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| | #1 |
| Member Join Date: May 2004 Location: Colombia, with an O. Gender: Posts: 808 Thanks: 7 Thanked 1 Time in 1 Post | Many Marios X2: The Odyssey (Open for all newcomers!) (The Many Marios X1 thread for reference.) Storyline And then, what everyone though impossible just happened before their very eyes. The Mushroom Kingdom fell at the hands of the largest shadow army yet to have marched on this world. The land had been left without its foremost defense. What could be done? The scattered tribes united for once, and launched an equally massive attack at the Mushroom Castle... and succeeded. The invasion was over! But the cost had been too high, and the land was devastated. Today, legends of yore have reached the surface, and warbands search down to the last point on the world for a mythical artifact that can restore the land. However, as the relic hasn't been found even with the deepest exploration, it is feared that the shadows claimed it for themselves... You have decided to lead your warband into the shadows' territory. Will you reclaim the artifact and restore the kingdom, or suffer a defeat and fall into oblivion? The Game Many Marios X2: The Odyssey is the sequel to the strategy game, Many Marios X. In this game, you control a tribe of characters, which you assign to perform tasks: coin gathering, exploration, attacking and defending... You can also purchase items and craft artifacts, which you will use to aid your units in performing such tasks. Eventually, you will build an army and lead it to war against the shadows, or even against your fellow players. Differences with MMX1 Maintenance costs have been replaced by a ration system, similar in essence to the food system in S1x's original version. Rations cost 2 coins, and each unit consumes an amount of rations equal to its energy each day. If you don't have enough rations to feed your entire tribe, you will lose the units you can't feed. For flavor reasons, buildings have been replaced by artifacts. Artifacts function in the exact same way as buildings; they take both coins and energy to craft and provide a permanent bonus once created. You will notice that Houses have been replaced by Caravans, and Bonus levels have become Warp Pipes. The original Warp Pipe has been removed. The combat system, spell system and exploration system have changed, though I haven't determined how they will work now. The Basics To begin the game, pick a race. You have to stick with this race for the rest of the game (unless you really want to perform a race change, and your score will drop if you do that), so choose wisely. Except for special units, all units you recruit will be of that race. Remember that more than one player can choose the same race. You start with 900c (coins) in funds and one Caravan. The Caravan holds 5 units, so you can't recruit your sixth unit until you craft another Caravan (see Artifacts). You can use the coins to recruit units, purchase items, and other effects. Each unit has a certain amount of energy, which is used to perform tasks (see Tasks below). Energy is automatically reset to maximum at the beginning of each day, so try to use all of your energy every day. Races Toad Cost: 120c Energy: 4 The experienced craftsmen that they are, Toads get +2E for crafting artifacts (just like in MMX1, though their cost has been increased). Koopa Cost: 100c Energy: 4 Koopas are still the most defensive race. They keep their -1E for attack and +1E for defense, but the wall bonus and increased weapon cost have been removed. ShyGuy Cost: 100c Energy: 4 ShyGuys have been left unchanged. They get -1E for both attacking and defending, but they get +1E for casting spells. Goomba Cost: 90c Energy: 3 Goombas are exactly the same as in MMX1, and are still the most aggressive race. They get +2E for attacking. Boo Cost: 0c Energy: 0 Being animated souls, the Boos have no energy of their own, and are limited to equipping items. Their supernatural qualities, though, give them +2E for magic. Also, dead as they are, they need no rations to maintain, though they do require