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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264491#msg1264491
« Reply #24 on: May 25, 2017, 02:23:31 am »


Round 1



Spoiler for Pipeworks at the start of the game:


The energy crisis reaches its peak and desperation begins to set in amongst the factions. New leaders quietly supersede the old to enforce their mystery agendas, and an unspoken truce is silently broken.

Players who did not sign up to the forum during the grace period will have a slight disadvantage in that they have a little less time in which to plan their moves. Other than that, good luck for the game!

A list of faction members will be placed in each faction's board once all players are registered.

Round 1 ends: Round 1 has ended.

Please PM any queries to myself and Naii_the_Baf.
« Last Edit: May 25, 2017, 02:43:10 am by CleanOnion »

Offline JonathanCrazyJ

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264509#msg1264509
« Reply #25 on: May 25, 2017, 10:57:56 am »
"Any source of heat has a chance of starting a fire, but the most likely causes are Generators and people burning stuff."

yep, that'll do it lols
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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264518#msg1264518
« Reply #26 on: May 25, 2017, 01:09:18 pm »
List of faction members has been added to the Welcome post in each faction's board.
« Last Edit: May 25, 2017, 07:22:15 pm by CleanOnion »

Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264589#msg1264589
« Reply #27 on: May 27, 2017, 12:10:34 am »


Round 2



Spoiler for Pipeworks at the end of Round 1:


Expansion has begun!

It seems that the leaders of each faction, though presumably out of contact with each other, can all agree on one thing: the highest priority right now is the conquest of territory. The Scientists found a computer terminal along with any information interred within.

Food supplies are dwindling - in fact, today they dropped from 24MCal to 21MCal and a similar decrease can be expected tomorrow.

Weather report: clear air.

Nothing is stirring in the darkness.

Round 2 ends: Round 2 has ended.

Please PM any queries to myself and Naii_the_Baf.
« Last Edit: May 29, 2017, 12:25:41 am by CleanOnion »

Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264686#msg1264686
« Reply #28 on: May 29, 2017, 12:24:45 am »


Round 3



Spoiler for Pipeworks at the end of Round 2:


Spring has started to be sprung. The flowers are blooming, the squirrels are rushing down from the trees to chew on the pinecones and the trees are covered in a lovely pink blossom that inspires hope in the hearts of all who see it. Which is nobody, because everyone is underground and none of that is actually happening.

There are strange noises echoing down the vents from far away. Somewhere with a coordinate whose number is no more than 12.

Weather report: clear air. Perfect for flying a very small kite that can fit in the tunnels and also can produce its own wind.

Round 3 ends: Round 3 has ended.

Please PM any queries to myself and Naii_the_Baf.
« Last Edit: May 29, 2017, 12:53:50 am by CleanOnion »

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264689#msg1264689
« Reply #29 on: May 29, 2017, 01:19:32 am »
The default rule is that you can freely invade into an allies territory (without the alliance breaking even!), however if enough people agree that rule may still be changed (I asked CO, obv I have no authority whatsoever about that). Currently there isnt that much use for declaring war and its a bit silly that -as to not waste an action that you could use on invading that faction you are obviously in a bitter fight with- you remain allies anyway.
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Offline mathman101

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264691#msg1264691
« Reply #30 on: May 29, 2017, 02:09:37 am »
I think as long as there is enough communication between the two teams, the allied invasion is fine as it will probably be done with the intent of benefiting both teams for the allied victory.
only drawback, is that the communication must be done here visible for all teams.
something....something....something.....

Offline cribcreaky

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264709#msg1264709
« Reply #31 on: May 29, 2017, 01:21:16 pm »
Speaking of communication it seems that at least 3 teams are aiming to get to the generator in the centre of the map, but only one team can actually control it, do we want to do some diplomacy before we all get there at the same time and everything ends in a blood-bath?

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264710#msg1264710
« Reply #32 on: May 29, 2017, 04:11:09 pm »
So far medics are only moving at 2 tiles per round towards it and that may well be accidental and lords hit a wall on their path there. Looks to me like scientists are going to get it first (while brewers and medics more or less accidentally got just as close, they have only 1 path leading closer to it, while scientists have 2). Not sure whether the other 2(3) factions want to spent resources to take it from them, if we aim to get everyone out alive thats probably not the best idea.
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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264747#msg1264747
« Reply #33 on: May 31, 2017, 12:47:14 am »


Round 4



Spoiler for Pipeworks at the end of Round 3:


Today, things happened.

One faction got a new recruit.
One faction felt a wave of guilt and panic.
One faction used an item for the first time in the game. It was an Energy Drink. You can tell because the total number of Energy Drinks decreased. Don't forget to use your items, they're there for a reason.

A faint "clunk" echoed through the pipes - the unmistakable sound of concrete bashing against concrete. Spies rush through the corridors to report goings-on to their masters. The fall has already begun.

Weather report: Something green is coming.

Round 4 ends: Round 4 has ended.

Please PM any queries to myself and Naii_the_Baf.

EDIT @ 4:36 hours after update: Added missing Illumination to Medics territory
« Last Edit: May 31, 2017, 04:37:15 am by CleanOnion »

Offline cribcreaky

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264752#msg1264752
« Reply #34 on: May 31, 2017, 08:17:27 am »
5 turns left before we all die, tick tock. There also appears to be a new NPC faction, how worried are we about this? Does the sickly green colour mean it's the infected?

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1264790#msg1264790
« Reply #35 on: June 01, 2017, 03:19:40 am »
I don't see enough communication here guys....  :P



Does anyone have suggestions for keeping us all alive  so that we may all survive and also getting rid of the green stuff(poison, slime, poisonous smoke)?
something....something....something.....

 

blarg: