Recent posts by ZigZagZombie on Kongregate

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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Hello everyone.

I’ve updated the confirm sign up list.

@urFEAR your character does not seem to make much sense. The bio is confusing if anything else, and your using another player’s picture for your own character description.

@gammaflux, @cl0wn3r, @ganthro, I am ready to accept you guys into the game, just don’t dilly dally with the character sheets

Thank you all for the positive support.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Hey everyone!

I am going to be finalizing the rest of the game soon, so I will give 1 week for anyone who still wants to sign up/finish their sheet.

If you have any questions, please feel free to ask.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Originally posted by cl0wn3r:
Originally posted by ZigZagZombie:

@clo0wn3r, by no extra points, you mean that what is listed below is the only equipment it comes with?

I am currently gaging it. On average I want it to be difficult, and that it is more about survival, reason why most roles are that of peasantry and not combat. It needs to be fair with the other roles, so it will take me a bit to contrast and compare.

Yes to the first part. Rangers would only have the equipment listed, no extra options.

As for the second, the bow and hunting are critical to the class, the rest is less so. If you need to nerf it, you could make the knife a normal knife, the canteen a water pouch, and degrade the meal. The big disadvantage is that the bow can’t be used in solo combat, so s/he has to be part of a team. I thought about adding a bonus ability to the Bow (stealth attack bonus), but thought that would be too much.

What I am trying to check right now is the whole equipment list. Like, of course you are limited to exactly that list, but it is more or less what someone would want, and there is no other downside to being a ranger. Like the Noble and the Soldier get huge penalties for having additional points, and the peasant’s downside is that additional points is all he gets. So I’m just trying to find a balance around those areas, if you understand where my concern is.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

@clo0wn3r, by no extra points, you mean that what is listed below is the only equipment it comes with?

I am currently gaging it. On average I want it to be difficult, and that it is more about survival, reason why most roles are that of peasantry and not combat. It needs to be fair with the other roles, so it will take me a bit to contrast and compare.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

@gammaflux @urFear and @cl0wn3r, you will need to fill out that sheet to be officially signed up and in the game

@Kuzco12, @ilovekirby12, @Flyingcat, @10crystalmask01, your characters are approved.

@ilovekirby12, all characters stats start out at 1.

 
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Topic: Forum Games: Forum Games / The Game Development Thread

I just wanted to inform those who had supported my game ideas that Collapsed Kingdom is now on the forum, and ready for sign-up

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Updated the Sign-Up List with BrainpanSonata and Felineforumer

For the rest, you will need to fill out your sheet first.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

@BrainpanSonata

Kher is a coastal region, with a mountains separating the land from the sea. It shares it’s borders to the south with two other kingdoms, To the left the Khle’Daran and to the right the Vjorn

Most Kherians pray to Naya, God of the Sun.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Approved Sign Up List
-Cyrille Foret, Logger (FelineForumer)
-Father Gareth Nayson, Priest (BrainpanSonata)
-Larry King, Pickpocket(Kuzco12)
-Mika Charters, Pickpocket(ilovekirby12)
-Gried Aferace, Doctor(Flying Cat)
-Leto Irwein, Miner
Questions and Answers

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Character Sheet

Name: Self-Explanatory

Bio: A quick story of your character, just to give him a bit of depth

Description: A quick physical description.

Role: The place that the character took in society before the collapse. Different roles give stat boosts, better starting equipment, or even unique abilities, depending on which one is taken.

Inventory: The items you managed to take with you during the collapse. You start with 10 points, and can purchase anything that is either from the general list or the list specified for your role.

Roles: There are a total of 13 roles, and I’m open to ideas.

Peasant: You didn’t do anything impressive. Perhaps you were too young to really be settled in a career, maybe you just weren’t the best at it and thus, it doesn’t have that much of an impact on you. Perhaps the career just doesn’t influence much your survival skills. Anyway, Peasants gain an extra 5 points to spend on inventory purchases to compensate for this lack of specialisation. Make good use of it, since that’s the only positive thing you get from picking this.

Farmer: You are a hard worker and have been working the fields. Over time, you have learned to live with the sun bearing down on you, and thus, you get +1 END.

-Diligence(Ability): The Farmer can, once per day, hustle to perform a feat of strength. Using this ability reduces the farmer’s endurance by 1 to increase his strength temporarily by 1 for one specific task or challenge. The strength wears off immediately after, and the endurance comes back at the beginning of the next day.

