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Other Topics => Forum Games => Off-Topic Discussions => Forum Game Archive => Topic started by: CleanOnion on May 08, 2017, 07:38:55 pm

Title: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 08, 2017, 07:38:55 pm

WELCOME TO
(http://i.imgur.com/C38zSJ0.png)
YOU WERE BORN IN THE DARK
YOU WILL DIE IN THE DARK
S (https://docs.google.com/spreadsheets/d/1zcdymf5y8Nyqm2-mjtzgFM76QFctgs797pZiKdtFvC0/edit?usp=sharing)O YOUR CHILDREN MAY ONE DAY SEE THE LIGHT

by CleanOnion and Naii_the_Baf


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

One (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264491/#msg1264491)
Two (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264589/#msg1264589)
Three (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264686/#msg1264686)
Four (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264747/#msg1264747)
Five (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264827/#msg1264827)
Six (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264916/#msg1264916)
Seven (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1264981/#msg1264981)
Eight (http://elementscommunity.org/forum/forum-games/pipeworks-ii-by-cleanonion/msg1265090/#msg1265090)

You live in the year N+183, where N is the year in which your ancestors first made their home in the Pipeworks. Although a little documentation has been kept, this date has long since been forgotten.

A great war, details unknown, drew your ancestors - and many others - underground. They found the Pipeworks, a vast sprawling structure of pipes and rooms, rife with its own dangers but completely safe from the hell from whence they came. Nobody knows what these pipes were built for, or by whom -  but one thing is certain: they're your home, and the only world you know. And they're home to about three thousand others, too.

Tales of the surface world have been passed down but all those who have seen it are dead. Many believe it does not exist. Maybe they're right. Who knows? You never will, surely. But the silence all around you is reassuring - the structure of these pipes, the sheer solidness of the concrete that’s protected you your whole life - without a doubt, you feel safe here. Why would you leave?

The Pipeworks is a busy environment, and there's no room for slackers here. Everyone has a job in some faction - everyone does their bit to keep the Pipeworks running flawlessly. Lords organise the community and make insightful decisions diplomatically. Scientists provide new research for energy, food and quality of life enhancements. Medics keep everyone healthy and minimise disease. Brewers make sure no one goes thirsty and that a party is always ready for those who need to blow off steam. Cultists keep alive the hope of a better world.

Without the Sun, energy production will always be a challenge. Your ancestors failed to bring uranium into the underground tunnels, and the mines ran out quickly - for as long as anyone alive can remember, these Pipeworks have been running on oil.

Oil takes a long time to replenish - millions of years in fact, and 183 years is nowhere near close enough. One day the oil drills stop. A few days later, so do the lights and the heating and the ventilation and the food production and everything else.

For a while, the thriving community sticks together and does everything it can to survive. But as supplies begin to run low, the weakest individuals start to become desperate and tensions begin to rise. The peace cannot last forever.

Despite the trend of diplomacy and friendship, factions have already begun embedding their own people into other factions. Trust, no matter how strong it may be, always finds a way to quietly slip into the darkness.


The Pipeworks II is a multiplayer forum game in which players assume the role of a member of one of five factions.

The Pipeworks is a thriving community of hardworking people. However, their oil-powered infrastructure has run out of oil. The denizens must create unity in order to solve the energy crisis, but whether this is achieved through cooperation or through domination is anyone's guess.

The Lords wanted to ensure politics ran smoothly.
The Scientists wanted to make a better life for everyone.
The Medics wanted healthy children and strong workers.
The Brewers wanted everyone to have a good time and forget about their problems.
And the Cultists wanted to embrace the hope of a better life on the Surface.

Now, all the factions just want to survive.

In order to win, either your faction must be the last one remaining, or all factions must cooperate together to solve the energy crisis. But what are the chances of that happening, really?

Pipeworks II is a prequel to the first Pipeworks game (http://elementscommunity.org/forum/forum-game-archive/the-pipeworks-by-cleanonion/), taking place 127 years beforehand (albeit in a different underground pipe network). The community here is thriving and is much more harmonious than in the first game, however, there's no telling what's going on outside.
Be aware that although most rules are the same, along with general gameplay, many rules have changed slightly and some more have been added!

Unlike many other forum games, you don't play individually - rather, you are part of a team and must make decisions together. You don't get to pick who you play with or what faction you're in (because you're born into it, silly). Communication will be restricted to factional discussion boards on a private forum hosted by the host. If you wish to communicate with another faction, it has to be publicly, in this thread.

