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Messages - Haspen

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33376
Forum Games and Roleplaying / Re: Evilland' Group Slaughter
« on: March 07, 2010, 03:09:59 am »
How to enter the Combat teams?

Just post the Name and the Class. I will handle the numbers.

Also, let's start with 4x4 battle.

Team 1
-Haspen, Warrior, 40/40hp, 2/1, [3/3ap]
-Criptfeind, Heretic, 25/25hp, 1/2, [25/25ap]
-ExKirby, Bard, 35/35hp, 1/1, [5/5ap]
-Deon, Paladin, 40/40hp, 3/1, [7/7ap]

Team 2
-Billy, Heretic, 25/25hp, 1/2, [25/25ap]
-Semabin, Monk, 45/45hp, 1/1, [12/12ap]
-Jetsquirrel, Swordman, 35/35hp, 2/1, [14/14ap]
-Haika, Druid, 30/30hp, 1/1, [13/13ap]

You can post your applications here (in the topic), or via PM.
I will play this one as well, as a mentor of sorts :P

33377
Hello! Welcome in Evilland - place of numbers, magic, gore, combat and lame jokes.

Required to play:
-Simple mathematics,
-Logical thinking,
-A bit of imagination,
-Knowledge of rules.

Optionally :P
-Working YIM/MSN/AIM/Pesterchum contact (to poke and abuse the lagging players)

The Rules:
Two teams of three/four players hack at themselves until there's only one team alive on the battlefield.

1. There cannot be two or more players in one team with the same Basic class.
2. There must be at least one player in the team with a class from 'Supporting' group.
3. There can be only one Elite Class in a team.
3a. If there's an Elite in Team 1 but Team 2 cannot have one (no one unlocked Elites yet), the Elite in Team 1 must turn into 'Basic' class. For the fair-play.


Players from teams make moves in turns in Team 1 - Team 2 order.

Example:
Player A from Team 1
Player D from Team 2
Player B from Team 1
and so on.

1. A Player can make only two turns in a row (there are few exceptions of the rule)
Player A from Team 1
Player D from Team 2
Player A from Team 1
Player D from Team 2
If Player A takes another turn, his move will be ignored. Also, if players will reply to his move, their moves will also be ignored. Let's don't mess that, okay?
Also: please remember that we're scattered around the globe. Let's avoid a situation in which 4 players from 2 teams will rush through the combat while the rest of players are sleeping/working/doing stuff in real life.
The Team 1 always have the first move, until there's an exception (Passive Abilities of some Classes)


Damage & Armor:

Let's look on Joey's the Warrior stats line:

Joey, Warrior, 40/40hp, 2/1, [3/3ap]

40/40hp - Actual/Maximum Health Points.
2/1 - Physical/Magical Armor.
[3/3ap] - Actual/Maximum Action Points.

Joey attacks John the Heretic with normal attack (not an ability).

John, Heretic, 22/25hp, 1/2, [25/25ap] 4-1=3dmg.

Joey's damage is 4, John's physical armor is 1. So he received 3 points of damage. Joey, in his turn, had to calculate and deal damage, and also set John's HP to proper number.

==============================

The Damage Formula:

X - Y (+/- x1...xN) = Z

X = Power of the attacking player' attack or ability.
Y = Attacked player' armor level.
x1...xN = Various modifiers to the Damage (Various abilities, like Bard's Song, increase damage).
Z = Amount of Damage dealt to the Attacked player.

==============================


Rounding of Numbers.
In Evilland, against all logic and laws of mathematics, all of the numbers are rounded down. Example: 2.75 turns into 2.

REVENGE a.k.a The Last Move.
It's an attack/ability that's available to mortally wounded character, who have 0, -1, or -2 Health Points (if he got lower in one hit, we assume he got split in two or hacked to pieces. Or something ;P)
Last Move (REVENGE!) can be applied at any time - even if it's other Team turn or the Player already took two turns in a row.
If a Last Move is an ability that would normally cost some Action Points, it's free of costs for Last Move.
And, at last, if (for example) Joey the Warrior used his Last Move, his HP changes to: dead/40hp
Spoiler: The List of REVENGE: (click to show/hide)

Action Points
Action Points is the stuff that allows players to use Abilities, if they have enough of them (points, not abilities :P).
Normal attack (with Base DMG) doesn't reduce AP.
AP ISN'T RECOVERABLE IN ANY WAY DURING THE BATTLE!
Passive Abilities doesn't cost any AP's.

