View Full Version : Worms : Evolved - The forum game
This game is no longer running. Feel free to read through and check the rules (http://www.kieranmillar.com/wormsevolved/index_old.html) if you wish. If anybody really wants to put time and effort in,they can host a game themselves, but it's a bit of effort.
Previous matches
No need to look through the thread, as the games, plus more, can be found here:
Game 1 - robowurmz vs Plasma (http://www.kieranmillar.com/wormsevolved/game1.html)
Coming soon - Game 2 - WooHooII vs Aku vs Plasma
Game 3 - Never finished.
WormGod
21 Feb 2007, 18:58
I saw Aku's thread from about 2 years ago of his forum game, and thought that I could make a decent one
How dare you insult GOAT!! (Great One Aku, The)
Honestly, I'd rather just run the real game.
How dare you insult GOAT!! (Great One Aku, The)
I wasn't saying his wasn't decent, I didn't mean that, although I can see why you could think that... maybe I should re-word it.
Honestly, I'd rather just run the real game.
Fair enough, but it's not like this would take up much time. Anyway we'll see how this turns out. I wasn't expecting it to be a hit or as successful as Aku's was when it started, but I sort of did to mainly see if I could get my idea of having random destructable landscapes to work well.
Sounds good. And I remember the GOAT thing. It's about halfway through that old Worms Breakout thread, isn't it? (search!)
WormGod
21 Feb 2007, 20:48
Sounds good. And I remember the GOAT thing. It's about halfway through that old Worms Breakout thread, isn't it? (search!)
No, c1p8's RPG thread.
Now back to haunt you again.
Yes, that's it. Those are the two only threads I've ever bookmarked.
Wait, what happened? I wasn't paying attention.
*late request*
Well...... do you want to play on your own?
I treid to make a forum game, but you're the first person to sign up after a week. If nobody else want's to play, it won't be happening. Actually, I already assumed it wouldn't be happening anyway. I guess there's still time to try this.
Any takers?
robowurmz
28 Feb 2007, 14:41
Yeah, sure, I'll join!
Well...... do you want to play on your own?
I treid to make a forum game, but you're the first person to sign up after a week. If nobody else want's to play, it won't be happening. Actually, I already assumed it wouldn't be happening anyway. I guess there's still time to try this.
Any takers?
You abandoned it after only four days!
I thought that would be long enough for everybody to see the thread. But whatever. I didn't really want to keep bumping the topic, as I thought it would make me look really stupid if nobody signed up.
Anyway, 2 people so far. The game isn't anywhere near as complicated as it sounds, and it'll only take up 5 minutes of your time every few days. Sign up....
please?....
Well, according to Melon, this game is going through anyway, with Me and Robowurmz getting 6 worms each!
Oh, and RW, you need to pick a team colour (either red, blue, green, purple, cyan, or yellow)
It's still not too late to join though.
Yeah, normally I wouldn't make 2 teams, the game was designed for about 4 teams, but that's how it's going. If you want to join, you will be placed in the team alongside Plasma or robowurmz. The reason for this is because I've asked them to submit a weapons list designed for 6 worms, and I don't really want to ask them to change it again.
Now when robowurmz next logs in, hopefully he'll submit a weapons list and the game is good to go. I'm generating a random landscape now, but it takes a while.
Hmm I think I know how this works...
"I slowly take off my pants...I wipe the dust off the monitor...*licks dust*...I right click 3 times...ohh yeah."
Next ;)
If this gets off the ground, can I be a spectator? ie I can see like all the inventories and stuff but not play? Or is that impossible for fear of cheating?
It will get off the ground. The map and everything is done. It's all relying on robowurmz sending me a VALID weapon inventory this time.
I suppose I could let you and other people be spectators, but if so you MUSN'T give away any details on crate contents and inventories and such like. We'll see how it goes, although if there is any evidence of cheating then it'll stop instantly.
I got bored, so I decided to make proper worm sprites!
Simply put, you start with a certain team colour. You can then choose which character(s) to represent your worm(s). And you can't have two on the same team.
To make it a little more interesting, whenever someone wins a game, the can request for one worm by me. They then have a choice of either making it so that only they can use it (such as I have), or that anyone can. The worm can be switched between private and public anytime between games.
For the moment, as there are only 6 types of characters Robowurmz can choose from, and he has 6 worms playing, he only gets to choose his team colour.
Me, being the greedy bast and having that extra character to choose from, picks the yellow team; with characters 1, 2, 3, 5, 6, and A.
I hope this works out fine...
Very nice. However, I think some of those colours look slightly similar to the other colours, so I hope you don't mind if I touch them up a bit. I'll definately use these.
It will get off the ground. The map and everything is done. It's all relying on robowurmz sending me a VALID weapon inventory this time.
I suppose I could let you and other people be spectators, but if so you MUSN'T give away any details on crate contents and inventories and such like. We'll see how it goes, although if there is any evidence of cheating then it'll stop instantly.
Thanks a lot :). You don't need to worry about me cheating, I think cheating is wrong, unless it's the sort of cheating that makes stupid things happen (eg getting peach to kiss mario's **** in NSMB).
Well it's finally ready to start. Match 1 of Worms : Evolved.
Before I begin, I promise you that everything here has been generated totally randomly. If it doesn't come out in your favour, blame the random function on my calculator.
Plasma is yellow and robowurmz is blue.
http://www.kieranmillar.com/wormsevolved/map1rnd1a.png
The map generated came out quite high and flat, with a low spot in the top right corner. It's also bone dry because of it. I'm sure you guys'll make it more hilly though.
Now, to help those who aren't playing, the number grid shows the hieght of the land, while the nice looking colourful one shows everything else, with the squares colour coded to their height.
Let's see, the player to go first is...... robowurmz!
In order to make it even easier to read the map robowurmz, you'll notice that the squares surrounding your worms have little crosses in them. This shows you where those worms can move that turn, provided you don't use any movement utilities (or you'll have to figure any changes out yourself). Also remember that worms can only move up a height of 10, and down a height of 20, any more gives fall damage. Also you can only use and move 3 worms in any one turn, so choose carefully.
Finally, a utility crate has dropped on 14H, and the wind is pointing South at a strength of 2.
I'll send you some more info by PM. The rules can be found in my signature for quick reference.
Good luck. Let the battle begin.
-EDIT- Oh yeah, Sudden Death will occur in 10 "rounds", but seeing as there'll always be only 2 people playing, it might be easier to think of it starting on turn 21.
Also, if anything happens which may require a change to the rules (such as a nasty exploit, or changes to weapon cost and so on) then it will only happen once the game has finished. I don't want to go changing the rules in the middle of a game.
Akuryou13
14 Mar 2007, 14:31
oh! someone else tries a sequel! interesting. I'll keep my eye on the game.
btw, if this gets popular enough, I have a suggestion for ya. teams = bad. the reason my version didn't actually have any teams at all is because they are a minefield of hassle. each player would be required to coordinate his move with his team mates each time, causing large delays in the game unless they have a messenger to work through. having many people trying to work together would get confusing to you as well, when someone decides to pick up a crate after someone else makes a move, causing the person who made the move to want to change things to do something else, which could cause the second person to want to change HIS move, etc, etc, etc. it can become rather complicated really quickly.
on a general note, though, I applaud you for thinking through the rules so that they actually make sense. the rules you've come up with make mine seem rather foolish in comparison. you've managed to emulate worms pretty accurately. good job!
anyway, I'll be watching the game as it progresses, have fun killing each other :p
I have a suggestion for ya. teams = bad. the reason my version didn't actually have any teams at all is because they are a minefield of hassle. each player would be required to coordinate his move with his team mates each time, causing large delays in the game unless they have a messenger to work through. having many people trying to work together would get confusing to you as well, when someone decides to pick up a crate after someone else makes a move, causing the person who made the move to want to change things to do something else, which could cause the second person to want to change HIS move, etc, etc, etc. it can become rather complicated really quickly.
Fair enough. I was anticipating what I should do if I it got very popular and lots of people wanted to play without having it descend into a chaotic free fror all, where people would have to wait nearly half a month to get a go, and teams seemed the best option. Of course, it hasn't been anywhere near as popular so far, so that's not a problem. I was thinking that maybe people would have fun trying to chat to each other about what they should do, but I see it could become a mess. Maybe limiting it to 8 players controlling 2 worms each at the very maximum would be the best thing to do. Perhaps once this match is over I'll give the rules a small re-write.
Anyway, would you like to become a spectator like Muzer is? What I'm basically doing is sending Muzer PM's containing the contents of crates and people's weapons lists each turn, along with some general chit-chat about what I'd do in their position. It might interest you, especially if you want to play in the next match once this is over. Although if there's any evidence of cheating going on (such as telling the players what the crate contains and so on) it'll stop immediately. Not saying that you would.
Interested?
Akuryou13
14 Mar 2007, 17:13
sure, add me to the spectator list.
Btw, while we're waiting for Robowurmz again, what's the rules about wind? I didn't quite understand what you meant by "When the wind blows, the area in which the bazooka can be shot will be treated as if the player has been moved in the direction and strength of the wind. "
I was at a loss as of how to describe it, sorry if it confused you.
Basically, when there is no wind, the bazooka is identical to the grenade. Image the places you can hit surrounding your worm in a diamond shape centred on your worm, with a length of 3 (it's exactly the same area you can walk to). Anybody who's played something like Disgaea can hopefully imagine this instantly.
Now, in this case the wind is blowing South at a value of 2, so move that diamond shaped area down 2 squares. Now, instead of it being centred on your worm, it will be centred on the square two squares South of your worm.
I'll illustrate this with 2 diagrams. In both the pinkish area represents where you can hit with the bazooka. The first one is with no wind, the second with wind South 2.
-EDIT- Ignore the height colour coding in my diagram, I just grabbed the squares from the current map. I don't want any cheeky remarkes of "Most of the land is above the HGT value for the bazooka in the second diagram!"
-EDIT 2- Added the diagrams to the rules page for future reference.
And so, in what was perhaps THE most un-eventful turn I could have imagined robowurmz could have done, the baseball cap worm on square 07L fires a handgun at the baseball cap worm on square 07H reducing his health to 130, then moves to square 05K.
And that's it.
Plasma's turn!
http://www.kieranmillar.com/wormsevolved/map1rnd1b.png
A health crate drops onto square 15J, and the wind is blowing North at a strength of 3.
Again, I've added crosses to your worms to show where they can move. However I've not taken account for the fact that some of those worms might move. You can't move THROUGH worms, but you can move one and then move the other through the now unoccupied square.
You may be wondering why 3 of them can only move 1 square to the left, that is because they must move down and then left then up to reach that square, just so you know.
-EDIT- Oh dear, Muzer has the bad e-mail status, so he won't be getting his spectator's PM. Let's hope he fixes it soon.
Right then:
The viking worm at G7 moves to G5 and attacks the baseball worm at K5 with two shots from a shotgun. (my gun is bigger than yours!)
My own baseball worm at H7 moves to I7 and attacks his nemesis, still at, K5 with a Holy Hand Grenade. (Wormy go boom)
The crowned worm at H11 moves to H14, picking up the utility crate (which shall not be using this round, whatever it is), and attacks the baseball worm, in whatever position he's in now, with a homing missile. (And that should finish him off!)
Yeah, that's like me alright. One of my worms loses on 13.3% of it's health from one single worm, and that worm is instantly killed off!
Now, Robowurmz, make your move!
robowurmz
15 Mar 2007, 07:30
Oooh, you jammy little....
We have to wait until Melon switches the next turn.
Hehe you even posted your turn in this thread you cocky bast. You're lucky the utility wasn't a crate shower or double damage, it may have messed your turn up.
Still, wasn't expecting that, well done.
The yellow viking worm moves to 05G and shoots the blue baseball cap worm, who recieves 50 damage, lowering his health to 100.
The yellow baseball cap worm moves to 07I and throws a HHG onto the blue baseball cap worm.
HALELUJIA! KABLOOIE!!!!
The blue baseball cap worm is sent flying to 04M, taking off 95 points of damage with fall damage, loweirng his health to 5.
The blue bandana worm is sent flying to 03M and suffers 55 points of damage with fall damage, lowering his health to 95.