Miner: You worked in the caves, mining minerals and rocks such as coals and gems. Hacking at stone all day has increased your STR by 1. In addition, your job has given you access to some unique items.

Blacksmith: You were one of the kingdom’s smithy, or at least, an assistant to one of them. Living in the boiling heat of the forge has increased your END by 1. In addition, you job has given you access to a slew of metallic items which could come in handy.

-Blacksmithing(Skill): If given access to the proper resources and a forge, a Blacksmith knows how to operate a forge and can thus craft and repair items.

Logger : Your days were spent in the woods, cutting down trees and carrying logs. Logging has increased your STR by 1 and you Carry size by 1. Being a logger has also given you access to the mighty logger’s axe.

Carpenter: Working with wood was your profession, which is considered one of the most skilled type of craft. You attention for detail in your work has increased your AGI by 1 In addition, carpenter’s have access to a unique items, most notably the carpenter’s toolkit, which comes with a multitude of useful items inside.

-Woodcrafting(Skill): Given access to the correct tools and resources, a Carpenter has the correct knowledge to be able to craft and repair wooden items.

Weaver: You have worked with cloth an linen your entire life, weaving carpets, clothes and bags. Your eye for detail has increased your AGI by 1. In addition, the cost of buying all cloth items(such as bags, pouches and so on) is reduced by 1.

-Weaving(Skills): Given access to a station, Weaver’s can build various items out of cloth.

Noble: You have lived a life of luxury, granting you great wealth, but not much else. Being fed with a silver spoon, you haven’t learn to do anything yourself, or are rather unwilling to do hard tasks. Nobles STR and END are halved, effectively putting them at 0.5 STR and END. However, the Nobles were informed of the collapse much before the peasantry, and have had time to prepare. They thus have 10 extra points to spend on inventory.

Priest : A man of faith, your life consisted of spreading your religion and conducted ceremonies under the guidance of your head of church. Although the pope might be dead, your faith still guides you.

-Faith Healing(Ability): On top of their other statistics, Priest have Faith. Instead of performing a daily task, A priest can spend his day praying to gather 5 points of faith. When the priest has accumulated 20 faith, he can use his daily task to heal him or someone else of a physical or mental wound. If he has over 50 points, he can use it to automatically succeed at a task.

Guard: You protected the kingdom before the collapse. You have survived and must protect you and the others until you reach safety. Guards need to be imposing and strong and thus you have an increase in STR by 1 As a guard you have access to the barracks, giving you access to weapons and armor. You can also opt to be a Soldier. This variant of the guard was on the job and present when the collapse happened. In addition to what the standard guard gets, The Soldier gains 5 extra points specifically for buying weapons and armor, and they cost 1 less. However, the soldier will start with random injuries, possibly even a lowered mental health from the trauma of war. Note: These are rolled randomly and can be crippling for the character.

Beggar: You rode the streets, asking for petty change. You survived without anything, and thus you are one who has lost the least. Life on the streets have toughened you up and taught you to survive with less, thus your END is increased by 1. In addition, your TH and HU bar is longer by 1. Sadly, you have very little with you, and only have 5 points to spend on inventory purchases

Pickpocket: You lived off other people, grabbing something when you needed it. .Pickpockets get an increased *AGI by 1. In addition, for 2 more points, you can take an item off another role’s list(you stole it)

-Lockpicking(skills): A pickpocket can open locks from doors, chests, and so forth.

Doctor: You tended to the wounds of others, ensuring that your local village was healthy. The Doctor has access to tools which they can use to take care of others

-Treat Wounds(Ability): If the doctor has the proper ingredients and tools, he can spend an action to treat a character’s wound. During that time, the patient can take no other action other than resting. If need be, another character can spend his action to search for additional ingredients or aid the doctor, which increases the odds of a healthy recovery.

Inventory

Item/Price/Carry Size: Effect

General : THESE ITEMS CAN BE PICKED BY ANY CHARACTER

Knife/3/0: Found on every dinner table and in shady individual’s pockets. Increase your combat score by 2. Damage causes bleeding. Can be thrown.

Pitchfork/5/1: The preferred weapon of an angry mob or a panicked farmer. Increases combat score by 3. Damage causes bleeding. Can be thrown by a character with a STR of 2.

Food Supplies/1/0: A portion of food barely enough to survive for a day, raising a hungry character’s HU by 1. Requires carry size item to contain it, or else it has a carry size of 1.