You are not obligated to reveal your identity to your faction buddies, however it may prove useful in getting them to trust you.

Each faction gets 6 actions per phase. They are submitted by writing them down in your faction board.

"Group Actions" are special - in order to be successful, every member of the faction must PM the host to say that they approve the usage of the Group Action.
If all players approve, the action will be successful.
If at least one member does not PM the host, the action will be unsuccessful and those users will be named and shamed in the private board.
If at least one member PMs the host to explicitly say that they disapprove, the action will be unsuccessful, but they won't be named.

Here are some basic actions - the rest can be found in the full rules document (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing).

ExpandPick a tile in your territory and a direction, and expand your territory into that tile.
IlluminatePick a tile in your territory. All tiles within a radius of 3 (follows paths, does not bypass walls) are publicly revealed.
ItemUse an item.
Evict
[GROUP ACTION]
Boot the target player from your faction.
Note: This group action does not require the target to PM the host.

Each faction also has its own unique Group Action. You should check out the document (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing)!


Mortar HammerUp to 2 uses
Knock down a thin wall (a wall between two rooms)
Battering RamUp to 2 uses
Knock down a medium wall (a wall between a room and a corridor) or a thin wall.
Explosive Bomb- Convert the current tile into a room
- Create a hole in all 4 walls of this room
- Eradicate any nearby territory
Duct TapePick one, two or three items you own and attempt to craft them together.

As always, check out the rest of the items in the full rules document (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI#bookmark=id.9ijtizwgryo0)!

Note that all factions start with some items - you can see the totals on the spreadsheet!

Oh and by the way before you sign up - some players will be Spies, embedded in enemy factions and reporting back to their actual factions and will have access to both faction boards. So have fun with that.

Disclaimers: The map is premade and does not change during gameplay except as a direct result of player actions. All Spies are premeditated - the factions they belong to and who they'll be spying on (though obviously not their identities).

Sign up below by posting the following agreement, along with the piece of information mentioned in the rules document (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) to prove that you have read the rules. It's on the first page. I want to know that you've at least clicked into the document, if not read it.

"I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."


Please don't hesitate to post any suggestions, queries or qualms. Your comments will be taken into account and the best improvements may be added to the game - even if they change something fundamental.

Registration ends / round 1 begins: Sign-ups have ended.
Round 1 ends: Sign-ups have ended.

The ideal number of players is 13. More or less is fine. 10 is the minimum.

Player NameRequirements Met
1JonathanCrazyJ2/2
2kaempfer132/2
3CoffeeDitto2/2
4ValerianFlame2/2
5Ryli2/2
6Kuroaitou2/2
7cribcreaky2/2
8ddevans962/2
9Fippe942/2
10UTAlan2/2
11mathman1012/2

Please do let me know about suggestions for addition/changes you have - the earlier the better!
Title: Re: Pipeworks II - by CleanOnion
Post by: Linkcat on May 08, 2017, 07:42:25 pm
In.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 08, 2017, 07:45:15 pm
Awaiting transfer
In.
fp
Title: Re: Pipeworks II - by CleanOnion
Post by: Naii_the_Baf on May 08, 2017, 09:28:33 pm
Not in because I am one of two gods and will make players' lives miserable.

BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Title: Re: Pipeworks II - by CleanOnion
Post by: ddevans96 on May 08, 2017, 10:41:03 pm
If anyone's on the fence about joining and you can be swayed - do it. The first Pipeworks was one of the most enjoyable forum games I've ever played.
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on May 08, 2017, 11:04:18 pm
In because I like Onions

EDIT: "I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."

EDIT: For the 9th time, CleanOnion, I don't want to peel your layers
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on May 08, 2017, 11:10:06 pm
If anyone's on the fence about joining and you can be swayed - do it. The first Pipeworks was one of the most enjoyable forum games I've ever played.
on the fence, so in!

Edit: I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances.

I also think i am able to count to 14.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on May 09, 2017, 01:12:05 am
"I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."

In, and ten.
Title: Re: Pipeworks II - by CleanOnion
Post by: ValerianFlame on May 09, 2017, 01:25:15 am
"I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."

2(5 - 3) + 2[9(4 / 8)] - 5.5/2.75

Go simplify the equation yourself, uneducated fool.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on May 09, 2017, 01:30:46 am
In and printing the document 13 times. You're not my Mum.