The yellow baseball cap worm is sent flying to 07H and recieves 20 points of damage, lowering his health to 110.
A mine is moved to 08K.
The yellow crown worm moves to 14H and collects the utility crate. He then fires a homing missile at the blue baseball cap worm. He goes flying to the right but hits the cliff face and lands back in the hole, and suffers 46 points of damage.
The blue baseball cap worm is dead!
He explodes, dropping a donor card. The blue bandana worm is too high up to be caught in the blast however.
robowurmz's turn
http://www.kieranmillar.com/wormsevolved/map1rnd2a.png
A health crate drops onto square 03J, and the wind is blowing North at a strength of 1.
The little movement crosses now come with added visibility too.
If it is still in ur outbox, could you re-pm me the 2nd PM? (the one during my bad e-mail ness). I got the first one, as you sent it before the status.
EDIT: Or if aku comes online first, he could perhaps PM me it.
EDIT2: Never mind, Melon's now done it :)
The reason why is that I'm putting extensive information of every turn together, including Melon's predictions, turn details, inventory details, crate details and other details, so after the game is over I can post it here and we can have a "replay" of the game without having to look at loads of posts.
EDIT4: Oh, and tut tut melon :p. Did you forget the maths? The X axis always comes before the Y axis, so you've been naming the grid all wrong (Sorry if I'm being cpmoletely stupid and there's some other rules somewhere).
I'm also making a board comparison thing, with just the boards compared in a powerpoint side-by-side.
EDIT4: Oh, and tut tut melon :p. Did you forget the maths? The X axis always comes before the Y axis, so you've been naming the grid all wrong (Sorry if I'm being cpmoletely stupid and there's some other rules somewhere).
Haha! And I'm doing a maths degree too. Oh the shame.
Well, the main reason I've written them that way is because I look across then down, and I just so happen to see the numbers first. Maybe it is wrong, butit doesn't really matter. I'll change them if you want.....
Nice idea on the presentation thing, I was going to slap the turn images on a page when I'd finished, but your method seems cool.
As for my predictions, well, seeing as the one I gave for Plasma's turn wasn't really a prediction, but rather a nice move he could achieve with a weapon he doesn't have, I can't see the use in that. It's good to see how wrong I always am though. :p But they aren't really predictions, more like how I'd do things, seeing as I never get to play it due to being the host. :(
Yeah, but still, yeah, they are nice to reflect upon afterwards... Kind of like when you find an old computer magazine and see a bit where they say what they think future computers will be like... It's nice to see how wrong/right they were
I'll post one of these tomorrow when I have a PC rather than a Wii
^^
I found this in a ZX81 book, describing the features this guy (Robin Norman) would like to see in a PC in the future (footnotes are given when confusion may arise with old terms) (book copyright Butterworth & Co. (Publishers) Ltd, 1982):
Greater agreement on standards, so that programs become more interchangable and computers can talk to each other more easily.
Communication with the computer by voice, both for input and output.
Cheap printed output - preferably in the form of an electronic typewriter which doubles as a printer.
Cheap, unlimited, permanent memory for back-up storage*.
High-definition output in colour, comparable with TV standards.
A large range of cheap software - programs for buisness, home, learning and leisure - in simple plug-in form.
Connection to large central computers, probably via the TV network**, to give access to virtually unlimited information on any chosen subject.
*In those days, back up storage was everything except RAM, whereas nowadays it is seen as extra places to put things already stored, in case the first device fails.
**He says this because, if you weren't aware, in those days most PCs connected to TVs, as monitors were expensive, and this didn't seem likely to change.
Hello? We're slacking again.
OK. It's been over 48 hours, and robowurmz is too busy to submit a turn due to exams apparently. So.... IT'S RANDOM TIME!!!!
We won't just let him skip a go, oh no! We're going to randomly choose worms and weapons. Let's see what I can make of it then.
So first up is the blue bandana worm. He uses a ninja rope and moves south to 06M, picking up his team-mates donor card while he's at it.
Next up is the blue crown worm. He moves 2 squares south to 15K and collects the health crate, raising his health points to 180.
Then, the blue viking worm moves to 12H.
Back to the blue crown worm, who shoots the yellow crown worm with a bazooka. He flies left, but hits a cliff face and lands back in his original square and recieves 48 points of damage, lowering his health to 102. Then the blue viking worm lobs a grenade at the yellow crown worm, knocking him to H15 and dealing 44 points of damage, so reducing his health to 58.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map1rnd2b.png
In a rare moment, there is neither wind or a crate drop this turn.
Now, we've got a problem, what with robowurmz being busy. So I want to ask robowurmz, do you want to carry on, or should I let somebody else take over in your place? Having Plasma play against a semi-random team won't be as fun, although it's better than having you skip your turns each time.
If you ask me, you should do this for a random turn (when picking 1 out of a number randomly, it should be truly randomly, the equivilent of a die with that many sides)
1: Pick randomly out of all the worms that can be picked.
2: Pick 1 out of the number of squares he can move in randomly (including his own square). Move him there.
3: Pick a weapon out of all the weapons that that worm can use to hit an enemy. (Each ammo of a weapon counts as 1 for that weapon, so a 2x bazooka and 1x grenade means that the bazooka has 2/3 chance of being picked) If there is no weapon that can be used succesfully, then don't fire any and that worm skips his go.
4: Pick an enemy worm that is in range of that weapon randomly, and fire at him!
5: Repeat, until three worms have played a turn.
What I did was:
Choose 3 worms randomly.
Randomly assign them a weapon (not utility). I used the method you suggested, and that's how I also do it for things like donor card drops and old woman weapon stealing. Bear in mind I don't count prod/handgun unless I'm forced too (as in no other weapons).
Go from there.
I was worried that if it's TOO random, then their turn might become meaningless. Sometimes people can't post a turn for whatever reason, and I didn't want to totally screw them over by at least letting them have SOME strategy in their turn. Remember that there were much better things that could have been done if I had free choice of worms/weapons, so while it's not that great a turn, it's still better than a skip go, or me playing it properly for them (which is hard to do seeing as I know crate contents and inventories).
I may try that movement idea next time though.
Akuryou13
17 Mar 2007, 23:35
if you need random number, BTP has a dice roller, so you can get 2-12 randomly. I'm sure there are other random number generators, but I figured I'd provide an easy one: http://www.blamethepixel.com/diceroll.php
Viking worm G5 moves to G6, uses shotgun on bandana worm M6.
Baseball worm H7 moves to J6, uses bazooka on M6.
If the enemy bandana worm is still alive:
My own bandana worm F6 uses handgun on enemy bandana worm.
If the enemy bandana worm is dead:
My own bandana worm F6 uses dynamite on D7, then retreats to F7.
Also, the edge of the battlefield counts as an infinitely high wall, right? Otherwise, it would be too easy to kill worms too close to the edge!
Meh, I just use Random#(10)+2 on my calculator in that case and just ignore the decimal. Quicker I think.
What I really need is a program that will generate the landscapes for me in the way I want them to be done, as it takes me about 2 hours and 2 calculators simultaneously to work it out (one for the random and one to work out averages quickly). But I'll have to make that myself I guess...
-EDIT- I'm talking to Aku here. I just saw Plasma's post now. I'd better go draw up his turn.
Self-post mergification!
Viking worm G5 moves to G6, uses shotgun on bandana worm M6.
Baseball worm H7 moves to J6, uses bazooka on M6.
If the enemy bandana worm is still alive:
My own bandana worm F6 uses handgun on enemy bandana worm.
If the enemy bandana worm is dead:
My own bandana worm F6 uses dynamite on D7, then retreats to F7.
ARGH!!! Incorrect x2!!!
1.Viking worm is out of range to use the shotgun. Guns have a range of 5, and he's 6 squares away.
2.Baseball worm AND viking worm will get in the way of the handgun's shot (can't shoot through people with guns, butI probably forgot to mention that thinking about it, so I guess I'll have to let you do that for this game to be fair, I'll change it next game). So it's not wrong in that case (and you could just let him shoot first), but he's still out of range, so it is wrong.
P.S. You get 2 extra movement 'turns' AFTER you drop a dynamite/mine. Want to use them (if you still want to drop a dynamite).
Also, the edge of the battlefield counts as an infinitely high wall, right? Otherwise, it would be too easy to kill worms too close to the edge!
Yes it does, for precisely that reason.
Hmph. In that case, I change my plans.
Baseball worm moves to G7, uses bazooka on archer worm.
Bandanal worm moves to F7, uses bazooka on archer worm.
My own archer worm moves to C6, uses dynamite on archer worm, then retreats to C4.
You won't believe it, but there's a another slightly unforseen wrongness in your plan. You can only drop a dynamite at range 1, which means no diagonals allowed, so you'll have to drop it onto D6 or C7.
Now I've noticed in the rules that I've said worm damge is according to the HGT stat, meaning that he would be hit on a lower square regardless of the height difference. It should be LND stat if you think about it, but again I'll have to allow it (adds to ToChange list). It should be HGT to determine where the shot lands and LND to determine if the explosion is high/low enough to reach. The dynamite is different in that it can explode at a different height it is dropped at, so I guess that's why I never thought of this.
Sorry all this Height and LND stuff is so confusing. It's the most confusing bit of the game, but it's hard to represent 3D in 2D. If only I had a program that could draw it in an isometric perspective for me.... I've got confused by trying to sort out complicated anomalies in the rules, hence why they're so massive.
So basically, do you want to drop the dynamite onto D6, C7, or change your plan again? I ask this because I can't imagine you wanting to drop it next to him when another cheaper weapon would do more damage.
*sigh*
Baseball worm moves to G7, uses bazooka on archer worm.
My own archer worm moves to C6, uses dynamite on archer worm, then retreats to C4.
Post the outcome after that, and I'll decide what to do with my third worm.
You can only drop a dynamite at range 1, which means no diagonals allowed, so you'll have to drop it onto D6 or C7.
My own archer worm moves to C6, uses dynamite on archer worm, then retreats to C4.
Uh..... Again, drop it onto D6 or C7? That was the problem last tme.
Don't worry, I've come up with a way to make this game much less complicated, but I'll have to wait until the next game before I can change it.
Uh..... Again, drop it onto D6 or C7? That was the problem last tme.
Don't worry, I've come up with a way to make this game much less complicated, but I'll have to wait until the next game before I can change it.
Didn't the archer worm get blown back a square by the bazooka? Or is there a part of the rules I'm missing?
Ah he won't get blown back because the wall is too high. He's standing on a block of height 63. The square he will be heading towards is of height 75. That's a difference of 12. The bazooka will send him flying to a height of 71, which isn't high enough. Therefore, he stays where he is.
When this game is finished, I'm going to change the rules in a big way. It will no-longer be heights of 01 to 80, but of 1 to 8 instead. I'm going to combine all of the heights into 8 easily digestable chunks and alter all the stats accordingly. That way, it'll be less confusing and we won't need the second height grid. But untill then, we're gonna have to stick with this.
Unless of course, everybody agrees that it's too complicated and we change it now, either by altering the current map, or by ditching this game and starting a new one.
You see, I never found it too confusing myself, but that's because I made it and I suppose I can't image players wanting to have to sit there and calculate awkward height numbers themselves.
Ok, let's try one more time:
Baseball worm moves to G7, uses bazooka on archer worm.
My own archer worm moves to D6, uses bazooka on archer worm.
Bandana worm moves to E8, uses dynamite on archer worm, retreats to E10.
And keep the ground liek this for this match, change it in the next.
Phew. At last. I've had to make a few tiny tiny alterations to your plan, but as you can see they don't actually change anything in the end, but I had to do it to get it to work. However, your archer worm couldn't actually move to D6, so I moved him to C6 instead.
First up is the yellow archer worm, who moves to C5 and fires a bazooka at the blue archer worm. He suffers 47 points of damage, lowering his health to 103 and lands on the square D8. Then the archer worm moves to C6.
Next is the yellow basebal cap worm, who moves to G8 and also fires a bazooka at the blue archer worm. He suffers 46 points of damage, lowering his heath to 57 and flies to the left, but hits a wall and lands back on D8. Then the baseball cap worm moves to G7.