Full Meal4/1: A sizeable and diversified portion of food, raising HU by 2 and TH by 1

Waterskin/2/0: A small receptacle to hold water, made from animal skin. Can carry 1 THU of water and comes filled with clean water,

Canteen/4/0: A bottle with a strap, designed to be carried around. Can carry 2 THU of water and comes filled with clean water.

Barrel/6/4: A small wooden barrel, capable of holding up to 10 THU of water and comes filled with clean water or alcohol(worsens THU, but helps MH in small doses). Has a weight of 2 when empty. Can be bought empty for 2 less points.

Alcohol/2/1: A tall bottle of alcohol, such as whisky, wine, or other. Has 4 doses of alcohol in it. Alcohol worsens THU, but can help heal MH in small doses. The bottle can be used as a weapon, increasing you combat score by 1. If used when empty, it shatters, causing an extra point of damage and bleeds.

Hat/1/0: A hat of any sort, meant to cover your head. Reduces slightly the chance of being negatively affected by heat.

Bindle/2/1: A stick with a cloth at the end, capable of carrying stuff inside. Increases carry size by 2. NOTE: If the extra carry size of the bindle is used to store another bindle(or other carry size item) then that second storage item does not increase your carry size.

Pouch/4/0: A cloth of leather bag, attached to your belt. Increases carry size by 3.

Backpack/6/0: A backpack, the beast way to efficient carry stuff around. Increases carry size by 5.

Torch/2/1: A torch, capable of providing one night’s worth. Can be used as a blunt weapon. Deals fire damage if lit.

Lantern/4/1: An oil lantern, used for lighting. Comes with a small supply of oil capable of lasting 1 night’s worth.

Canister of Oil/2/1: A canister of oil, capable of fueling a lantern of 1 night’s worth,

Rope/3/1: 3 feet of rope, used for various purposes.

Unique Inventory Items: THESE ITEMS CAN ONLY BE USED BY CHARACTERS OF THE APPROPRIATE ROLE

Miner

_ Pickaxe_/4/1: A hefty pickaxe, used for breaking apart rocks and minerals. Can also be used as a weapon, increasing your combat score by 4. Damage causes bleeding.

_ Miner’s Lantern_/4/0: A oil lantern, used for lighting. Comes with a small supply of oil, capable of lasting 1 night’s worth. Can be attached to a piece of headgear or a belt, making it easier to carry than the standard lantern.

Shovel/3/1: A shovel, used for digging

Coal/1/1: A lump of coal. Can be used to make fires and fuel a forge.

Blacksmith

Smithy’s Kit/4/1: A bag containing an assortment of tools, such as pliers, tongs, wrenches, a small hammer, and so on. Needed, alongside a fire and an anvil, to use the blacksmithing skill.

Hammer/3/1: A large, blacksmith’s hammer, large enough to be wielded as a weapon. Improved the combat score by 3.
Coal/1/1: A lump of coal. Can be used to make fires and fuel a forge.

Small Anvil/6/3: A small anvil, typically used for jewelry. The only realistically transportable anvil.

Sword/5/1: A one handed sword. Both the point and the edge are sharp. Increases combat score by 4. Damage causes bleeding.

Axe/5/1: A one handed axe. Increases combat score by 3. Can be thrown and used to cut wood. Damages causes bleeding

Helmet/4/0: A metal helmet. Reduces chance of injury when hit on the head.

Armor/6/1: A chest plate, covering your body from attacks. Reduces chance of injury when the torso is hit.

Bracers and Gloves/4/0: Armor that covers the left and right arm section, reducing chance of injury in those areas.

Boots and Greaves/4/0: Armor that covers the left and right leg section, reducing the chance of injury in those areas.

Buckler/4/1: A small, round shield. Can be used to intercept attacks and thus prevent damage. Heavily reduces the odds on injury on the arm it is worn.

Logger

Logger’s Axe/3/1: A heft and strong axe, used for cutting down wood. Can also be used for combat, increasing the combat score by 3.

Carpenter

Woodworker’s Kit/3/1: A combination of tools needed to perform woodworking.

Axe/5/1: A one handed axe. Increases combat score by 3. Can be thrown and used to cut wood.

Guard

Sword/5/1: A one handed sword. Both the point and the edge are sharp. Increases combat score by 4. Damage causes bleeding.