housing. Performing a race change: All you have to do is sell your race units, all of them. The sale price is half of the purchase price (ignore Flagpoles and other cost-reducing effects). Then, you can recruit units in your new race. Tasks Gather coins: You spend any amount of energy, and you get 4c per point of energy spent this way. Craft an artifact: Energy invested in crafting goes into a pool. When you have enough energy to craft a certain artifact, you spend the pooled energy and the specified amount of coins, and you get the artifact. Cast a spell: In order to cast a spell, you must first own a Mana pool of the appropriate level. Casting a spell requires that you buy a scroll first, for the amount of coins specified in the spell's cost. You then spend the specified amount of energy (which doesn't have to come from a single unit; you can 'pool' several units' energy to cast a spell if it has a high energy cost), and you get the designated effect. Exploration: You spend any amount of energy, then you get results at the end of the day. That hasn't changed, but the method for determining results is different now. Combat The rules for combat have changed, so I'll add them once they're ready. Items Ration Cost: 2c This is required to maintain your units. Each regular unit consumes an amount of rations per day equal to its normal energy. Special units have a different ration requirement per day. If a unit is left without rations at the end of a day, it will leave town. Moneybag Cost: 25c Equipped unit gets +1E for coin gathering. Super Mushroom Cost: 50c Equipped unit gets +1E. This bonus energy can be used for any task. Spear Cost: 25c Equipped unit gets +1 to attack. Fire Flower Cost: 75c Equipped unit gets +2 to attack and gains ranged fire. Spellbook Cost: 100c Equipped unit can use magic scrolls to cast spells. Short sword Cost: 50c Equipped unit gets +2 to attack. Buckler Cost: 25c Equipped unit gets +1 to defense. Warp Whistle Cost: 100c Equipped unit gets +3E for exploration. Also, if it's part of an attacking army, you can use it to retreat the army to safety. If you do, the Warp Whistle will be lost. Artifacts Caravan Cost: 50c, 10E Increases your population limit by 5. Can be crafted in multiples. Flagpole Cost: 20c, 16E Decreases the cost for recruiting units by 10%. Warp Pipe Cost: 20c, 4E Equipped unit gets +1E for coin gathering. Can be crafted in multiples. Mana pool Cost: 50c, 30E Allows you to buy spell scrolls. Furnace Cost: 105c, 21E Weapons cost 30% less to purchase. (A weapon is any equip item that increases a unit's attack.) Herding horn Cost: 80c, 16E Allows you to recruit riding units, such as Ostros and Yoshies. Spells Coin Shower Level: 1 Cost: 5c, 1E Adds 12c to your funds. Farsight Level: 1 Cost: 5c, 1E Adds 3E to an exploration. Magic missile Level: 1 Cost: 5c, 1E Deals 3 damage to an enemy unit in combat. Special units Ostro Requires: Herding horn Cost: 60c +1r/day Energy: 0 (+3 exploration, +3 defense) Cheap and easy to maintain, Ostros serve as light cavalry in the Mushroom World's armies, and are also efficient as scout cavalry. A unit riding an Ostro gains mobility. (It can perform two combat actions in the same turn.) Yoshi Requires: Herding horn Cost: 120c +5r/day Energy: 5 Yoshies are the heavy cavalry of the Mushroom Kingdom. Unlike Ostros, their energy can be used to gather coins, build, and perform other tasks; but they also consume more rations per day. A unit riding a Yoshi gains mobility. (It can perform two combat actions in the same turn.) ***** So, pick a race and post your actions for day 1! Remember that this is a collective game, so every suggestion will be gladly accepted. Good luck to you all! Oh yeah, MMX1 players begin with: Prince Toad - 1250c SephirothKirby - 1130c ChunkyKong12345 - 1100c BSkullDragoshi - 1100c Tazy 10 - 1090c Last edited by dux_is_me; 07-09-2007 at 07:56 PM. Reason: Scoreboard removed. |
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| | #2 |