Finally, the bandana worm moves to E8 and drops a dynamite on the blue archer worm, and then retreats to E10. The archer worm is thrown south onto D10 and suffers 61 points of damage.
The blue archer worm is dead!
He explodes, dropping a donor card. The yellow bandana worm suffers 35 points of damage in the blast, lowering his health to 115.
robowurmz's turn.
http://www.kieranmillar.com/wormsevolved/map1rnd3a.png
A health crate drops onto square 4F, and the wind is blowing East at a strength of 2.
I've realised that I may have made the odd mistake when colour codig some of the squares, so expect land to appear like it's gone up in height when reviewing the games. Whoops.
The blue beanie worm moves to 10D and picks up the donor card of his ex-comrade. He then throws a Holy Hand Grenade onto the yellow bandana worm.
HALLELUJIA!!! KABOOM!!!
The barrel at 9G explodes, but doesn't damage anybody.
The yellow bandana worm high up into the air and lands onto 10H, suffering 110 points of damage, bringing his total to just 5.
The blue beanie worm that threw the HHG also gets caught in the blast. He is thrown onto 10B and suffers 41 points of damage, bringing his health to 109.
The blue viking worm throws a grenade at the injured yellow bandana worm. He is thrown back onto 9H and suffers 49 points of damage.
The yellow bandana worm is dead!
He explodes, and as a kind parting gesture, he leaves two of his team's weapons in a donor card where he died. The bast.
robowurmz decides that he's caused enough destruction for one day, and ends his turn there.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map1rnd3b.png
ANOTHER health crate drops, this time onto 3H, and the wind is blowing North at a strength of 3.
Next game I'm reducing the odds of a health crate dropping. We want a weapon crate!
Archer worm to B7, lobs a 'nade onto beanie worm.
Baseball worm picks up donor card, attacks beanie worm with air strike (in a way that won't harm me, straight down preferably)
Viking worm uses ninja rope and fast walk, picks up both health packs, and settles on G3; but not until he sends another homing missile onto beanie worm!
OMFG U KILED HAF HIS TAEM ALREDY U HAXXOR!!!!!1
robowurmz
20 Mar 2007, 19:24
*Gurgles*
.
The yellow archer worm moves to B7 and lobs a grenade at the blue beanie worm. He is sent flying onto B11 and suffers 42 points of damage, brining his health to 67.
The baseball cap worm moves to H9 to pick up the fallen donor card. He then launches an air strike onto squares B9 - B13. The blue beanie worm goes flying back onto B10 and suffers 30 points of damage, decreasing his total health to 37.
The yellow viking worm uses a fast walk and ninja rope to manouvre around the cliff face. He performs a couple of mexis, but as this is top down nobody can tell. Serves him right for showing off. Whilst doing this he colects the two health crates, bringing his health to 210. He settles down onto G3 and fires a homing missile at the blue beanie worm. He goes flying to the left but hits a wall and lands back where he started. He also suffers 46 points of damage.
The blue beanie worm is dead!
He explodes and drops a donor card. It now lies at the bottom of a deep pit.
robowurmz's turn
http://www.kieranmillar.com/wormsevolved/map1rnd4a.png
Another goddamn health crate drops onto 12L. The wind is blowing North at a strength of 2.
The good thing about worms dieing is that I spend less time working out those little movement crosses. Keep on killing lads!
Akuryou13
21 Mar 2007, 01:59
I have a question I don't see in the rules. how many of a weapon do you have to buy to have infinite?
edit: once I get the answer to that question, I think I want to play next game, as I have a weapon list in mind. assuming the price is right :p
I think i the worms games, 8 was infinite, and I think on my forum game it was 10. so let me know what number of a weapon I would have to buy to have infinite. it's vitally important to my plan for when I join in. *evil grin*
Ah you're right, it doesn't mention it. I could have sworn I'd put it in. Anyway, the amount of ammo you need to buy to get an unlimited stock is.......unlimited.
That's right, you can't buy infinite ammo in this game. It was something that I considered, but I decided against it in the end. Why?
It would prevent that weapon being lost inside donor cards or stolen by old ladies. I wanted the losing of weapons when you don't drown a worm to be an incentive not to drown them, and if somebody was stocked with just infinite ammo, this wouldn't be relevant anymore.
It would waste the weapon inside a crate if you picked up one that you have infinite amounts of.
It would reduce the purpose of having prods and handguns, which are designed as rubbish backups in the event you lose all of your weapons.
It could be abused. What if you bought infinite homing missiles and hid in a corner? You could kill people before they had a chance to reach you. Even more so if you had infinite bubble troubles as well. Playing someone who's always invisible and teleporting to random locations for the entire length of the game isn't so fun either. Remember AT's infinite freezes in your game?
Anyway, I wouldn't buy a weapon list just yet, as I'm going to give the rules a large overhaul after this game. Including:
Change the height form 1-80 to 1-8, and alter all the LND and HGT stats accordingly.
Possibly lower the points per worm to spend on weapons to 30!!! Force them to choose weapons more carefully.
Increase weapon crate probability to 50%. Lower health crate probability to 20%, but boost the health in a crate to 40.
If you have any suggestions at all for the game, let me know, particularly for weapon costs, as I think that's the most in need of tweaking.
This does seem to be going quite well, even with two people. I quite like spectating. Just so you know, I'm keeping up with the "recorded game" thing. Count me as another spectator for the next game!
Akuryou13
22 Mar 2007, 00:53
you ruined my evil scheme ya bast! I was actually going to use 2 of the ideas you listed as being unfair and no fun :p
guess I'll have to play nice, then.
Well, after attempting to submit a turn and failing, robowurmz decides to leave the fate of his team into the hands of the random function of my calculator for his turn. Will it do him good?
Unlikely.
The blue viking worm moves to 12G and fires a bazooka at the yellow baseball cap worm. He flies onto 6G and suffers 46 points of damage, so reducing his health to 64.
The blue crown worm moves to 14J and lobs a grenade at the yellow crown worm. He flies onto square 15G and suffers 46 points of damage, reducing his health to 12.
The blue bandana worm moves to 6L, and fires a handgun at the yellow baseball cap worm, dealing 20 points of damage, so reducing his health to 44.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map1rnd4b.png
A weapon crate finally drops onto 4D, and the wind is blowing East at a strength of 1.
Hmm... I hope Aku will be a bit more of a challenge!
I'll plan my turn later on; the comp here doesn't load any images.
I've an idea! If you have an easy way of making them, team health bars, just like in the normal worms. Then you can get an at-a-glance view of who's winning.
Crown worm moves to H14. Viking worm pciks up health crate. Bandana worm gets hit by two homing missiles and an air strike, in that order.
If the bandana worm doesn't survive the two homing missiles, then use a homing missile on the viking worm instead of an air strike.
The yellow crown worm moves to H14 and fires a homing missile at the blue bandana worm. He flies onto M6 and suffers 47 points of damage, lowering his health to 48.
The yellow viking worm moves to J3 and picks up yet another health crate. He's a right beefcake now! He also fires a homing missile at the blue bandana worm, which knocks him back onto L6 and he suffers 49 points of damage.
The blue bandana worm is dead!
He explodes and drops a donor card.
Finally, the yellow baseball cap worm fires a homing missile at the blue viking worm. He is knocked South but hits the cliff face and lands back in the same square. He suffers 40 points of damage, lowering his health to 110.
robowurmz's turn
http://www.kieranmillar.com/wormsevolved/map1rnd5a.png
There is no crate drop, but the wind is blowing North at a strength of 1.
Anyway Muzer, team health bars, I'll do them for the next game. There's really no point doing them now. They shouldn't be tough at all.
Death was staring robowurmz in the face. He surveyed the battlefield and could see only the slow approaching of the enemy soldiers. Missiles were heading towards his remaining soldiers with utmost accuracy and speed. The situation appeared hopeless...
However, robowurmz had but one final tactic remaining. One tactic that was sure to rob Plasma of the simple victory that he was about to acheive from annihalation of robowurmz's team. The situation was still hopeless for robowurmz, but at least it would not cost him his life. However, it would still cost him one thing that was vitally important, but the sacrifice had to be made.
It would instead cost him his dignity.
http://www.yoda.arachsys.com/worms/wa/anims/gfx/wsurndr.gif
robowurmz surrenders!
Plasma wins!!!
To be totally fair to him, robowurmz was completely screwed and could not win barring a miracle. Even a superweapon may have not been able to save him. But then again, that's what happens when you submit a weapons list worth only 58 points, despite being told 3 times that the limit was 240.
I'm going to return with post match awards, and then the rules will get a simpler re-write.
Then, the next match will begin. If you want to play, please sign up. Post in here saying you want to play in the next round, but don't submit a weapons list just yet. We can have 8 players max, so don't feel afraid to give this a go.
SIGN UP! SIGN UP!
As for Plasma's reward, well, he's already got an image for his sigworm. What prize do you want Plasma? Did you want to draw somebody else? By the way, you don't need to draw the sigworms in 6 different colours, as only one can be present at a time.
As for Plasma's reward, well, he's already got an image for his sigworm. What prize do you want Plasma? Did you want to draw somebody else? By the way, you don't need to draw the sigworms in 6 different colours, as only one can be present at a time.
I PLAY AGAIN! Yellow again.
Oh, and I presume there's not much point on making a weapon list until it's sorted how many people are playing.
Well, I could make another personal worm...
Actually, I think I'll just add a public worm to the list!
The 6 colours was just to avoid any confusement.
WooHooII
24 Mar 2007, 17:34
I guess I'll join, on the blue team.
Match Awards
Best turn: Plasma's opening turn, for getting a kill straight away that I wasn't expecting.
Worst turn: robowurmz for his rather laughable first turn, where despite all the potential for destruction and an early lead, handguns somebody and leaves it at that.
Most useful worm: The yellow baseball cap worm.
Couch potato award: Plasma sigworm, who did nothing the entire match.
Most kills: The yellow viking worm with 2 kills.
Greedy worm: The yellow viking worm for his love of health crates.
The trippenz award for utter rubbishness: The blue baseball cap worm for his opening handgun shot. His death didn't come soon enough.
The Charlie Dimmock landscaping award: The yellow basball cap worm for destroying some land every turn, as well as making a lot of mess with the Holy Hand Grenade.
Coco the clown memorial multi-coloured wig: The yellow viking worm for his hardcore ninja rope and fast walk skills.
The Agent Luke award for being an easy target: The yellow crown worm, who remained next to 2 of robowurmz's worms throughout the entire match. How he didn't get killed early on is beyond me.
Anyway, submitting weapon lists now would be quite hard seeing as we don't know how many people will want to play. If you have any suggestions at all, now is the time to suggest it, as the rules will be changing. If we get 7/8 people, I'll add in black and white team colours to choose from.
Colours left to choose: Red, Green, Aqua, Purple + Black and White if there are enough players.
Currently playing:
1. Plasma (yellow)
2. Akuryou13
3. WooHoo II (blue)
4. ?
5. ?
6. ?
7. ?
8. ?
Currently spectating:
1. Muzer
Ooh! The replay is almost ready! I'll post it in a minute!
BTW, a 30-point weapon list won't be fun, I think a 100 point one would be good. Otherwise the game would just get boring with everyone handgunning each other.
That's 30 points PER worm, not 30 in total. You can't do anything with just 30 points.
In this game, the points were 40 per worm. Plasma still had 30 weapons left over at the end, and they weren't all cheap ones either.
So, if 4 people play, then they'll have 4 worms each. This will give them 120 points to spend on weapons. I think that that is plenty. You lose weapons when you die but I still don't think people run out, unless they only buy expensive stuff, in which case they'd run out anyway. So do you go for more standard weapons, or a few more powerful ones at the risk of running out of weapons entirely? That was the thinking behind it.
Perhaps I'll make it 35 points instead. What do people think?