Axe/5/1: A one handed axe. Increases combat score by 3. Can be thrown and used to cut wood. Damage causes bleeding

Helmet/4/0: A metal helmet. Reduces chance of injury when hit on the head.

Armor/6/1: A chest plate, covering your body from attacks. Reduces chance of injury when the torso is hit.

Bracers and Gloves/4/0: Armor that covers the left and right arm section, reducing chance of injury in those areas.

Boots and Greaves/4/0: Armor that covers the left and right leg section, reducing the chance of injury in those areas.

Buckler/4/1: A small, round shield. Can be used to intercept attacks and thus prevent damage. Heavily reduces the odds on injury on the arm it is worn.

Manacles/2/0: Steel manacles, used for detaining people.

Doctor

Surgeon’s Kit/3/1: A kit of saws, picks , stitches and so on necessary for surgery. Needed to treat high risk wounds.

Alchemist’s Kit/2/1: A kit for grounding up medical herbs into creams, tonics and tea. If instructed by the doctor, another character may use this kit.

Jar of Leeches/3/1: A jar filled with leeches, used in medical procedures. Can be used in the Treat Wounds ability. Is used to fight disease, infections and bleeding.

Roll of Bandages/1/0: A roll off bandages used to treat wounds. A single bandage can stop bleeding and be used as part of the treat wound action. Can be separated into 10 individual wraps(bandages).

Medicinal Herbs/2/0: A pouch full of herbs that are used with the alchemist’s kit. Contains 5 herbs.

Tea Set/1/1: A set of tea. With water and herbs, tea can be made(even better with the proper kit) which can be used for medicinal purposes, or for relaxation.

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

Collapsed Kingdom

4th of Stone, Year 43.

The Kher Kingdom, a proud nation, has fallen. Nestled in the Kher Mountains, Ravnagar, a fierce red dragon, has been plotting the ruin of the Kher since the foundation of its capital city. Allied with the orcs, goblins and ogres that lived on the mountains or in the caves underneath it, the ancient dragon led it’s army out of the caves and straight at the capital city, taking it down in less than a day. A week after the 4th of Stone, the glorious human empire has been reduced to ash. It’s towns pillaged and it’s forests burning, the citizens fled left and right, avoiding death, capture and worst. With savages roaming every corner of the region, the quiet country has become a war zone, and it seems impossible for there to be survivors…

How the Game Works

Players will be grouped together as survivors of the Kher Kingdom. During a cycle of day and night, their characters will perform various tasks in hopes of surviving. Surviving, however, is but one part of it: The country of Kher has fallen to the barbarians of Kher mountain, and is no longer a hospitable place to live. The goal will be to find a way out of Kher, fleeing to a country that will protect them from the invaders. An overland map will be provided to give players a visual representation of where they are and where they want to go.

Game Mechanics

Day/Night: Collapsed Kingdom functions on a day and night cycle. During each part of the cycle, a character can perform an action(such as gathering food, scouting ahead, tending wounds, etc.) At least 1 part of the cycle must be used to sleep. Tasks will something require the use of stats in increasing the odds of success.

Combat: Since this is a survival game and not one of combat, the combat system here is simplified. Each character has a combat score, which usually is STR + Weapon Bonus. Both parties(the players and the enemy) group up their individual combat scores together, and the one with the highest one is the one that will win the fight. The moment a fight happens, there is a chance of injury, which will be rolled based on multiple factors. If one group’s combat score is much higher than it’s opponent, however, it runs no chance of injury, and simply slaughters it’s opponents. If it is a tie, wounds will be rolled on both side, and will continue until the combat score of one group is lower than the other(or a group flees)

Exploration: As mentioned previously, an overland map will be displayed for the group. As an action, they can decide to move towards a certain direction.

GLOSSARY AND REFERENCE

STATS

STR: Your Strength score. It is used when you engage in combat, adding on to your team’s combat score. In addition, For every 2 points of STR, your carry limit is increased by 1. STR also improves your odds when performing STR based tasks and challenges.

END: Your Endurance score. The higher the END, the higher hit points you have(See PH). The higher your endurance, the longer you can run for and the longer you can walk before resting. That means that a group with higher END can traverse greater distances without getting tired. END also improves your odds when performing END based tasks and challenges.