| WHO THE HELL DO YOU THINK I AM!? Join Date: Jan 2001 Location: ogmftwbqq Gender: Posts: 16,756 Thanks: 62 Thanked 301 Times in 218 Posts | I'm sticking with Goombas. Also, what happened to the Boos? Also also, does 1 ration bought for 2 coins = 1 energy or are there more than one ration when you buy one? Anyway, buy 5 Goombas (-450c), build a caravan (-50c), buy 2 more Goombas (-180c), Build 2 Warp Pipes (-100c), buy 2 Moneybags (-50c), Buy 2 Super Mushrooms (-100c), Buy 75 rations (-150c) . Goomba 1 - Build Caravan (-3e) Goomba 2 - Build Caravan (-3e) Goomba 3 - Build Caravan (-3e) Goomba 4 - Build Caravan (-1e), Build Warp Pipe (-2e) Goomba 5 - Build Warp Pipe (-2e), Build Warp Pipe (-1e) Goomba 6 (Super Mushroom, Moneybag, Warp Pipe) - Build Warp Pipe (-3e), Resource Gather (-1e) Goomba 7 (Super Mushroom, Moneybag, Warp Pipe) - Resource Gather (-4e) |
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| | #3 |
| Member Join Date: May 2004 Location: Colombia, with an O. Gender: Posts: 808 Thanks: 7 Thanked 1 Time in 1 Post | A single ration costs 2c, and each Goomba requires 3 rations/day, thus 6c/day. The Boos are undergoing redesign, thus no Boos for now. Expect something cool, though. |
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| | #4 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,273 Thanks: 163 Thanked 124 Times in 86 Posts | Let's get this off the ground. So many math errors.... I'm gonna post again with the turn worked out *correctly*. Last edited by Sarai and Samiel; 06-06-2007 at 03:50 PM. |
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| | #5 |
| Member | So, it's back up again? Yayz. <_> Now, for my move of the day. Buy 5 Koopas (600c remaining), have 4 of them then pool their energy into Gathering Artifacts so we can acquire a Flagpole (580c remaining) And, I then proceed to buy the remaining Koopa a Moneybag (555c remaining), have it gather resources (575c), and buy 80 rations (415c remaining) EoT Statisitics Coins: 415c Units: Koopa x4, Koopa [Moneybag] x1 Rations: 60r Items: Moneybag Artifacts: Caravan x1, Flagpole Last edited by Breadlord Dragoshi; 06-06-2007 at 02:18 PM. |
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| | #6 | |
| WHO THE HELL DO YOU THINK I AM!? Join Date: Jan 2001 Location: ogmftwbqq Gender: Posts: 16,756 Thanks: 62 Thanked 301 Times in 218 Posts | Quote:
Also, I assume there's going to be something to cut down on ration cost, maybe something you can research? (You know, research could actually work really well if you could tell the researchers what kind of thing you want them to research, IE a better caravan or a defense system.) | |
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| | #7 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,273 Thanks: 163 Thanked 124 Times in 86 Posts | Ack! Hold on a moment, there's something I didn't get checked on. If a Toad doesn't use any of their regular energy to build an artifact, do they still get the 2-point bonus to put towards building artifacts? I'd been running on the assumption that it's a bonus to what they spend on making artifacts, not an extra that they each get regardless of what they're doing.... Last edited by Sarai and Samiel; 06-06-2007 at 04:18 PM. |
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| | #8 |
| WRYYYYYYYYYYYYYYYYYYYYYYY YYYYYYYYYYYYYYYYYYYYYYYYY Join Date: Sep 2006 Location: Toki wo tomare Gender: Posts: 4,214 Thanks: 207 Thanked 333 Times in 199 Posts | Are rations subtracted automatically, like pay was in MMX1? I think that would be easier. I buy Four ShyGuys. ShyGuy 1: Equip: N/A Action: Build Flagpole ShyGuy 2: Equip: N/A Action: Build Flagpole ShyGuy 3: Equip: N/A Action: Build Flagpole ShyGuy 4: Equip: N/A Action: Build Flagpole. Okay, -20c for Flagpole. -400c for ShyGuys. Also, 40 rations. -80c. (I think. I'm trying to multiply whilst tired...) I buy one more ShyGuy. ShyGuy5: Equip: N/A Action: Build Caravan. (-90c for ShyGuy.) ^__^ YAY, X2! Last edited by SephirothKirby; 06-06-2007 at 05:28 PM. |
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| | #9 |
| Member Join Date: May 2004 Location: Colombia, with an O. Gender: Posts: 808 Thanks: 7 Thanked 1 Time in 1 Post | No, they can use their other 4E for any other purpose, then use their bonus energy to create an artifact. |