Oh, and the original submitted weapon lists for this game were:
Plasma
Hanggun x Inf
Prod x Inf
Bazooka x5
Grenade x9
Shotgun x2
Fire Punch x3
Mine x2
Dynamite x2
Air Strike x3
Homing missile x7
Holy Hand Grenade x1
Ninja Rope x3
Fast Walk x1
Bubble Trouble x2
Teleport x2
Robowurmz
Handgun x Inf
Prod x Inf
Bazooka x 5
Grenade x 5
Dynamite x 2
Holy Hand Grenade x1
Ninja Rope x 3
Teleport x 1
The crate left at the end had an Old Woman inside it.
The replay is here! You need Microsoft Word or OpenOffice.org to view it, it might work in Word for Mac but I've no idea if it runs normal word documents or not.
BTW, this was saved with OpenOffice.org in a Word format; if you're running word and you can't open it PM me and I'll see what I can do.
Sorry, couldn't attach it!
http://upload2.net/page/download/qq4EIrGdpVQ8eVG/Worms.doc.html
That's 30 points PER worm, not 30 in total. You can't do anything with just 30 points.
In this game, the points were 40 per worm. Plasma still had 30 weapons left over at the end, and they weren't all cheap ones either.
So, if 4 people play, then they'll have 4 worms each. This will give them 120 points to spend on weapons. I think that that is plenty. You lose weapons when you die but I still don't think people run out, unless they only buy expensive stuff, in which case they'd run out anyway. So do you go for more standard weapons, or a few more powerful ones at the risk of running out of weapons entirely? That was the thinking behind it.
Perhaps I'll make it 35 points instead. What do people think?
Make it dependant on how many teams are playing: When there's only 2 teams, make it 30. But when there's 3 or 4, make it higher. This is because there'll always be at least one team that got hit with more weapons from the enemies than it had used.
Hey that's nice!
What I might do is seeing as I'm hosting the maps on my site anyway, I'll copy this document and just turn it into a webpage on my site, so people can just view it on the webpage. The comments and stuff make it a bit more interesting. If you don't mind me doing that that is. If you could, please do this for the next game and I may do the same thing for it also.
I suppose I could just do it myself, but nah.....
EDIT: I've just seen Plasma's post. So what you're saying is that if there are more teams, then they should have more points to spend as they have more enemies to fire weapons at?
Fair enough, I'll try to come up with a balanced amount.
I'd say a base of 30 points (1 v 1) per team, and +5 or +10 for each additional opposing teams.
So a match of 4 all-against-all teams would have 40 points per team.
Oh, and I can't download the replay. I don't mean the file won't owrk, I mean that after the upload site has gone through the 50 seconds, and I click the link, the page won't load.
Meh.
Melon, it's easy, if you're using word, File -> save as webpage and save it, make sure you also end the Worms_files folder over and keep it in that folder!
I'm thinking about upgrading the range for mines so that they go off if somebody stands on one of the 8 squares around them. What do people think to that? It won't do any ground damage, and it'll only do 20 damage, but I'm thinking of expanding it because the odds of landing on a mine are so slim. I want it so that people will try to stay away from them even more than they'd need to now. They'll still do the same damage if somebody lands on the square it's occupying.
Suggestions? Or should I leave it as it is?
Anyway, this is NOT the map that will be played on next round, but as I've changed the way land height works, I've had to change the way I generate them. Does this look OK to everybody? Is it easier to see what the land is like? Note especially that the number grid isn't needed anymore. That'll save me, and everybody else, no end of work.
http://www.kieranmillar.com/wormsevolved/sample1.png
-EDIT-
Muzer's spectating document has now been converted into a webpage, which can be found right HERE (http://www.kieranmillar.com/wormsevolved/game1.html), so you can now see it all Plasma, or anybody else who is interested.
I'd say make it 1 - 10.
It can also remove a lot of water: too much makes the game less strategic.
Oh, and ou might wanna go back over the movement rules. I kinda forgot what they were.
Yeah, make it so the generator doesn't generate water, have the water made by blast holes.
Yeah, make it so the generator doesn't generate water, have the water made by blast holes.
Well, I wasn't quite thinking it like that; I just meant to have generated water a bit rarer.
evilworm2
25 Mar 2007, 14:32
The trippenz award for utter rubbishness: The blue baseball cap worm for his opening handgun shot. His death didn't come soon enough.
Lol? Muhahah! (Damn you 10 character limit)
OK, the rules have undergone a large change, and can still be found in the normal place, which is HERE (http://www.kieranmillar.com/wormsevolved/).
For those of you who have already read them, the changes are as follows:
Number grid removed and game height changed to a much simpler system. This has also changed weapon's stats. Instead of height being form 1 - 80, it is now 1 - 10, and many numbers have been rounded as a result.
HHG now has more variability in it's damage, so it may do less. This is for weapon balancing purposes.
Points to spend on weapons varies depending upon the number of players.
All weapons with dynamite-style explosions now push worms away on the surrounding 8 squares, so worms won't drown instantly if the ground is removed.
Mines now detonate when a player enters one of the surrounding 8 squares.
Playing in teams is no longer possible due to the fact it would have been too complicated.
Weapon crates more likely to fall, health crates and no crate less likely.
Crates no longer only contain only just 1 ammo. Crate contents list added to the crates section in section 9. With Bazooka, Grenade, Firepunch, Mine, Gas grenade, Mad cow, Ninja rope and Parachute coming in multiple supply.
Ninja ropes now cost 5 points instead of 6.
I'm going to generate another example map, but with the odds of water appearing much lower. I've devised a way of doing this. The way it was was that my method allowed some sort of "wobbling", so the land could go up or down, but when it hit the bottom (or top) it was very hard to get it to move away and was very likely to remain at that level, hence the lake. This effect was increased due to the way I've changed the height of the grid squares. I'm going to now make it so it doesn't stay at the water level. You may still get the odd square of water here and there, but it should not create lakes. If you want maps that start off completely dry then I can do so.
Anyway Plasma, the rules on movement are as follows:
Each player can use up to 3 of their worms in one turn. These worms can be moved 3 squares.
Worms can fire before they finish moving and continue to move afterwards, providing they still have some of those 3 'movement turns' remaining.
Worms can walk up a height of 1, and can fall down a height of 2. Trying to move down further than a height of 2 will automatically use up a parachute, and the worm will move according to the wind. If the player has no parachutes then they cannot move down a drop more than 2.
Using a ninja rope removes height restrictions on movement and firing, and allows the worm to move over objects/worms/water.
Using a fast walk doubles the movement to 6. You may use both a rope and fast walk in the same turn.
Using as mine or dynamite gives you an additional 2 'movement turns' AFTER you have used the weapon. This doubles to 4 if you are using a fast walk.
Akuryou13
25 Mar 2007, 16:14
k, well I'll be posting a weapons list and a color later on. probably tonight, or if not tonight then tomorrow.
I wanna know, though. could I create a custom team? :p figure I could come up with more-interesting sprites than the standard ones if I'm allowed. it would also give others the ability to copy mine if they want.
Well, I let Plasma design sprites for this game and he was allowed to add his sigworm in also. I suppose you could do the same. You'll need to make sure that they fit and have 5 pixels above them so I can fit their health above them inside the grid square. The grid squares are 24 x 24, so making them no taller than 19 pixels would be ideal, unless of course I draw a bigger map now that we don't need two grids.
If I let you draw your sigworm too, then there wouldn't really be much use for the 'prize' for winning where Plasma adds in your sigworm. I suppose maybe we don't NEED a prize for winning, you just win. If anybody wants to draw their own custom team, I suppose that would be OK.
Does anybody object to this? If not then go ahead and make them.
Anyway, another map. This time I managed to stop it making a lake. Bear in mind that like the map Plasma and robowurmz played on, there won't necessarily always BE water and if there is it will be limited.
http://www.kieranmillar.com/wormsevolved/sample2.png
I had no idea what colours to use for the 2 new heights. I tried to choose 2 that were not too similar from the others, although I don'tknow if purple land would look silly (none was generated in the example there unfortunately). What I really want to konw is if people can make sense of the map and would be able to walk around it on their own without needing the movement crosses from last time.
Finally if people still want to sign up, then make sure you do. We've got 3 people playing at the moment, and would love to have more.
If you want to play just say so. You only need to read parts 2-7 in the rules, and 5 and 6 are just big lists.
Sure, you can try.
I would advise just using the regular worm sprite in WA, and I can resize it to keep it looking the same as the others. And make the canvas 36x36.
Edit: I don't mind if people make their own sigworm(s) for this if they're a main artist.
I think if you win you should add it to your sig if you want, and that goes for Plasma too.
Akuryou13
26 Mar 2007, 03:11
for the record, plasma, I was intending to use the same sprites as are currently in use, I just wanna add different clothes as I find the current available list to be rather mundane :p
edit: and now I've done the custom sprite stuff. here's my team and a list of items to be used by anyone who wishes to use them.
OK, this is going to go ahead with 3 people now, so Plasma, Aku, and WooHooII all have 175 points to spend on weapons + a team weapon for free.
Make sure you submit the list by PM to me. Very important, DON'T post it here.
Buy wepons HERE (http://www.kieranmillar.com/wormsevolved/) (section 6)
I'll start the game when that's done.
Akuryou13
26 Mar 2007, 14:38
yeah....good luck on the WooHooII guy actually being around for this.
Well, if he doesn't submit a weapon list in time I'll just give you and Plasma 6 worms, and start a 2vs2. You'll have only missed out on 5 points for buying weapons, so I don't think that that'll matter.
Locked and Loaded!
And new team, with an old character!
Suffice to say, I shall forever remain a n00b!
Akuryou13
27 Mar 2007, 01:01
Well, if he doesn't submit a weapon list in time I'll just give you and Plasma 6 worms, and start a 2vs2. You'll have only missed out on 5 points for buying weapons, so I don't think that that'll matter.well, no need to miss out on points. I'll take a mine so that I only lose 1 of the 5 points. :p
Everyone has submitted their lists (yes even WooHooII)
I'm catching a plane to Chicago today, so the map'll hopefully be up tomorrow.
Round 2 of Worms : Evolved
The teams for this game, in the order that they will take their turns are:
WooHoo II (blue)
Aku (grey)
Plasma (yellow)
WooHoo II's turn
http://www.kieranmillar.com/wormsevolved/map2rnd1a.png
A weapon crate drops onto 6D and the wind is blowing North at a strength of 3.
Sudden Death will occur at te start of round 8 (a round being a complete cycle of turns, so if someone's out quickly, it'll happen in fewer turns).
The map is largely high and quite flat, with a low section in the top-right.
Sorry for the garish colours for the high land, but if you don't like it you'll just have to blow it up :)
I'm hoping that soon I won't need to add in the movement crosses, but they're in for now to help you all get the hang of moving around the land.
P.S. I assume Plasma's new character is Mech-Plasma.
-EDIT- WormGod, was it you who wanted to spectate? I can't find your post in the thread. It seems to have been deleted.
WooHooII
29 Mar 2007, 04:18
My blue headband worm drops a dynamite on D11, then retreats to J10.
My blue baseball cap worm moves to L7 and shotguns the oil barrel at L11 and the worm at H7.
My blue crown worm moves to E7 and shotguns the yellow cloak worm and the oil drum at E14. (unless the yellow robot worm is blocking the oil drum, in which case I just homing missile the oil drum)
1. I assume you mean drop a dynamite onto E11, which would make more sense.
2. You can't shotgun the barrel at E14 because it's out of range. Do you just want to homing missile instead anyway?
Akuryou13
29 Mar 2007, 14:52
2. You can't shotgun the barrel at E14 because it's out of range. shouldn't the shotgun NOT have a range? if anything I'd say he ca'nt do it because of the block between him and the barrel that's higher and therefore in the way.
I was originally going to give it limitless range, but I then decided against it. It clearly states in the rules that the handgun, longbow, and shotgun have a range of 5.
I can chanfe it next game if you all think I should.
Akuryou13
29 Mar 2007, 15:18
I was originally going to give it limitless range, but I then decided against it. It clearly states in the rules that the handgun, longbow, and shotgun have a range of 5.
I can chanfe it next game if you all think I should.well, one of the things in the main game that made the shotgun what it was was it's ability to be used as a sniper. the handgun wasn't really much good for that, so you don't really have to change that one, but the shotgun was designed with that in mind, so my vote goes to changing that to be more like the normal games.
