gatherer - Mud (2x Sick)
    0 x Forager - Food
    3 x Crafter - Bricks (1x Afflicted, Cannot Work)
1 / 1 Wise Man

Buildings:
    4 x Mud Hut, Workers
    1 x Workshop
    2 x Gatherer's Hut - Food (20 x Food protected from Rot, increased Food capacity)
    1 x Healer's Hut (10 x Herbs protected from Rot, increased Herbs capacity)
    1 x Wise Man's Hut (Access to Research)

Researched
Crude Tools (100%)
Big Mud Pile (100%)
Healing Arts (100%)
Think Tank (100%)
Woodworking (100%)
Brick Crushing (100%)

Do one thing:
>[] Forage for Food (chance to gain herbs)
>[] Gather Mud (chance to get flint)
>[] Fell Tree

>[] Find Strange Symbols
>[] Remove Strange Symbols

>[] Heal the Sick (requires: 2 Herbs)
>[] Crush Brick (requires: 1 Brick)

>[] Craft: Mud Brick (requires: 1 Mud)
>[] Craft: Planks (requires: 1 Felled Tree)
>[] Craft: Flimsy Shovel (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Palette Knife (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Axe (requires: 1 Stick, 1 Flint)

>[]Use Tool: Flimsy Shovel to Gather Mud (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)
>[]Use Tool: Flimsy Palette Knife to Craft Mud Brick (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)
>[]Use Tool: Flimsy Axe to Fell Tree (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)

>[] Research: Crude Weapons [3/10]
>[] Research: Distillation [8/15]
>[] Research: Trapmaking [0/18]
>[] Research: Kiln [0/12]
>[] Research: Punishment [0/10]

>[] Build Hut, Hire Worker/Thinker - please specify (requires: 5 Mud Bricks, homes 1 Worker or 1 Thinker)
>[] Build Cruck House for a Worker/Thinker - please specify (requires: 6 Planks, homes 2 Workers or 2 Thinkers, or 1 of each)
>[] Build Gatherer's Hut (requires: 5 Mud Bricks)
>[] Build Healer's Hut (requires: 7 Mud Bricks)
>[] Build Bigger Mud Pile (requires: 15 Mud)
>[] Build Wise Man's Hut - Research Skill trees, i.e., what researches unlocks what other immediate research (requires: 10 Mud Bricks)
>[] Build: Workshop (requires: 3 felled trees, 3 bricks)
>[] Build: Lumberyard (requires 2 felled trees, 4 planks)

>[] Assign Gatherer's Hut (Food / Mud / Bricks / Flint / Sticks)
>[] Re-assign Gatherer's Hut (Food / Mud / Bricks / Flint / Sticks)

>[]Assign Worker: Forage Food / Gathering Mud / Crafting Brick
>[]Re-assign Worker: Forage Food / Gathering Mud / Crafting Brick - cannot re-assign sick/afflicted worker[/hider]
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Imp

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #308 on: July 28, 2024, 02:55:09 pm »

Find strange symbols.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #309 on: July 28, 2024, 03:05:43 pm »

Remove strange symbols
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Kashyyk

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #310 on: July 28, 2024, 03:06:26 pm »

Remove Strange Symbols
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A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #311 on: July 28, 2024, 03:19:43 pm »

Find Strange Symbols
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Imp

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #312 on: July 28, 2024, 03:49:39 pm »


So, we know the afflicted worker made at least 1 symbol.  We know that the Wise Man's waking up is connected to the attack.

We don't know if the afflicted worker and/or wise man continue to make strange symbols, but the Wise Man seems sane now.  Apparently we observed the afflicted worker doing something else wrong-bad, so he is sus.

If the afflicted worker made symbols every turn it could, from the start of its disappearance before we knew it was afflicted:

From Turn 8 until turn 17, that would be 10.  It's possible the worker was possessed on Turn 7 (crying in the forest at night?) and 'disappeared' for Turn 8, and made symbols every night since.  He may have made a new one on turn 17, he's still afflicted.

We found that worker again on Turn 9, and found the strange symbol then.  That's not time to make many symbols (presuming they get made 1 per turn, and that the afflicted worker's the source of them... and the only source of them).

But we've already found 4 symbols, and as of this turn 18 removed 3.

I think we have at least 10 total symbols to find and remove, and if the Wise Man actually is the problem - he went into a coma on turn 11.  So from turn 12 to turn 17 - that's 5 turns.  He woke up Turn 17, so he probably is not still making symbols if he made any.

And we have 2 gnomes who said their action was to make symbols on turn 10.  Those may also add to what have to be found and removed.

So, worst case scenario, based on those factors, we have maybe 19 symbols to find and remove.  (12 from the afflicted worker, who could be making a new one every day still; 2 from gnome hands, 5 from coma-affected Wise Man)

Best case scenario, we have only 5 (the symbols the worker and gnomes made are different symbols, our coma-affected Wise Man is actually the issue, what he did while 'possessed').
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

FiveBalesOfHay

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #313 on: July 28, 2024, 04:05:01 pm »

That's a lot of symbols.

Heal the sick.
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Nirur Torir

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Re: Gnome Town Returns [Always Open, Turn 18]
« Reply #314 on: July 28, 2024, 04:10:19 pm »

I don't remember him being mentioned as drawing any symbols on turns he was interacted with, aside turn 9 when he was first found drawing them.

By your list, I count 6 instances of him being unattended or known to be drawing symbols. He might not have done anything turn 18, and just watched the chaos. Plus 2 for our own symbol drawing science actions. As of this post, we have searched for 6 and removed 5. I estimate that we have 2 searches and 3 removals left, but the spirits might calm down before we remove every last symbol.
Spoiler (click to show/hide)

Hide and watch the afflicted worker to make sure he's not drawing symbols. Intervene if he does.
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