Remember John the Heretic? Well, he casts a Fireyball now.
Attack line on Joey isn't needed, but look here:

John, Heretic, 22/25hp, 1/2, [23/25ap]

See? Fireyball' cost is 2 AP, and thus the amount of John's AP was reduced by 2.

Abilities

Every class have many abilities (look at them!), at those abilities are put into two groups:
-Abilities
-Passive Abilities

Abilities are all those special attacks, spells, enchantments and so on.
Passive Abilities are those abilities that are triggered only under certain circumstances, mostly if Player' HP is below some number. Some of them determine who starts the battle. Immunities also count as 'Passive Abilities'.

'Abilities' have also a few tags:
(Magic) - If this ability deals any damage, the Armor used in damage dealing formula is the Magical Armor of the attacked player. Also, direct abilities with (Magic) tag (like Fireyball or Majick) bypass 'Defender'.
(Poison) - This ability puts 'Poison' status on the attacked player.
(AP:X) - This ability costs X Action Points to use. If the ability lacks this tag, it's a 'Passive Ability'.

You put the (Ability) after someone's stats line, like here:

Eve, Dum Gyft's Priest, 30/30hp, 1/2, [18/18ap] (Shield)

If there's two or more Players that can use the same ability, you put (Ability - Name of the Player that used the ability).

Eve, Dum Gyft's Priest, 30/30hp, 1/2, [18/18ap] (Shield - Eve)

Caveat about Defender:
If there are two players that can become a Defender, and one of them starts Defending the other, that one cannot Defend! It's a security measure to disallow 'Defender's chains'.

Elites:

There are quite few Elite classes - to unlock them, you must have play through (not necessarily win) in 5 battles, using certain Basic classes.
What are Elites? Well... something better than the Basic ones, yes :P

Bad Stuff:
Poison - Poisoned player (stats line, (Poisoned)), receives 1 point of damage with each move he make.
Poison IS NOT cumulative!
Poison can be cured with few abilities, also, it dissappears automatically when the poisoned player Health Points get to 0 or lower amount.

And now, what Players love: Character classes!
Battle classes: (12:B6:E6)
Spoiler: Basic (click to show/hide)
Spoiler: Elite (click to show/hide)
'Supporting' classes: (8:B5:E3)
Spoiler: Basic (click to show/hide)
Spoiler: Elite (click to show/hide)

========

List of Other Evilland' Threads:
Evilland' Group Slaughter Battle II

Credits: For those three virtual people, Joey, John and Eve! Thank you, I hope you enjoyed your wounds! :D

Also, I want to personally thank letters X, Y, Z - you've done great job, guys :P

NOTE: For anyone that might be wondering:
No, I didn't made the game in 5 minutes for DF forum. It's English version of a forum game which I created for few Polish forums. Sadly, Evilland have that strange thing to depopulate the forums, and at the moment all forums on which Evilland was played are empty/abandonded.
I hope it won't do the same to this one :P
There is full, fantasy World of Evilland, complete with chronology, artifacts, RP-only classes, scenarios and all that written down at my harddrive - but that would require a sub-forum and plenty of space. Let's slaughter ourselves before we move to something more complex ;) Also, I would have to translate that stuff into English :P

33378
DF General Discussion / Re: How do you cheat? If at all?
« on: March 06, 2010, 05:38:27 am »
I do not cheat.

Well, but if you consider using esxploits a cheating... quantum 1x1 dump area. Infinite quiver thing exploit.

Sometimes atom smashing on the dump area to get rid of all that rock.

Earlier, I loved setting some creature homeotherm to high numbers for 'flamey fun'.

And save-scums, if the seasonal save was too long ago and something very bad happened. (Bugs, accidental cavein and so on)

Today, I just play DF. *sigh* Losing is still fun though.

33379
DF Community Games & Stories / Re: Torasalath (succesion fort)
« on: March 05, 2010, 04:13:57 pm »
Right, first thing I noticed here is that there is no defence what so ever.I am going to try to build a butchery and a barracks.The stockpiles need to go inside, the workshops need to go in and A keep needs to be built.

Shredded the newborn puppies and horse foals running around, we need lovely leather armour for the army!


CARP!, I hit some clownite while looking for iron for our new, pretty forges on the same level as the farms, looks like we arn't getting the real king...

??