My vote is not making it limitless. But I do think it should shoot a bit further: 6 or 7 spaces mabye.
Besides, let's just say that these worms weren't life-trained snipers, and aren't able to hit a target 5 spaces away. Even in the game, the shotgun wasn't verry good at shooting half-way across the map!
But don't change it now; the round has already started!
Oh, and now that the new land is in, you should remove the ability to shotgun over hills, as it's no longer complicated anymore. Just make it that you can't shoot if there's a hill in the way that's both higher than the worm that's shooting and the target.
Oh, and because I can't remember: how much damage does the mine and oil drum do again?
OK, for the next game I'll make a few changes to the shotgun, but for now it'll be the same.
The mine damage depends on where you land. If you ae on top of it (or somebody drops one on top of you, it does 40-50 damage. If you are in one of the surrounding 8 squares, it will still explode, but do 20 damage, and no land damage.
The oil drum does a big fat 60-75 points of damage on all the surrounding 8 squares, but of course you have to shoot it. Same goes if you shoot a crate (which will have a sheep jump out also if it contains one). Donor cards just dissapear when shot, they don't explode.
I've also been thinking for the next game to have the mines act like they do in Mayhem, whereby they could be either damage, poison or shockwave, and if you place them yourself you can choose which you want, but the randomly placed ones have a random effect.
And cluster! Don't forget cluster!
Hmmmm? Do you mean add in the cluster bomb?
I decided against that very early on. The cluster bomb is useless, and it would be useless in this game too.
Or did you mean cluster mines or something like that?
Oh, and you should just use the homing missile on the oil barrel. He did pretty much ask to do that if he couldn't hit it with the shotgun! Saves us a day or so of waiting.
I would do, but I'm waiting for something else that I'm sorting out via PM for certain reasons that I'm not saying on here for various reasons.
1) I mean cluster mine
2) Aku, I wanted to look at your past forum games, only to find that you'd replaced the original image on your server every time there was a new one.
Have you, by any chance, got those images? f not, never mind, but if so, could you stick 'em in a zip and upload them or link me to an image directory or something?
Akuryou13
30 Mar 2007, 01:55
I have fewer images on my computer than are on my thread.
but what are you needing from them, out of curiosity?
The blue bandana worm drops a dynamite onto Mech Plasma and then escapes to 10J.
The dynamite explodes, sending Mech Plasma onto 11C and dealing 70 points of damage, reducing his health to 80
The yellow viking worm also gets thrown onto 13F and suffers 35 points of damage, reducing his total health to 115.
The blue baseball worm moves to 7L and fires a shotgun shot at the barrel on 11L.
This causes the grey archer worm to go flying onto 11N, and he suffers 74 points of damage, reducing his health to 76.
The blue baseball worm then shoots Plasma, dealing 25 damage and so lowering his health to 125.
The blue crown worm fires a longbow shot at Plasma, who slides onto 7J and suffers 15 damage. His health is now at 110.
Then, the crown worm moves to 9E and fires his other shot at the barrel at 14E. It explodes, however, it is just too high above the yellow bandana worm to have him get caught in the explosion, and so it deals no damage.
Aku's turn
http://www.kieranmillar.com/wormsevolved/map2rnd1b.png
A weapon crate drops onto 13H and the wind is again blowing North at a strength of 3.
Marvel at the new team health bars that I forgot to add in to the last image. It wasn't necessary for the last one though.
WormGod
30 Mar 2007, 07:59
-EDIT- WormGod, was it you who wanted to spectate? I can't find your post in the thread. It seems to have been deleted.
Yeah, but I guess its too late now isn't it?
If so, I'll actually play the next round.
The grey archer worm moves to 11K and fires a gas grenade onto 8K. Plasma and the blue baseball cap worm are poisoned!
Aku moves to 6D and picks up the weapon crate, then fires an airstrike between 7I and 7M. Plasma and blue baseball cap worm both fly up and suffer 30 points of damage. Plasma lands on 6J and now has a total of 80 health. The blue baseball cap worm lands on 6L and now has a total of 120 health
The grey beanie fires a homing missile at Mech Plasma. Mech Plasma flies North onto 10C and suffers 40 damage, lowering his total health to 40.
Poison drops the blue baseball cap worm's health to 115 and Plasma's to 75.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd1c.png
A health crate lands on 10B. The wind is blowing East at a strength of 3.
What is it with this strength 3 wind so far? Are they up a mountain or something?
Gee, thanks for the extra pain, guys!
Firstly, I pick up the weapons crate with the viking worm.
I wait for a PM.
The grey archer worm moves to 11K and fires a gas grenade onto 8K. Plasma and the blue baseball cap worm are poisoned!
Aku moves to 6D and picks up the weapon crate, then fires an airstrike between 7I and 7M. Plasma and blue baseball cap worm both fly up and suffer 30 points of damage. Plasma lands on 6J and now has a total of 80 health. The blue baseball cap worm lands on 6L and now has a total of 120 health
The grey beanie fires a homing missile at Mech Plasma. Mech Plasma flies North onto 10C and suffers 40 damage, lowering his total health to 40.
Poison drops the blue baseball cap worm's health to 115 and Plasma's to 75.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd1c.png
A health crate lands on 10B. The wind is blowing East at a strength of 3.
What is it with this strength 3 wind so far? Are they up a mountain or something?
Hey, there's an idea, have the wind slightly dependant on the overall landscape height.
Right then:
MechPlasma picks up the health crate, and fires a rocket at the Blue Crown worm.
...Wait; after the wind is taken into account, the range of the shot is 0. Does that mean that I technically drop it? :p
Melon: "Collecting a health crate removes poison from your whole team by the way...."
Viking worm uses fast walk, pciks up the health crate and the (rather-secret-yet-rather-crappy) weapon inside. He then squirms his way to I11, where he lets loose an Old Woman onto the grey archer worm.
It's full of evil!
He finishes his turn by moving down to I12.
Edit: Oh, right, I nearly forgot. Plasma uses a dynamite on the blue archer worm, and flees to H9.
Now this, I gotta see!
WooHooII
31 Mar 2007, 18:44
Wait a minute... does that mean my archer worm will be hit by the dynamite AND the oil drum?! That's at least 120 points of damage!
Plasma... must ... die...
Wait a minute... does that mean my archer worm will be hit by the dynamite AND the oil drum?! That's at least 120 points of damage!
Plasma... must ... die...
You think that's bad? I just stole 3 of Akuryou's weapons while I blew him up with the old woman! Not to mention nullifying(?) the effect of his gas grenade on me!
...Ulp;
I don't think I'm gonna like these multiplayer matches...
Mech Pasma collects the health crate on 10B. His health increases by 30 to 70 and Plasma is no longer poisoned. Mech Plasma fires a bazooka at the blue crown worm. He flies East but hits the wall and lands back on 9E. He suffers 47 damage, lowering his health to 103.
The yellow viking worm uses a fast walk and picks up the weapon crate on 13H, then moves to 11I. He launches an old woman Eastwards and then scarpers to 12I. The old lady reaches the grey archer worm on 11K. She then steals some weapons and explodes! The grey archer worm is sent flying onto 11M and suffers 68 damage, lowering his total to just 8. The blue bandana worm is too high above the explosion to be affected.
Plasma then moves to 6H and drops a dynamite onto the blue archer worm, then escapes to 9H. The dynamite explosion detonates the barrel, which hits the blue archer worm. He gets flung high into the air and flies Westwards, and opens up a parachute, and so ends up landing back onto 6G. However, he suffers 132 damage, lowering his health to 18.
The grey snglasses worm flies onto 6E and suffers 35 damage, reducing his health to 115.
Poison reduces the blue baseball cap worm's health to 110.
WooHoo II's turn
http://www.kieranmillar.com/wormsevolved/map2rnd2a.png
A weapon crate falls onto 10D. Wind East at strength 1.
Anyway Muzer, having the wind depend on the height of the land is too complicated. Would be cool though, but not gonna happen.
That grey beanie worm, combined with Aku's darksiding tactic, is gonna cause me a lot of trouble; I know it!
Edit: Hey, I just noticed that the top left corner is a pit now! So I decided to map out where the only exit points are!
29700
(Psst: WooHoo, cut them off to prevent him escaping! A well-placed dynamite oughta stop him getting out the nearest one!)
WooHooII
1 Apr 2007, 01:46
I don't see how cutting him off will really help. He won't be able to leave anytime soon unless he has a fast walk anyway, plus he would be able to climb right out anyway if he has a ninja rope. I'm not going to waste my turn on that.
Besides, I already submitted my turn.
Akuryou13
1 Apr 2007, 02:33
That grey beanie worm, combined with Aku's darksiding tactic, is gonna cause me a lot of trouble; I know it!imagine the smile on my face when I saw the placement of that worm :)
Blue crown worm gets on a ninja rope and collects the weapon crate on 10D, then moves to 10C and drops a dynamite on Mech Plasma, then finally he escapes to 12C. Mech Plasma lands on 10A and suffers 72 damage.
Mech Plasma is dead!
He explodes into pieces of metal and wires, dropping a donor card contained within his central processing core (the technology is pretty crap)
The blue archer worm throws a Holy Hand Grenade onto 6E and runs away to 4H.
Hallelujiah! KABOOM!!!
The grey bandana worm is thrown onto 6B and suffers 38 damage, lowering his health to 112.
The grey sunglasses worm is flung high into the sky and lands on 6A. He suffers 82 damage with fall damage, lowering his health to 33.
The blue bandana worm moves to 9J and longbows Plasma. He slides to 9F and suffers 15 damage, lowering his health to 60.
Then, he moves to 11J and fires an arrow at the grey archer worm, who slides back, but bounces off the wall and ends up onto 11L. He also suffers 15 damage.
The grey archer worm is dead!
He explodes, dropping a donor card.
Poison reduces the blue baseball cap worm's health to 105.
Aku's turn
http://www.kieranmillar.com/wormsevolved/map2rnd2b.png
A utility crate lands on 14N and there is no wind.
Anyway, it's good to see that people can visualise the layout of the land easily. Oh, and in Plasma's diagram with the arrows, the top right one would set off the mine if you walked next to it.
-EDIT- I'm loving this game by the way guys. You've all clearly read the rules and know how to play this. Keep it up!
Oh, and Plasma, your PM store is full. I tried to send you what you dropped inside that donor card. I guess it can wait till your turn.
Oh, sure. You blow up the small hill that was Aku's best escape out,
...and he lands on another hill that was Aku's other way out!
Inbox problem fixed.
Oh, and are you able to run away from mines? Or do they activate instantly?
The grey beanie worm fires an airstrike between 11I and 11M. The donor card disintegrates, and the blue bandana worm flies North onto 10J. He suffers 30 damage, lowering his health to 120.
The grey team suddenly vanish!!!
Poison reduces the blue baseball cap worm's health to 100.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd2c.png
A weapon crate falls onto 9C. The wind is blowing East at a strength of 2.
In case you can't tell, Aku is invisible. I now suggest everybody PM me their turns, because you never know, you may just run into him and you'll have to cancel and sort out your turn. I've removed his team health bar too, so you won't know if you hit him, unless he dies and drops a donor card.
You can't run away from mines in this game. If people want I could give them a delay next game, say for example, you can finish moving that worm before they explode or something. If people think it's a good idea. You'll notice that that utility crate is now uncollectable without the mine going off, unless of course you move it...
I'm waiting for my weapon list at the start of the round, Melon...
Christy! Give me 5 minutes!!!
The yellow viking worm moves to 11J and firepunches the blue bandana worm. He goes flying into the air and opens a parachute, and ultimately lands at 7L. He suffers 30 damage from the punch, reducing his health to 90.
Plasma uses a fast walk and ninja rope to grab both the crate and the donor card. He then fires a bazooka at the blue crown worm. He flies onto 13C and suffers 44 points of damage, lowering his health to 59.
The yellow crown worm moves to 10O and fires an airstrike between 5L and 9L. Both the blue baseball capworm and the blue bandana worm fly south and suffer 30 damage. The baseball cap worm is now on 7L and has 70 health. The bandana worm is on 8L and has 60 health.