AGI: Your Agility score: Very important when fleeing or fighting. It improves you aiming in combat and your speed when running and your chances of dodging an attack. It is also used for being unseen and unheard, which can be used to avoid confrontation. AGI also improves your odds when performing AGI based tasks and challenges
NEEDS AND HEALTH

PH: Your character’s physical health. It is divided in 6 parts: Left Arm, Right Arm, Left Leg, Right Leg, Torso and Head .Each limb has hit points = to 6 times your END. Your head has 3 times your END in hit points and your torso has 9 times your END in hit points. Whenever one of these parts get damaged, you run a high risk of getting an injury. The heavier the damage ,the bigger the injury. If any body part loses all its hit points, you lose that body part entirely. In the case of the head and torso, having it’s hit points go down to 0 results in immediate death. Physical diseases will also be mentioned here.

MH: Your character’s mental health. The initial MH score of a character is 0, and goes down based on certain events. Whenever your mental health goes down, there is a chance that you get afflicted with a negative effect. The higher the mental health modifier, the lower the odds of being afflicted.

HU: Your character’s hunger. Your character has a hunger score equal to 20+END. The lower the hunger score, the hungrier your character gets. Every 5 days without food will result in a negative effect. Each day the hunger score goes down by 1. Eating restores various amount of HU, depending on what is consumed. Performing physical activities will also lower the hunger score, requiring more food to be eaten to compensate.

TH: Your character’s thirst score. Your character has a thirst score equal to 5+END. Similarly, your thirst score goes down every day and with every physical activity. For every 3 points of TH missing, there is a severe negative effect. Drinking water restores TH, and some food items will also give a small amount of TH.

INV: Your inventory. You can carry any amount of items without penalty, so long as you do not surpass your carry limit. You can carry a bit more than your carry weight, though that will render your character encumbered(or even over encumbered) which brings certain penalties. The base carry limit is of 2, and goes up with STR. Carrying more than your carry limit but less than double makes you encumbered, which imposes a penalty on AGI, and tires out the character quicker(affecting HU or TH) going past double your carry limit will make the character over encumbered, making it near impossible to walk long distances and tiring them out very quickly

 
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Topic: Forum Games: Forum Games / Collapsed Kingdom(Group Survival): Sign Up

R4L

 
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Topic: Forum Games: Forum Games / The Game Development Thread

Wow, that is a lot of positive feedback! I will be working out a few of the basic rules, then I will publish a sign-up post for Collapsed Kingdom

 
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Topic: Forum Games: Forum Games / Dalibor: Battle For The Crown [Signups~1 Spot Left!]

I’m ok with all the changes, though could it be possible to buff a bit the passive? 10% sounds really insignificant(I don’t know all the math behind it all) and since it’s random maybe it could be a bit higher? Or else I will take it as it is, I’m ok with it.

 
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Topic: Forum Games: Forum Games / Dalibor: Battle For The Crown [Signups~1 Spot Left!]

Sign

Name : Damien Dimirton

Bio: Damien was a perfectly normal child. His parents weren’t, as they dabbed into mysticism, but that never stopped him from trying to live a normal life. Until a day where his parents seance went wrong. That is to say, their seance worked. They managed to summon spirits, but had not anticipated their power, nor their number. Over a dozen ghosts flooded the rooms. The entire family was in panic, until 12 year old grabbed the crystal orb off the table. In that moment, all of the specters converged onto Damien. The spirits invaded his body, fighting among each other and Damien for control over his body. Eventually he calmed down, latching on to the crystal orb tightly.

Ever since, he has been a completely different person. Distant, Erratic, Unusual. Some say his attitudes sway from day to day, naming the specific spirits that haunt him. Carrying the crystal ball around with him, they say that the magic from it is the only thing that allows him to maintain a resemblance of control.

Class: Medium

Description: Damien is 6’, but seems a bit shorter from slouching. He wears a long, dark gray robe with a hood. Most of his face is thus covered, except for his long, brown hair. What lies underneath the robe is a very slim figure with white eyes and a clear lack of expression. He seems to be very young, around his early 20’s

Transcendant Flair: Sphere of Wailing Phantasms – The Crystal Ball he maintains with him allows his body to sustain multiple souls claiming his body. Rumors are that souls are even attracted to it, adding on to the list of ghasts that haunt the poor Damien.

Stats
HP 80 (15 points)
MP 60 (30 points)
ATTK 40 (30 points)
DEF 25 (15 points)
MDEF 40 (30 points)
SPD 50 (40 points)

Skills

Skill 1: Spectral Posession(Active/UTF/Magical) – Damien sends out a spirit from his orb to assault the opponent mentally. Deals 150% ATTK and confuses the opponent next round , as the spirit is messing with the opponent mentally. (50% chance of being able to act next turn). Costs 10 mana, has a 1 turn cooldown if the opponent can act next turn, or a cooldown of 2 turns if the opponent skips turn(the spirit is back in the orb or not).