There really is a keep and a barracks under construction just next to the palace. The Palace is guarded by our might champions. The town is guarded by our mighty champions. Many of them are not naked, but wearing STEEL instead. Most of our recruits are being trained in the barracks under the keep that hasn't been built yet but which I presume someone will build into something cohesive. The recruits are wearing cat leather armors.

The dogs and puppies look really cute sitting on our pavilions above ground. There's a stockpile of blocks and stone next to the wall for later construction needs. Other stockpiles are int he Vault which Ezum is hoarding.

I fear he got the wrong save... >.<

33380
Well, let him cut wood for a while, but get him into sparring before season change.

You know, so he can get at least basic wrestler/weapon skills.

33381
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 05, 2010, 11:33:06 am »
You need barracks un-assigned to anyone and a squad set to 'standing down'. That's all for sparring.

33382
Did Hrmurr managed to kill a dwarf? Or two?

33383
DF Modding / Re: Avernum Fortress v1.1T!
« on: March 04, 2010, 01:32:26 pm »
Uh. That thing.

Propably something biome-wildlife-thing related.

On what biome + features you wanted to embark?

33384
*Random peasant cat grabs an axe, armor, and moves to fight*

Give him the name of Hrmurr the Purr.

Let's see if he kills someone before dying :P

Did my previous cat got a normal casket in the underground or turned into nutritious goo aboveground?

*Yeah, I know, I'm a bit late for that :P

33385
DF Community Games & Stories / Re: Halltraded succession game
« on: March 04, 2010, 08:41:01 am »
Wait, so Maggarg got overpowered WITHOUT strange mood? Wow.

Also, I'm of the waiting list. Torasalath was smaller and my PC had more than problems with FPS :P

33386
DF Modding / Re: Bone meal
« on: March 03, 2010, 08:32:14 am »
The bone meal is attainable only from HFS pits.

You *could* make a smelter reaction (and only that for now), but because it doesn't take containers into account, you wouldn't get anywhere.

Final answer: sadly, no way.

33387
DF Dwarf Mode Discussion / Re: What's with the Microcline hate?
« on: March 03, 2010, 07:22:05 am »
Noble Digger: Hey! But olivine is soothing, dark-green!

Olivine is certainly the best from all common-cluster stone types.

33388
DF Dwarf Mode Discussion / Re: 5 z-level dining room
« on: March 03, 2010, 05:56:41 am »
Dwarves won't 'destroy' dug stairs from below if they can access the them from higher ground.

33389
DF Modding / Re: Unkillable Creatures with Tissue Layers?
« on: March 03, 2010, 05:47:56 am »
is there any way to prevent death from collapsed natural stone?

If thing gets directly under falling natural ground - no.

33390
DF Modding / Re: Unused now [CAN_CIV]?
« on: March 03, 2010, 05:45:28 am »
And is there  a way to determine what a entity might bring to trade?

They bring whatever they're allowed to 'produce' offscreen.

They will bring all weapons, armors, clothes, instruments and toys you have packed in their entity.

For vanilla df:
[USE_GOOD_WOOD] tag determines if they will bring Feather Tree logs (EVIL for Glumprong).
[USE_GOOD_PLANTS] is for Sunberries (EVIL is for Sliver barb).
[USE_MISC_PROCESSED_WOOD_PRODUCTS] Charcoal, ash, lye and potash. Haven't seen anyone bring this 'randomly', so propably it determines if you can ask for that stuff via entity guild representative.
[RIVER_PRODUCTS] Will bring you river fish. [OCEAN_PRODUCTS] - ocean fish.
[SUBTERRANEAN_CLOTHING] Will bring silk and gcsilk thread/cloth (and finished clothes with conjunction with proper clothing tags). Also, with [USE_CAVE_ANIMALS], various leather clothes (giant bat leather, cave crocodile leather and so on).
[CLOTHING] Rope reed thread/cloth (and finished clothes with conjunction with proper clothing tags).
[ANIMAL_PRODUCTS] Meat, leather, milk and cheese.
[OUTDOOR_FARMING] They bring aboveground plants (Fisher berries, longland grass etc.)
[INDOOR_FARMING] They bring undergrounds plants (dwarven plants)

Also, for example, they must have [PERMITTED_JOB:CLOTHIER] if you want clothes, [PERMITTED_JOB:CHEESE_MAKER] for cheese and so on.

People often just copy all job permissions and the community screams 'oh modded races just love bringing you cheese' ;)

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