Poison reduces the blue baseball cap worm's health to 65.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map2rnd3a.png
A utility crate drops onto 5L. The wind is blowing West at a strength of 2.
-EDIT- I'm off to Vegas tomorrow at GMT midnight (so Monday/Tuesday)
I won't be back until Thursday night GMT, so I'll nered to suspend the game between then. Carry on submitting your turn WooHoo, we may get it in before I leave, I'll post again when I do leave.
The blue beanie worm uses a fast walk and moves to M3, then drops a dynamite onto M4, and finally retreats to K5.
The blue crown worm moves to B11 and sends a sheep North. It explodes when it reaches B6!
Now, the blue archer worm launches a homing missile at B4.
There is an explosion at B5, and a donor card appears!
Poison reduces the blue baseball cap worm's health to 60.
Aku's turn
http://www.kieranmillar.com/wormsevolved/map2rnd3b.png
A weapon crate falls onto M10 and the wind is blowing North at strength 1.
I just want to say well done to WooHooII for a rather genius turn there. I was well impressed.
Right, Aku, send me your turn as normal. However, I won't be around to get it until Thursday night, so I'll update the map when I get back, or tell you it's invalid, or something.
-Game temporarily suspended-
().o
How the hell did he do that?
Akuryou13
3 Apr 2007, 01:30
().o
How the hell did he do that?I'm the one in shock here. I THOUGHT I was safe.....that was one hell of a good guess he made going after aku.
edit: I want that last turn to be saved and documented as possibly the most amazing turn ever to be made! attacking an invisible team of worms successfully and doing an amazing job at it just isn't something most could do. WooHooII, you are awesome.
Weeeeeeeeeeeeel...
I gots bored, and decided to start making a videogame of this!
This is only a start of it, so it's a little playable. At the moment, it only has 6 v 6, bazooka. grenade and shotgun(blank button) as the only weapons(set ammunition), no mines or barrels and (not as many) bugs!
It also hasn't got any animations yet! And I may or may not make it online; I probably will, but I'm not making any promises.
The wind direction and power are above the "end turn / end go" button. Like nearly everything so far, this is just a placeholder for now. Also, damage will only be shown at the end of your go.
Note that this is only after 3 days work! (which is why there might be obvious bugs unsolved; PM me for any that you find!)
Enjoy!
Download WormsEvolvedV0.23.zip (http://host-a.net/Plasma/WormsEvolvedV0.23.zip)
I was thinking of doing that!
DL'ing now
No offence, but isn't it a bit... suckish at the moment? It's difficult to tell who's who.
No offence, but isn't it a bit... suckish at the moment? It's difficult to tell who's who.
Currently the characters are just placeholders; but I did forget to colourcode the health statuses!
Edit: New version; fixed your proplem, and added in the grenade!
Oh, and source?
That would be nice.
Oh,a nd are you using game maker 6 or 7?
BUGS:
If you click reset go on the first turn, the button flashes on and off really fast, and then some other buttons do that
It doesn't work in vista, please download version 7 and save from there.
You can't get out of the "fire" screen if you make a mistake, unless you reset the go.
On one boot, it randomly only created 1 worm
The bazooka only kills the worm directly in the center of the explosion
Opening more than one instance of the game gioves an error about not being able to write to the save.
The on-and-off bug only occurs if you haven't done a single round on that version! It's because it can't find a save file.
I won't be doing it in gamemaker7, because I know that it'll be a good while before a new online system is set up. If people are still playing this by the time Vista becomes common, then I'll recreate it in C++, presuming I learn how to program online in that by then.
The lack of worms on booting is a problem that I know of, but I can't find the scource of it!
And I don't get what you mean by the bazooka thing.
Post edited with more
Oh, and I tried deleting the save during play, the result wasn't the flashy bug, just no effect.
Post edited with more
Oh, and I tried deleting the save during play, the result wasn't the flashy bug, just no effect.
Perhaps you should stop trying to delete the save game, and then stop trying to click the 'reset go' button before starting a go!
And you didn't explain what you meant by the bazooka.
Edit: Oops. I forgot that I had set the game to save at the very start of the game! I should change that; it will allow players to re-load an unfinished game. (note the 'will'. They can't really have a game now!)
Edit2: Oops2. I forgot to explain that the wind direction and power are in teh top right corner, underneath "water". Again, like nearly everything so far, this is just a placeholder for now.
What I mean is that is there is a bazooka explosion, only the worm in the very centre will get harmed and not the worms on the outside.
Oh wait, I've been comletely stpid. That's how the game works :p.
I think one more version for the day would do nicely!
This time, I've added the shotgun, the ability to cancel firing properly, and set ammunition!
Now, the game should actually be playable properly! Not as much as the full game, but you could still have a small match.
I've also fixed the flashing button problem, the lack of worms spawned problem, and added in the chance to continue an unfinished previous game (click ReGo while the map is loading)
Y'know, I've only been working on this for 2 days, yet it's really coming along!
Edit: That blank button is the shotgun. I need an image to represent the shotgun, because I don't have one!
Ok, from now onwards, I amn't going to be making new posts for every update. Instead, I'm just going to keep it to my sig, and only post if there's something big!
Anyway, new version; added dynamite and worm explosions. Next, I'm going to add in sudden death, oil barrels, mines, crates, and doner cards.
I get an error~:
FATAL ERROR in
action number 4
of Step Event
for object object0:
COMPILATION ERROR in code action
Error in code at line 10:
instance_nearest(x+10,y+10,terrain).glevel -= 2
at position 37: Unexpected symbol in expression.
Followed by:
Failed to compile the actions in the objects.
That's in XP home SP2, and I've tried it with and without a save file from a previous version.
Oh, and as I said before, the source (.gm6 file)? Pretty please? I can convert it into a game maker 7 file quite easily and save it into a vista compatible version?
Please?
I'll be your friend?
I get an error~:
FATAL ERROR in
action number 4
of Step Event
for object object0
Oops! Fix'd.
Now with added sudden death (which is actually kinda cool, if I say so myself)
And I might give you the scource code after I finish it. But that's only a mabye.
-Game resumed!-
The grey sunglasses worm re-appears on C10 and launches an old woman at Plasma. She thieves weapons and then explodes!
Plasma is thrown to the left, and bounces off the border and lands onto B10 and is dealt 78 points of damage with fall damage.
Plasma is dead!
A donor card drops onto B10.
The blue crown worm is thrown onto C11 and suffers 35 points of damage, lowering his health to 24.
The grey goggles worm re-appears on L4 and launches a cow Southwards! The utility crate is collected, which spawns a crate shower!
Utility crates land on D15 and E3, and weapon crates land on D8, A4 and F13.
The first cow strikes the blue baseball cap worm, who is sent flying onto L10 and suffers 74 points of damage. The blue bandana worm is sent Southwards, but hits the cliff face and lands back on L8. He suffers 35 points of damage, lowering his health to 25.
The blue baseball cap worm is dead!
He explodes, dropping a donor card. The explosion catches the weapon crate on M10, which also explodes!
The grey goggles worm launches a second cow Southwards! It explodes in the new crater on L7! The blue bandana worm is sent southwards, and lands on L9, and collects his comrade's donor card! Unfortunately for him, he suffers 35 points of damage, which kills him.
The blue bandana worm is dead!
He explodes, dropping a new donor card in the same location as the one he collected.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd3c.png
No wind or crate drop this turn. Bear in mind that the grey team health bar only shows what worms are visible, so the bar only represents 2 of Aku's worms.
Plasma, I've taken a quick look at your W : E PC game and I'm chuffed to bits over it. It's cool, and I'd love to help you with anything about it that I can. I always wanted to make a PC game version of this, but was planning to go for a Disgaea-style isometric view. I may have some ideas on how to achieve that if you want. I'll chat to you on MSN next time I see you on it.
The yellow bandana worm moves to F13, picking up the weapon crate. He then fires a homing missile at the grey sunglasses worm.
He is thrown West onto B10, and picks up the donor card collected there. He suffers 71 damage with fall damage.
The grey sunglasses worm is dead!
He explodes, dropping a donor card!
The yellow viking worm moves to K9.
The yellow crown worm moves to N8 and fires a homing missile at the grey goggles worm.
He flies North onto L3 and suffers 47 points of damage, lowering his health to 68.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map2rnd4a.png
A weapon crate drops onto G6 and the wind is blowing South at a strength of 1.
The blue crown worm uses a ninja rope and fast walk and collects the donor card on B10 and the weapon crate on D8, and then uses a Bubble Trouble.
The blue archer worm collects the crate on G6, and then also unleashes a Bubble Trouble to protect himself.
The blue beanie worm moves to L4 and firepunches the grey goggles worm. He goes flying into the air and lands on L1, suffering 60 points of damage with fall damage. The mine on K1 explodes, dealing another 20 damage.
The grey goggles worm is dead!
He explodes, dropping a donor card.
Aku's turn
http://www.kieranmillar.com/wormsevolved/map2rnd4b.png
A health crate drops onto K15. The wind is blowing South at a strength of 1, again.
Marvel at the fantastic bubble images. I clearly did not spend only 1 minute making them. Oh no. Not me.
Oi! Melon! 48 hours are up!
Yeah, sorry about that. We've installed a new hard drive on my laptop, and we tried to Ghost the old one onto this one. It didn't work, so now I've got to re-install everything. I'm going to go grab GIMP now, and hopefully it'll be up soon. Don't forget that I'm still on holiday as well. I'm going to be off somewhere in half an hour, so the new turn may not be up for a couple of hours. It's a delay on my end more than anything else.
The utility crate on E3 dissapears and a crate shower is spawned!
A health crate drops onto J13.
Weapon crates appear on C2, H10, E2 and B3.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd4c.png
A utility crate drops onto B8. The wind is blowing East at a strength of 2.
Apologies for taking so long to update this. I'm going to add don't let crate showers spawn more crate showers to my rules, because as you can see, it's possible to end up being flooded by crates very quickly.
The yellow bandana worm moves to F10.
The yellow viking worm collects the donor card on L9.
The yellow crown worm moves to N5.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map2rnd5a.png
There is no crate drop or wind.
It's really wierd that there's no wind when no crate drops most of the time. Coincidence? Or some strange external force?
Akuryou13
10 Apr 2007, 13:44
yeah.... my comp is dead. i ordered new parts and should be back soon, but for now i can't play. hopefully i get the parts today.
OK, WooHoo's 48 hours ended a long time ago, but I just got back from an 8 hour flight, and I'm trying to stay up to get over the jet lag, and I've tried to randomise his turn, but I just can't concentrate on it, so this won't get updated until tomorrow probably.
WooHoo, your hours are up, so your turn is being randomised. Even if you send one now it'll be too late. Sorry.
Yeah, videogame version update again. Version 0.33 (http://host-a.net/Plasma/WormsEvolvedV0.33.zip)
I finally added in the ability to choose all those things like weapons and number of worms and barrels.
Anyway, I now need someone to design a small menu for choosing weapons. I know exactly how to do it, and what the layout should look like! For the moment, it doesn't have to be good, it just has to be understandable.
If you do have the time, can you PM me so, and I'll tell you what I need.
It's random turn time. Time. Time.
The blue beanie worm moves to L2 and fires a homing missile at the yellow viking worm. He flies onto M9 and suffers 47 points of damage, lowering his health to 68.
The blue crown worm fires a homing missile at the yellow bandana worm. He flies onto G10 and suffers 40 points of damage, lowering his health to 110.
The blue archer worm fires a homing missile at the yellow crown worm. He flies onto N4 and suffers 47 points of damage, lowering his health to 103.
Aku's turn
http://www.kieranmillar.com/wormsevolved/map2rnd5b.png
The grey beanie worm reappears on E4.
A utility crate drops onto H8, and the wind is blowing west at a strength of 1.
So people don't moan, I'll be adding in how I do random turns next time I update the rules. Basically, I don't move worms in bubbles or fire with invisible worms. I choose up to 3 worms, then choose if they should move 1, 2 or 3 spaces. Then I choose a direction fr each step they move. If they try to move somewhere they can't, I stop them there.