Skill 2: Spectral Assistance(Active/UTF/Support) – Some of the spirits from Damiens orbs manifests itself, assisting him in combat. Upon using this ability he summons 1d3+1 Spirits. Each spirit has 10 hp, takes half damage from physical attacks, and immune to statuses. Whenever Damien uses a basic attack or uses a skill, each spirit will attack the same target as Damien with a ghostly touch. Each ghost deals magical damage based on 10% of Damien’s ATTK. If a spirit damages an opponent when Damien is using his spectral possesion, it augments the chance of the opponent skipping his next round by 10%(cumulative between each ghost). Costs 15 mana, Cooldown 3 turns.

Passive Skill: Shifting Soul(Passive/UTF/Magical) – Whenever Damien is affected by a Status effect, there is a 15% chance that a spirit(currently residing in the orb) is affected instead (thus negating the status effect. Direct damage attacks are not negated). Next, Damien gains an increase (10%) to one of his stats (except hp), chosen randomly before each fight, and lasts for the entire fight until it is dispelled. This is to represent the specific soul who is animating Damien.

 
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Topic: Forum Games: Forum Games / The Game Development Thread

Hi everyone, I’m back for the summer, and If enough people are interested(and my ideas are good) I’m thinking of throwing myself back into games

Here are the ideas:

Space Inc
(Strategy/Competition)

You play as a private company, sponsored by the government. Busy with interplanetary issues, The government is going to sponsor one of you to be in charge of the UFE’s(United Federation of Earth) space program. After every year, a report will be made, and the least favorable company will be removed from the program, until one remains

The game
Players will spend money to buy ships/robots/gear and explore space. Through multiple ways, they “earn points” with the government by succeeding at various tasks, such as installing colonies, finding valuable resources for economic or scientific purposes, gathering data and knowledge about other planets, perhaps even investigating and meeting other alien races. Of course, any mishap will show when it comes to the report as well.

Take The Village

(Strategy/Competition)

Northvale is a quiet medieval town. Well, there has been rumors of creatures that live in the dark, such as werewolves and vampires and zombies, but that is nothing but peasant superstition, right?

The Game
You play as a monster of sorts, hidden inside or near the village. It could be a vampire, a werewolf, a necromancer, a demonist, etc.

The goal is to convert the village to your ways and kill the rest.
The problem is, there other monsters that are trying to do the exact same thing.
So the game involves players fighting in a turn by turn style to take control subtlety(or not) of village members.
The winner is the one who has the village under their control.

Collapsed Kingdom
(Cooperative/Survival)

Dragons, barbarians, orcs and more have lead to the collapse of the Kher Kingdom. It’s citizens, panicked and without leadership, have ran away in every direction, hoping to flee the various dangers and find safe haven elsewhere

The game
Players work together as various members of the kingdom(such as guards, farmers, nobles, etc.) and try to survive. Each turn, they can each perform individual tasks as well as discuss and vote on what the group does as a whole(ex: Do we attempt to cross through the woods, or do we stay in the ruins longer as it is safer) The game will keep track of each character’s hunger and thirst, as well as mental and physical health. Tough choices will be thrown at them and the morality of their characters and their willingness to survive will be tested. The goal is to reach a neighboring kingdom, and to find safety. Will the group survive?
(Note: If this game goes through and a lot of people want to sign up, perhaps multiple groups can be made instead of one large, saturated group)

So, what do you think? Any questions/suggestions? If I were to make a game which one would you play?

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Originally posted by ilovekirby12:

(School projects got me like)
(Can we ever make a new settlement like puffport? That way tile claiming doesnt take that long later)
PuffPort
The two military units shall move south east.

Yes yo u need to ressearch expansion

Originally posted by gammaflux:

Question: How does Exp work?

Also sorry for the wait, Move my military units South-West, followed by West.

It takes about 15 exp to make a unit gain a level, and the cost of a new level steadily goes up from there. You gain a number of EXP depending on the cost of the unit.