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| | #13 |
| Member Join Date: May 2004 Location: Colombia, with an O. Gender: Posts: 808 Thanks: 7 Thanked 1 Time in 1 Post | Edit2: There might be one (very costly) artifact that lowers the cost of rations to 1. Rations cost 2c because it was the only way to balance unit costs. Speaking of costs, Goombas cost 90c because of the high attack bonus, so you should try to maximize that. I'll try to have the exploration system ready by day 3. Edit3: You saved me from the second automerge, yes. The automerger hates me. Last edited by dux_is_me; 06-06-2007 at 05:22 PM. Reason: Automerged Doublepost |
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| | #16 |
| Member Join Date: May 2004 Location: Colombia, with an O. Gender: Posts: 808 Thanks: 7 Thanked 1 Time in 1 Post | Research? What research? No, seriously. Research got removed because buildings (now artifacts) can do everything research can. Think of Heroes of Might and Magic, if you ever played that. There was no research, just buildings and building upgrades. Houses got reduced to 5 units per house in order to lower unit costs, just like rations. In fact, it's a coincidence that 4E units cost 100c. |
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| | #17 |
| WHO THE HELL DO YOU THINK I AM!? Join Date: Jan 2001 Location: ogmftwbqq Gender: Posts: 16,756 Thanks: 62 Thanked 301 Times in 218 Posts | (You know, research could actually work really well if you could tell the researchers what kind of thing you want them to research, IE a better caravan or a defense system.) You read this, right? |
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| | #18 |
| Join Date: Aug 2001 Location: Rookery Gender: Posts: 11,418 Thanks: 43 Thanked 56 Times in 47 Posts | Hurray. I'm sticking with my Toads, of course. Hiring 3 of them. (890 c) Toads 1-3: Building a Flagpole. (870 c) Hiring 7 more. (114 c) Toads 6-10: Use bonus energy to build a Caravan. (64 c) Toads 4-10: RG, 4 energy. (176 c) Toad 3: RG, 2 energy. (184 c) Buying 80 rations. (24 c) |
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| | #19 |
| Member Join Date: May 2004 Location: Colombia, with an O. Gender: Posts: 808 Thanks: 7 Thanked 1 Time in 1 Post | (No, seriously. Research got removed because buildings (now artifacts) can do everything research can. Think of Heroes of Might and Magic, if you ever played that. There was no research, just buildings and building upgrades.) You read this too. |
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| | #20 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,273 Thanks: 163 Thanked 124 Times in 86 Posts | Okay, so following on that... Given that, I'll assume that a worker who, say, spends all their energy building, but has a moneybag, can use the energy from said moneybag for gathering, and the same for Warp Pipes (which again do the same thing- bonus energy usable for only one thing). I'll also suppose that you're going by previous rules regarding energy spent on artifacts/construction- that being that you build up a 'store' of construction points, then spend those and coin cost to create an artifact once you have enough points devoted to making the dang thing. Here on, I will notate Coins with C, Rations with R, Energy (Usable for any purpose) with E, Gathering Energy (Usable only for coins) with GE, Assembly Energy (Usable only for artifacts) with AE, and Population Support (provided by Caravans) with PS. Thus, my Day 1 looks like this: Start: 900C 0R 0E 0AE 5 PS Purchase: Toad x5 (-600C, +20E/day, +10AE/Day, -5PS) Resource Result: 300C, 20E, 10AE, 0PS Purchase: Caravan x1 (-50 c, -10AE, +5PS) Purchase: Toad x1 (-120C, +4E, +2AE, -1PS) Resource Result: 130C, 24E, 2AE, 4PS Purchase: Moneybag x3 (-75C, +3GE) Purchase: Rations x24 (-48C, +24R) Resource Result: 7C, 24R, 24E, 3GE, 2AE, 4PS Work: Gather x27 (Cost: 24E, 3GE) Resource Result: 7C, 24R, 0E, 0GE, 2AE, 4PS END DAY Work x27 @ 4C each = +108C Toad x6 @4R each = -24R Camp Contains: 2x Caravan 3x Toad 3x Toad w/Moneybag (Toadbag) |
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