Then for each worm I consider which weapons (if any) can hit an opponent. I choose one of them randomly (never choose super weapons). When the weapon is chosen, I randomly choose one enemy worm that can be hit with that weapon.
P.S. Plasma, I can't seem to fire the longbow with the blue team on your game.
-EDIT- Oh ho ho. I've just realised that i've been forgetting about the prod and handgun in each person's weapon lists. You all have infinite supply of them btw everybody, in case you all forgot (like I did.)
Akuryou13
14 Apr 2007, 15:45
image quality on the wii is crap and my comp is going down more than being up, so i can't take my turn...
RANDOM TIME!
The grey beanie worm moves to D4 and fires a homing missile at the yellow viking worm, who flies onto M10 and suffers 48 damage, lowering his health to 20.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd5c.png
A weapon crate falls onto C3 and there is no wind.
Those crates are really starting to pile up in the corner. It's actually mildly amusing.
Bandana worm picks up two crates and stops on H8. He then fires a super sheep onto Aku's last worm. (btw, can I presume that for getting hit by two explosions at once, you get the directions of the two blasts separately, add them together (or subtract them, if they are going in opposite directions) and then add the two heights the worm flies up together?)
Crown worm moves to M5 and uses a hhg on the nearby blue worm, and then retreats to N5.
Viking worm moves to M11 and fires a homing missle at the blue beanie worm.
...
That's gonna leave a mark in the morning...
(btw, can I presume that for getting hit by two explosions at once, you get the directions of the two blasts separately, add them together (or subtract them, if they are going in opposite directions) and then add the two heights the worm flies up together?)That's exactly how it works. Anyway :
The yellow bandana worm picks up the weapon crate on H10, then the utility crate on H8. He then launches a Super Sheep at the grey beanie worm. The 4 crates explode and the donor card on B5 disintegrates. The grey beanie worm flies onto E6 and suffers 160 damage with fall damage.
The grey beanie worm is dead!
He explodes, dropping a donor card!
The grey team has been eliminated!
The yellow crown worm moves to M5 and lobs a Holy Hand Grenade at the blue beanie worm, then retreats to N5.
HALELUJIAH! KABOOM!
The blue beanie worm goes flying high into the air, and opens a parachute, landing on I2. He suffers 86 points of damage, lowering his health to 64.
The yellow viking worm moves to M11 and fires a Homing Missile at the blue beanie worm. He flies onto H2 and suffers 49 points of damage, lowering his health to 15.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map2rnd6a.png
A health crate drops onto I8. The wind is blowing West at a strength of 2.
Good game Aku. So you don't feel left out, I'll make you a spectator and send you the spectating PMs.
That turn was proof that parachutes aren't rubbish. The blue beanie worm's parachute saved him from an extra 50 fall damage had he not got one. So there.
How much longer until the bubble troubles wear off?
At the start of his next turn. It lasts the same length of time as invisibility currently does.
Huh. So he has two goes left before I get to completely wipe him out...
Akuryou13
16 Apr 2007, 13:56
convenient, seeing as I can't play anyway right now...
The blue crown worm uses a ninja rope to move to F8 and launches an old woman to the right. The old woman steals weapons from the yellow bandana worm and then explodes! The yellow bandana worm is sent flying onto J8 and suffers 72 points of damage with fall damage, bringing his total to 38.
The blue beanie worm moves to I3 and fires an arrow at the health crate on I8. It explodes sending the yellow bandana worm onto K8 causing 81 points of damage with fall damage.
The yellow bandana worm is dead!
He explodes, dropping a donor card!
The blue beanie worm puts away his longbow, deciding not to take a second shot.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd6b.png
A weapon crate falls onto K14, and the wind is blowing East at a strength of 1.
WooHoo stole a dynamite, longbow and grenade from me. As this is a 1v1 match, there's no point keeping that to PMs only.
Crown worm moves to O3.
The blue crown and beanie worms are both hit by homing missiles and die instantly!
Isn't it funny how life works like that...
As far as I can tell, WooHooII's last hope is that the donor card beside him contains a bubble trouble...
The yellow crown worm moves to O3 and fires a homing missile at the blue beanie worm, who flies onto I4 and suffers 40 points of damage.
The blue beanie wrom is dead!
He explodes, dropping a donor card.
The yellow viking worm launches a homing missile at the blue crown worm, who flies onto F9 and suffers 47 points of damage.
The blue crown wrom is dead!
He explodes, dropping a donor card.
The bubbles dissapear.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map2rnd7a.png
A weapon crate drops onto I15 and the wind is blowing South at a strength of 1.
Sudden Death is going to occur at the end of Plasma's next turn, if the game lasts that long.
For those who don't know, Sudden Death doesn't do any damage, but the water will risse by 1 at the end of each "round" (in this case, at the end of each of Plasma's turns). So yes, the water will rise after Plasma's next turn.
WooHooII
18 Apr 2007, 18:52
What the... how many homing missiles do you have!? You've already used six, and I think you still have more!
If you take a look at the previous game (http://www.kieranmillar.com/wormsevolved/game1.html) you'll see that Plasma laughs in the face of a measly 6 homing missiles.
How many does he have this game? Only Plasma is allowed to tell you before the game is over, but you'll find out afterwards. He may not have any more. Or he may have loads. I can't say.
Make Your Move, Kid!
What the... how many homing missiles do you have!? You've already used six, and I think you still have more!
I know what you're thinking. "Did he pick seven missiles or only six?"
Well, to tell you the truth, in all this excitement I kind of lost track myself.
But being as this is a homing missile, and would blow your head clean off, you've got to ask yourself a question:
Do I feel lucky?
WooHooII
18 Apr 2007, 19:20
Oh well. If you have any left, there's a decent chance that they will lost in a donor card, if some haven't been lost already.
The blue archer worm collects the donor card on E6, then moves to E5. He fires a homing missile at the yellow viking worm. He flies onto L11 and suffers 60 damage including fall damage.
The yellow viking worm is dead!
He explodes, dropping a donor card!
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map2rnd7b.png
There is no crate drop and the wind is blowing South at a strength of 2.
Last turn until Sudden Death! OMG!!!!1
Hmm... just the crown worm left...
Yeah... I use a homing missile...
The yellow crown worm fires a homing missile at the blue archer worm, who flies North but hits a wall and lands back on E5. He suffers 43 points of damage.
The blue archer worm is dead!
He explodes and drops a donor card, which sinks.
The blue team has been eliminated!
http://www.kieranmillar.com/wormsevolved/map2end.png
Plasma wins!
http://www.yoda.arachsys.com/worms/wa/anims/gfx/wwinner.gif
Good game guys!
Now, this means Plasma gets a THIRD sigworm on his team. You're going to run out of people to add soon. My advice, Horse-Worm.
I was going to post a table of stats and awards, but I can't make tables in this forum, so you'll have to wait for the game replay page, and that'll have to wait until I've done some coursework.
Oh, and SIGN UP SIGN UP if you wish to play in the next game!
Players :
Plasma
???
???
???
???
???
???
???
Spectators :
???
*signs up*
I had a nuclear bomb left at the end of that match, and was gonna use it at the last go, but I lost it in the last donor card dropped! Damn!
I'm away tomorrow until Sunday afternoon, so I won't get around to updating the rules with a few bits and bobs until then. It'll give people time to sign up though.
Anyway, before I do update the rules, I'd like to see what people think about a few rules that might change.
First of all, some people think that invisibility lasts way too long. There's 2 solutions to this:
1. Make it last only one, or possibly two turns. The price will drop to compensate.
2. Only make it affect one worm. The price will drop by a fair bit in this case.
Bubble troubles seem fine how they are at the moment. What do you guys prefer?
Next, shotgun, longbow and handgun ranges are going to increase to 8, and the minigun may get bumped up to 3. This isn't a problem, but it's been suggested that people shouldn't be able to shoot over hills. But this leads to some complicated scenarios that could be difficult to work out if you can hit them or not. Do people think guns work fine they way they are now? I know shooting over hills makes no sense, but the simplicity gained from this is worth it I think.
Mines will be split into damage, shockwave, and poison types. Damage ones work the same, poison ones act like a gas grenade, and shockwave ones will push the worm far and high but do no damage, relying on fall damage. Random mines at the start will have random effects, ones you place you can choose the effect. It's the fact that mines detonate when you stand next to them that could cause a few complicated problems that thankfully haven't happened yet.
Do people like the idea of mines detonating when you stand next to them, or should it be if you stand on their square only? If so, should more be generated at the start?
The remaining changes will be to do with crate probabilities, specifically team and super weapons being less likely. As it stands now, in a single turn you are more likely to recieve a SPECIFIC team weapon then a specific normal weapon. Team and super weapon chances will be halved for the next game. If this doesn't work well, I can always put them back to how they were for the next game.
Remember, ANY suggestions are welcome.
Oh, and SIGN UP!!!
Akuryou13
19 Apr 2007, 23:47
i want to join this round as well, if my computer is fixed in time.
as for the rules, i say this:
1. invis is fine as-is, but i would also enjoy single-worm invis.
2. guns are fine now, they just need longer range. don't much care about the hill thing.
3. bubbles are fine as-is.
4. mines are currently useless. we need many more on the field if they are to effect anything.
WooHooII
20 Apr 2007, 02:40
I guess I'll play again.
I say:
Invisibility should only last 1 round.
Hills are fine as-is.
Bubbles are fine as-is.
Mines are fine as-is?
Well, that's the first batch of coursework finished. *phew*.
This means I've had time to give the rules a tweak.
So:
Mines now come in 3 types, but they now go back to only exploding when someone is standing on them. To compensate, the number spawned at the start goes from 4 to 25!!!
Airstrike costs 10 points, but does 35 damage instead.
Crate probabilities for Team and Super weapons halved (given that a weapon crate has dropped).
Invisibility costs 8 points, but only affects 1 worm. I'm still letting it last 3 "rounds" for now, I'll see how it works for now.
Gun ranges up from 5 to 8. Minigun range raised from 2 to 3.
Aku, is your computer fixed yet? Will you be able to play?
WormGod, did you want to play this game, or keep spectating?
Muzer, did you want to spectate again? Did you make a replay document this time?
And for everbody else, you still have time to SIGN UP!!!!
I'll leave the sign up open until the people above get back to me, then it'll close, and people can submit teams and weapons.
Playing:
1. Plasma
2. WooHooII
3. Akuryou13 ???
4. wigwam the
5. ???
...
8. ???
Spectating:
???
wigwam the
24 Apr 2007, 08:09
oh, ok. I'll sign up.
Akuryou13
24 Apr 2007, 13:17
thought it was fixed last week, but found my processor fried itsself and everything I had before upgrading. the remaining parts arrive today, so with no unforeseen problems, my comp will be fixed tonight.
btw, AMD = lose.
OK, we have WooHooII, Plasma, Akuryou13 and wigwam the playing the 3rd game.
That's 4 people, so you each have 4 worms, and 165 points to spend on weapons. Don't forget you get to choose a Team Weapon for free. Buy them here. (section 6) (http://www.kieranmillar.com/wormsevolved/)
Send me your lists by PM!!! Important.
Oh, and don't forget to mention what colour you wish to be, and if you have a preference for what hats you want on your team, let me know or you'll get the default. You may choose out of these (http://forum.team17.co.uk/showpost.php?p=563764&postcount=17) or these (http://forum.team17.co.uk/showpost.php?p=570507&postcount=85). If you want a sigworm, you'll need to draw him yourself, but you only get 1, except Plasma who now gets 3 for winning twice.
Choose wisely! Good luck!
Akuryou13
25 Apr 2007, 11:36
I've gotta pick up a HDD this morning from best buy as I'm an idiot so my motherboard doesn't support IDE. I'll have a weapon list tossed together this morning after I get the HDD installed and a copy of Vista on it.....hopefully...
Your motherboard doesn't support IDE? Then how is your CD/DVD drive connected?
wigwam and Aku still have weapon lists to submit.
Aku hasn't been on since the 25th, about the same time the argument sparked off in his thread. Computer troubles, or will he not return???
Hmmm... anyway, once wigwam submits his list, we'll give Aku a bit longer. I don't really want to delay this anymore, so if Aku doesn't come back in a day or 2 (or 3), we'll carry on without him.
