Griff's Glowroids

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: Griff's Glowroids

Post by Cody »

Cholmondely wrote: Mon May 10, 2021 7:24 am
Has anybody done a study of the interaction between Trumbles & Glowroids?
Dragging Trumbles into Oolite was one of the very few mistakes Giles made!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's Glowroids

Post by Cholmondely »

Cody wrote: Mon May 10, 2021 8:00 am
Cholmondely wrote: Mon May 10, 2021 7:24 am
Has anybody done a study of the interaction between Trumbles & Glowroids?
Dragging Trumbles into Oolite was one of the very few mistakes Giles made!
Aahaah!

Just maybe we have the solution! See http://wiki.alioth.net/index.php/Rock_H ... it_Almanac.

How about this: When Xeer is in opposition to Ceerti, with Beatle in the ascendant, ... take 13 scrapings of Glowroid, place in an alembic filled with 13 scruples of Edrilainian lethal water...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Griff's Glowroids

Post by montana05 »

Cody wrote: Mon May 10, 2021 4:12 am
<chortles> Hermit's Bane! That needs to be a Griff hermit, methinks!
Actually this is a core-hermit, I am replacing the subentity "rock" so this is working for every hermit I had a look at so far.
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Re: Griff's Glowroids

Post by montana05 »

spara wrote: Mon May 10, 2021 5:45 am
Cody wrote: Mon May 10, 2021 4:12 am
<chortles> Hermit's Bane! That needs to be a Griff hermit, methinks!
In my Spicy Hermits, there are abandoned hermits out there. Piñatas, if you wish, since they can be monetized by destroying them. Maybe this is what has happened.
Since I really enjoy your Spicy Hermits your abandoned hermits will be included for sure, probably with a higher chance than a "common" hermit. :)
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Re: Griff's Glowroids

Post by Cody »

Cholmondely wrote: Mon May 10, 2021 8:19 am
Just maybe we have the solution!
Would that be the 7% solution? Thanks for the imaginative additions to the rock hermit mythos, Cholly!
We're calling it Hermit's Bane (as in Wolf's Bane). Wolf's Bane - another name for Arnica montana.
montana05 wrote: Mon May 10, 2021 10:47 am
Actually this is a core-hermit, I am replacing the subentity "rock" so this is working for every hermit I had a look at so far.
Right... carry on, amigo! I don't call myself a dumb pilot for nothing!
Last edited by Cody on Mon May 10, 2021 11:21 am, edited 4 times in total.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's Glowroids

Post by montana05 »

A little help would be appreciated, what hermits are actually lurking around in all OXP's ?

Core, Spicy and pirate cove I know of, imperial astrofactories I can do, but I am uncertain if I should. Same for Anarchies.
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Re: Griff's Glowroids

Post by Cody »

Stick to actual rock hermits, I reckon - no astrofactories or anarchies.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's Glowroids

Post by montana05 »

Cody wrote: Mon May 10, 2021 11:19 am
Stick to actual rock hermits, I reckon - no astrofactories or anarchies.
Aye, Aye Captain, no astro factories, anarchy hideouts or free trade zones. :wink:
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Re: Griff's Glowroids

Post by Cody »

montana05 wrote: Mon May 10, 2021 11:39 am
Aye, Aye Captain...
<grins> Yeah, right!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's Glowroids

Post by montana05 »

Well, core-hermits, abandoned hermits, pirate coves and harder hermits included, I think I will leave it with that.
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Re: Griff's Glowroids

Post by Nite Owl »

montana05 wrote: Mon May 10, 2021 3:11 pm
Well, core-hermits, abandoned hermits, pirate coves and harder hermits included, I think I will leave it with that.
Agree with the above provided it includes all the variations in Spicy Hermits. Just for the sake of completeness there are also the Slaver Bases from Illegal Goods Tweak which are also defined as Rock Hermits. Slaver Bases are a mission specific Rock Hermit so it would be best not to infect them with Hermit's Bane even though they do only exsit to be blown away.
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Re: Griff's Glowroids

Post by Cholmondely »

I think Astro-Gulags count too.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Griff's Glowroids

Post by Cholmondely »

Can we do anything with the Glowroids?

- does it spread at all?

- go around infesting pirate bases with them?
- clobber an evacuating infected pirate base?
- help evacuating a rock hermit?
- search the galaxy for a solution to stop them? Might this use New Cargoes? And experiment on them too? (start feeding them trumbles?)
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Griff's Glowroids

Post by Cody »

No missions! Montana and I have already agreed on that. Neither of us has the inclination to spend weeks/months creating a mission!
Of course, that doesn't preclude someone else creating a mission which uses glowmoss and/or infected hermits. Good luck!

There are enough hooks in that backstory to hang a mission on - but been there, done that, used the t-shirt as an oily rag!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Griff's Glowroids

Post by montana05 »

Cholmondely wrote: Mon May 10, 2021 8:08 pm
Can we do anything with the Glowroids?
I might add in a later version a script causing some damage to infected hermits and, eventually, ships in close distance to one. My first idea was to drain energy but all of that need a deeper look in all involved OXP's.
Scars remind us where we've been. They don't have to dictate where we're going.
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