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Originally posted by DrOctaganapus2:
Originally posted by ZigZagZombie:
Originally posted by DrOctaganapus2:

No Man’s Land

Territory to the left shall continue being taken.
Research Expansion for Settler Unit
Continue construction of Barracks
Begin taking the land North-West (1 to the top-right) of Unity
Begin Construction of Desolator Totem Pole
Begin Construction of Shrine of the Savior


Mutated Dog is to move left 1 space
Marauder is to move to down 2 spaces, avoiding enemies if possible
Titan is to move right 2 spaces

(Am I missing anything/messing anything up?)

Ah, here, let me help.

The number given in Units is your total: So you have a total of 4 Units
Idle Units are workers that have not been assigned a job. Here you have 2 out of 4 of your Units idle, meaning that they are doing nothing.

Make sense?

So units includes military units? Sorry, this kind of stuff I should’ve addressed before the game started, but better late than never right? :T

No, I meant worker units. Your military is composed of 1 of each and do not count in the total list or the idle list.

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Originally posted by DrOctaganapus2:

No Man’s Land

Territory to the left shall continue being taken.
Research Expansion for Settler Unit
Continue construction of Barracks
Begin taking the land North-West (1 to the top-right) of Unity
Begin Construction of Desolator Totem Pole
Begin Construction of Shrine of the Savior


Mutated Dog is to move left 1 space
Marauder is to move to down 2 spaces, avoiding enemies if possible
Titan is to move right 2 spaces

(Am I missing anything/messing anything up?)

Ah, here, let me help.

The number given in Units is your total: So you have a total of 4 Units
Idle Units are workers that have not been assigned a job. Here you have 2 out of 4 of your Units idle, meaning that they are doing nothing.

Make sense?

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Bumpity Bob.

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Turn 5

Despite their agitation, there has been very little conflict between civilization and wildlife, for now, though some do not take the risk of nature getting the upper hand.

By the way, I have updated certain people’s growth points, since last turn I did not take into account that it was now 2 GP/T instead of 1

The Rooted

The military prowess has been showed by their first successful skirmish, although much bigger combats are sure to come

The Seed Spreader produced a fruit two rounds ago(I forgot to mention this, my bad) and will produce another one next round.

Starfruit: Unit gains 5 exp on consuming.

Petal
Units: 4
Idle Units: 0
Growth Rate: 1 GP/Turn
Next Unit: 2 turns
In progress
Buildings
-Adrenaline Tree 4/5
-Splitting Chambers 2/3
-Wasp Nest 1/3
-Builder’s Treant: 1/3

The Ornu Conglomerate
Expansion continued, and successfully, at that. Without anyone stopping them, The Ornu will become very big


Drywood Forest
Units: 4
Idle Units: 0
Growth Rate: 1 GP/Turn
Productivity 1.5,
Next Unit in: 4 turns
In Progress
-Research Expansion 1/3
-Expand Northeast 1/3
-Expand West 1/3
-Building Conduit of Animal Friendship 1/3

Krustal Ampir
Exploration continued as usual. So far, it seems as the Ampir is all alone

Buildings: Animated Crystal, Hivemind Conduit, Construction Appendages
Idle Units: 0/4
Sham
GP/Turn: 2
Next Unit in: 2 turns
Productivity: 0(+1 when making Buildings)
In Progress
-Expand Northeast, Northwest, Southwest and East 1/3

Xenospores
There is not much to report. Being on the coast, hidden away behind mountains proves to be a very safe position, but maybe not the most exciting.

Puffport
GP Turn: 2
Units: 4
Next Unit in: 2 turns.
In Progress
-Build Fume Shroom Garden 4/5
-Build Lichen Hive 1/3
-Construct Fungal Farm (River Tile) 1/3
-Expand River Tile 1/5

No Man’s Land
Progress continues, slowly, though the chaos and lack or organization of the land leaves some citizens without a job

Unity
Units: 4
Idle Units: 2
Productivity: 0.5
Growth Rate: 1.5 GP/Turn
Next Unit in: 1 turn
Current Buildings:
-Slave Warren
-Shrine of the Savior

In Progress
-Left: 2/3
-Construct Barracks(Desert Tile) 1/3

Reminder, of what Settlement Units can do

-Buildings
-Convert to a Military Unit
-Claim Tiles
-Research: You can assign a unit to research a particular field, right now there are 2 options and each takes 3 turns.
Military: Unlocks 20 point-units
Expansion: Unlocks the Settler Unit
-Prototype a Unit, Building, Tile Improvement, Concept, etc.. You can propose something to me. This will occupy a Unit, and take two turns more than it would normally take (since it is a prototype) during which we look over balance or conceptual issues.
-Etc

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Happy New years everyone, and with that, welcome back to War in Numbers!