Gadzooks! My site seems to have gone down for a while now. Who knows when it'll be back up...
This gives wigwam more time to SUBMIT HIS WEAPONS LIST. He'll have to empty his PM box while he's at it if he still wants to play.
Aku still hasn't come back, I guess he'll be left out of this game then.
So yeah, no point trying to start the game when I can't post the images (no, I'm not going to use imageshack).
Game 3 of Worms : Evolved
The players of this match in the order they will take their turns are:
WooHooII (blue)
wigwam the (red)
Plasma (yellow)
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map3rnd1a.png
A health crate drops onto D15 and the wind is blowing South at a strength of 1.
The land height is quite varied, and has a fun cliff point in the centre. It's quite strategic this one, it should make for a fun game.
Sudden Death occurs at the start of "round" 8 (a round being a cycle of players, if a player is out early it'll come more quickly).
As you can see, Aku has been dropped from this game, meaning you get 175 points to spend now plus an extra worm. If you wish to spend these points, please send me an update ASAP (I doubt there'd be a donor card drop this early on but you never know). After your first turn you can no longer buy weapons.
Remember the three mine types and the fact they no longer detonate when standing next to them (you must stand on them). I forgot to mention that multiple mines can occupy the same square, and so the effects would be cumulative. I'll add that to the rules.
Finally, should anybody wish to add a sigworm to their team (Plasma can have another, and wigwam and WooHoo can have 1 if they want to draw one, but WooHoo doesn't hasn't made one anyway) then if you submit it sooner rather than later I can replace the images with your sigworms. It won't be difficult if done early.
Good luck and have fun!
-EDIT- One more thing, I am still working on the previous game replay page. I hope to get it up soon.
Huzzah!
Btw, I haven't put up any recent updates for my game recently because I was busy with a small project of mine. That's done now, and I've nearly finished a proper weapon selection menu!
I actually used your game to generate this map. I went to make one normally, but it came out incredibly low and just conimually created lots of water. Maps with lots of water at the start aren't that great, but I couldn't be bothered to make another one, so I just loaded up your game.
The way you generate the maps isn't exactly identical to how I do them, hence why a lot of the land comes out in a diagonal form (as you can see by the cliff in the middle), but it'll do.
Oh, and about your game. I had a worm surrounded by three barrels. I blew one up, and they all blew up, but he only suffered damage from one of them. It should have been an instant kill.
But keep going with it, it's coming along great.
Remember the three mine types and the fact they no longer detonate when standing next to them (you must stand on them). I forgot to mention that multiple mines can occupy the same square, and so the effects would be cumulative. I'll add that to the rules.
Wow, that's gonna save me a lotta work!
Oh, it would appear the 48 hours are over already. Oh well. I'm just about to go to bed as well. I'll have to do it tomorrow. Off to a flying start I see.
Wow, that's gonna save me a lotta work!
I can't tell if you're being sarcastic or not.
No response from WooHoo = random time!
The blue crown worm moves to E8 and fires a homing missile at Plasma, who is thrown onto J10 and suffers 48 points of damage, lowering his health to 102.
The blue beanie worm moves to G6 and fires a handgun at the yellow crown worm, who suffers 20 damage, lowering his health to 130.
The blue archer worm fires a homing missile at the yellow viking worm, who flies onto H5 and suffers 54 points of damage with fall damage, lowering his health to 96.
wigwam's turn
http://www.kieranmillar.com/wormsevolved/map3rnd1b.png
A utility crate lands on J12 and the wind is blowing East at a strength of 3.
One more thing I meant to clear up, you can't use a utility if that worm has already fired. If you fire a weapon with one worm, then others can still use utilities, but he can't.
wigwam the
4 May 2007, 18:58
red capped worm moves up and right to g10
fires shotgun at g6 and j10
fires shotgun at g6
Invalid I'm afraid. The shotgun (and longbow and handgun) have a height limit of + and - 3. Although this isn't the case in the normal worms games, I added it to prevent the shooting over hills allowance from being a bit too ridiculous.
Also, is that all you wanted to do? Just 1 worm? You get to use 3 max.
wigwam the
4 May 2007, 22:05
Invalid I'm afraid. The shotgun (and longbow and handgun) have a height limit of + and - 3. Although this isn't the case in the normal worms games, I added it to prevent the shooting over hills allowance from being a bit too ridiculous.
Also, is that all you wanted to do? Just 1 worm? You get to use 3 max.
ok, both shots to j10- then
red bandanna worm left 1 and fire two shotgun shots at N8. (blue baseball capped worm)
red archer worm to I5, drop dynamite then retreat to L5.
The red beanie worm moves to G10 and fires two shotgun shots at Plasma, who suffers 50 points of damage, lowering his health to 52.
The red bandana worm moves to N10 and fires two shotgun shots at the blue baseball cap worm, who suffers 50 points of damage, lowering his health to 100
The red archer worm moves to I5 and drops a dynamite onto the yellow viking worm, then retreats to L5.
The dynamite explodes, sending the yellow viking worm flying to the right, and he ends up on I5. He suffers 63 points of damage, lowering his health to 33.
The blue beanie worm is thrown onto F6 and suffers 35 points of damage, lowering his health to 115.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map3rnd1c.png
There is neither a crate drop nor wind this turn.
The yellow viking worm can't move normally, which is why he hasn't got any little x's by him.
1: Plasma moves to K10 and uses old woman on the red beanie worm.
2: MechPlasma fires two shotgun shots at the blue baseball worm, then moves to O1.
3: Bandana worm moves to K8 and uses a rocket on the blue baseball worm.
Plasma moves to K10 and launches an Old Woman Westwards. She reaches the red beanie worm, steals some weapons, and then explodes!
The oil drums on H11 and I11 and the utility crate on J12 also explode!
The mine on H12 moves to G13.
The mine on G9 moves to G8.
The mine on H9 moves to I9.
The red beanie worm flies onto E9 and suffers 169 points of damage with fall damage.
The red beanie worm is dead!
He explodes, dropping a donor card!
The blue crown worm is thrown onto E7 and suffers 35 points of damage, lowering his health to 115.
The mine on E7 explodes, throwing the blue crown worm onto 7F, who suffers 44 points of damage, lowering his health to 71.
Mech Plasma fires two shotgun shots at the blue baseball cap worm, who suffers 50 points of damage, lowering his health to 50.
MechPlasma themn moves to O1.
The yellow bandana worm moves to K8 and fires a bazooka at the blue baseball cap worm, who flies onto O8 and suffers 43 points of damage, lowering his health to 7.
The mine on O8 releases a poisonous cloud, poisoning the blue baseball cap worm.
Poison reduces the Blue baseball cap worm's health to 2.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map3rnd2a.png
The wind is blowing East at a strength of 2. There is no crate drop, again.
That turn took ages to update. No more awesome chain reactions please Plasma ;)
-EDIT- If wigwam wants to know what weapons he's lost through the old woman and the donor card, he'll need to clear some more of those PM's from his inbox. In fact, every time it's his turn/his weapons list changes, he'll get a PM, so he'd best clear a few.
Still no PM from WooHoo, so it's random time again. Let me know if you're still playing, or I'll see if anybody wants to take over your team.
The blue baseball cap worm moves to O9 and fires a homing missile onto Plasma, who flies onto J10 and suffers 46 points of damage, lowering his health to 6.
The blue archer worm moves to K5 and drops a dynamite onto the red archer worm. He then retreats back onto J6. The dynamite explodes, and the red archer worm is thrown onto L7 and he suffers 75 points of damage with fall damage, lowering his health to 75. The mine on M4 is pushed onto N4.
The blue bandana worm fires a homing missile at the red baseball cap worm, who flies onto D4 and suffers 49 points of damage, lowering his health to 101.
Poison reduces the blue baseball cap's health to 1.
wigwam's turn
http://www.kieranmillar.com/wormsevolved/map3rnd2b.png
A weapon crate falls onto F8 and the wind is blowing South at a strength of 1.
Sorry for the slow update. Wigwam has also failed to submit a turn, so it's random time for him too. That's 3 out of 5 turns that have been missed. I'm starting to see a trend here.
The red archer worm throws a grenade at the blue archer worm, who flies onto I6 and suffers 47 points of damage, lowering his health to 103.
The red crown worm moves to B13.
The red baseball cap worm moves to D3 and throws a holy hand grenade at the blue bandana worm.
Halelujia! KABOOM!
The blue bandana worm flies to the west, where he hits the wall on H1 and ends up landing on G1. He suffers 93 points of damage, lowering his health to 57.
The red baseball cap worm is hurt in the explosion, and he is thrown back onto D4, and suffers 15 points of damage, lowering his health to 86.
Plasma's turn
http://www.kieranmillar.com/wormsevolved/map3rnd2c.png
A weapon crate falls onto K12, and the wind is blowing South at a strength of 3.
I thought I'd let you all know now, but there won't be a 4th game of this until about October. I'm going to go back home during the summer, which means I won't have regular internet access (yes really), so I won't be able to run this until I get back to Uni. That is, of course, provided somebody actually wants to play a 4th game....
Oh and the replay page for the 2nd game is still coming along, but it's been going slow due to a little thing called revision for important exams.
-EDIT- Plasma's inbox is full too.....
MechPlasma uses bow on blue bandana worm twice.
Crown worm uses dynamite on blue crown worm, then moves to D6.
Plasma uses shotgun twice on red bandana worm, then picks up crate.
Edit: lol, my previous post got deleted just as I was about to delete it myself.
MechPlasma fires a longbow arrow at the blue bandana worm, who gets pushed into the water on E1. He decides not to use his second arrow.
The blue bandana worm has drowned!
The yellow crown worm moves to E7 and drops a dynamite onto the blue crown worm, then retreats to D6.
The dynamite explodes!
The blue beanie worm is thrown onto F5 and suffers 35 points of damage, lowering his health to 80.
The blue crown worm is thrown onto E5 and suffers 71 points of damage.
The blue crown worm is dead!
He explodes, dropping a donor card!
The blue beanie worm is thrown onto G5 and suffers 35 points of damage, lowering his health to 45.
The yellow crown worm is thrown onto C6 and suffers 35 points of damage, lowering his health to 95.
The red baseball cap worm is thrown onto C4 and suffers 35 points of damage, lowering his health to 51.
The mine on C4 releases a poison cloud, poisoning the red baseball cap worm.
Plasma fires two shotgun shots at the red bandana worm, who suffers 50 points of damage, lowering his health to 100. Plasma then moves to K12 and picks up the weapon crate.
Poison reduces the red baseball cap worm's health to 46.
WooHooII's turn
http://www.kieranmillar.com/wormsevolved/map3rnd3a.png
A health crate falls onto F9 and there is no wind.
There are some things that happened this turn that may not make sense to those who haven't read the rules, so I'll briefly explain them now.
I didn't take MechPlasma's second longbow shot because there wasn't anybody he could hit (the barrel is in the way of hitting the blue baseball cap worm).
The weapons crate did not explode when the dynamite exploded because it was too high up. The land still lowered, but the crate was unaffected.
The blue crown worm landed where he did because he was going to land where the blue beanie worm landed, but two worms cannot share the same square, so he got pushed to the side, (it was a random direction)
Whoops! I forgot that the longbow pushed 2, not 1.
That turn took ages to update. No more awesome chain reactions please Plasma ;)
Oops. Sorry.
If it pushed 1 he'd have been out of range for the second shot, but then you could have just moved forward, so yeah....
Heh, it's been 4 days.
Anyway, this game is really going nowhere. There's pretty much only one person actively left in this game. I wouldn't have been able to host a fourth game until after Summer, so maybe it's for the best that it's died out itself.
I can't see there being much point in me continuing to update this if it's mostly just random turns. I've also got my exams starting in under a week, so I'd be better off spending my time revising. This game was never as popular as I might have hoped, but maybe it was too complicated.
GAME OVER
The replay for the second game is mostly done, and if I get time I'll finish it off and upload it. I might as well.
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(cut thread here)
Woohoo! I win by default!
Err... I guess there's not much point on me continuing making a VG version then. Well, I wasn't updating it anymore anyway.
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(and here)
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