COMBAT LOG

The force of Rooted quickly reacted to the wildlife, mobilizing into action.

Red is for damage, Blue is a buff
The Enemy consisted of two dwarfish creatures made entirely of stone. They seem to be very territorial
Pebble Stomper
HP: 3
Attack: Slam 1d4 Melee
Stone Skin: Reduces all damage taken by 1
Pebble Hurler
HP: 1
Attack: Hurled Pebble 1d4 Range 1
Stone Skin: Reduces all damage taken 1
Round 1:
The Slimeling bashes the Pebble Stomper for 2, dealing 1 damage.
The Pebble Hurler, manages to hit the Slimeling for 2 damage.
Round 2:
The Slimeling slams the Pebble Stomper for 3, dealing 2 damage and killing it.
The Pebble fails to deal damage to the Slimeling
Round 3:
The Slimeling deals 2 damage to the Pebble Hurler,

Combat Over. 10 Exp. Awarded

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Still waiting on answers.

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Turn 4
The colonists have, by their presence, agitated some of the wildlife, who have now formed small packs and have begun roaming.
The Paw symbol represents wildlife. For now, packs consist of one or two 5 cost minions. They will not target the players, but will simply roam around. They will attack if they end up in the same tile as another unit.
PS: I have made a balance concern regarding the Ornu Conglomerate passive, splitting the bonus in half. Consider or else that at this turn Drywood Forest would have 3 Productivity, which I thought to be a bit much
The Rooted
The border expansion of the Untitled Settlement of the Rooted been successful, but it seems that the act of taking the land has angered the former tenants

Initial Settlement (Name Needed)
A New Unit has been born!
Units: 4
Idle Units: 2
Growth Rate: 1 GP/Turn
Next Unit: 3 turns
In progress
Buildings
-Adrenaline Tree 3/5
-Splitting Chambers 1/3

The Ornu Conglomerate
The border expansion of Drywood Forest has been successful. You have gained a new unit. Incoming message from your Marksman:

The animals have started getting more agitated, and I think I might know why. You know the No Man’s Land? The funny desert in the middle of the forest? Well, the desert expanded. Yeah, all vegetation and life just stripped completely, I can’t believe what I just saw

Drywood Forest
Units: 4
Idle Units: 4
Growth Rate: 1 GP/Turn
Productivity(1.5, up from 0)
Next Unit in: 5 turns

Krustal Ampir(Has been inactive for 1 turn)
New unit created, Buildings finished

Buildings: Animated Crystal, Hivemind Conduit, Construction Appendages
Idle Units: 4
Sham
GP/Turn: 2
Next Unit in: 4 turns
Productivity: 0(+1 when making Buildings)

Xenospores
New Unit spawned. Border Expansion complete. Fungal Cavern completed

Puffport
GP Turn: 2
Units: 4
Idle Units: 3
Next Unit in: 4 turns.
In Progress
Buildings
-Fume Shroom Garden 3/5

No Man’s Land
Expansion complete, and the new tile has instantly turned into a barren desert(lucky roll). New Unit spawned

Construction of the Slave Warren and Shrine of the Savior has finished
Unity
Units: 4
Idle Units: 3
Productivity: 0.5
Growth Rate: 1.5 GP/Turn
Next Unit in: 3 turns
Current Buildings:
-Slave Warren
-Shrine of the Savior

In Progress
Left: 1/3

Reminder, of what Settlement Units can do

-Buildings
-Convert to a Military Unit
-Claim Tiles
-Research: You can assign a unit to research a particular field, right now there are 2 options and each takes 3 turns.
Military: Unlocks 20 point-units
Expansion: Unlocks the Settler Unit
-Prototype a Unit, Building, Tile Improvement, Concept, etc.. You can propose something to me. This will occupy a Unit, and take two turns more than it would normally take (since it is a prototype) during which we look over balance or conceptual issues.
-Etc

 
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Topic: Forum Games: Forum Games / War in Numbers(Stategy Game,Turn 5)

Originally posted by ilovekirby12:

Blump
(Can you just auto behemoth’s action? Its not like he can do much but explore anyways. Also, merry late christmas!)

Oh shoot, I did not even realize he did not post, will send him a quick PM, then submit the actions if no quick answer is given.