I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances.
Title: Re: Pipeworks II - by CleanOnion
Post by: Kuroaitou on May 09, 2017, 01:44:19 am
I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances.




Four alphanumeric characters.


Thank you CleanOnion. Pipeworks > ESC/RS/QF/F&H/RAID/basically anything I can come up with really. x)
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on May 10, 2017, 04:12:07 pm
"I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."

Yayayay glad you decided to run another run <3

Oh and also the maximum number of cubes needed to sum to any positive integer
Title: Re: Pipeworks II - by CleanOnion
Post by: ddevans96 on May 14, 2017, 07:36:11 am
"I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."


X
Title: Re: Pipeworks II - by CleanOnion
Post by: Naii_the_Baf on May 18, 2017, 02:33:17 am
Decided to bump because why not.

A little below 5 days to join! We only need one player more to meet the requirement, but the more, the merrier, so consider signing up!

(I feel like a talking advertisement.)
Title: Re: Pipeworks II - by CleanOnion
Post by: DoubleCapitals on May 18, 2017, 03:51:55 am
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on May 18, 2017, 08:50:14 pm
I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances.

14
Title: Re: Pipeworks II - by CleanOnion
Post by: UTAlan on May 19, 2017, 03:14:46 pm
I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances.

7
Title: Re: Pipeworks II - by CleanOnion
Post by: DoubleCapitals on May 19, 2017, 03:18:28 pm
I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances.




Four alphanumeric characters.


Thank you CleanOnion. Pipeworks > ESC/RS/QF/F&H/RAID/basically anything I can come up with really. x)

*slaps*
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on May 19, 2017, 03:32:42 pm
I think I'll give this a try, sounds fun.



"I would like to play The Pipeworks.
I agree that this thread and the provided private boards are the only method of communication available for Pipeworks discussion between players.
I agree to never share my account to pipeworks.boards.net no matter the circumstances."

EDIT: 12
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 22, 2017, 09:04:21 am
With less than a day to go, we have the minimum number of players so the game should (hopefully) start without delays. Players who haven't put the requested information in their post (Linkcat, mathman) are reminded to do that as soon as possible please!

If you have any rule suggestions now's the time to say - they'll be a lot harder to implement once the game begins.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 23, 2017, 01:43:24 am

(http://i.imgur.com/C38zSJ0.png)
Round 0: Setup


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/y8g4Swp.png)

Sign ups have ended but the game has yet to begin.

Players have been sent their factions and instructions for how to access their private boards. There will be a 1-day grace period for players to get onto their boards and for factions to organise themselves. Immediately following this will be Round One.

Instructions for how to submit actions are available both in the rules document and on a post on each faction's private board.

Non-players may look at the Pipeworks forum if they wish, though they won't find anything of interest.

Registration ends / round 1 begins: Grace period has ended
Round 1 ends: Round 1 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 23, 2017, 03:37:06 pm
There's been some confusion over how to actually register for the forum so I'm going to put some (hopefully) super-clear instructions here. Please do tell me if they're not!

In the role PMs, players were given the following info:

How to Register

In order to sign up, head to the site and hit ""Register"" in the upper right. Make your account, using your elementscommunity username.

Once that is done, find the icon in the lower right of the site that resembles the following:
(http://storage.proboards.com/forum/images/switch_user.png)
Click that to access the account switcher. Here, make one account for your home faction and one account for each faction that you're Spying in. Note that the site does not initially allow capital letters in your username, however you can change your display name at any time via the profile editor.

Respond to this PM with your username for each faction and I will grant access to your faction discussion boards.

I'll now go through this step-by-step.

1. Navigate to http://pipeworks.boards.net.

2. Click Register in the upper-right and make a new account.
This account should (but doesn't have to be) your elementscommunity username. This is so I can identify you. You won't be using the username you enter here for any faction discussion. You will have to enter your email address to create this account.

You're about to create another sub-account for each faction you're in. The account you just created acts as a "host account" to contain these other accounts.
The host account is an account on https://www.proboards.com and will be used for any forums that use the Proboard software. Of course, if you already have a Proboard account, you should log into that.
The accounts you're about to create are only for http://pipeworks.boards.net. They're not full accounts on the website; they're only for the Pipeworks forum.

3. Click the icon in the lower left of the site to access the account switcher and create a new account. You can use any username you like, but it doesn't like capital letters for some reason. Of course, the forum can only use a username once, so trying to use a username that you've already entered (such as your elementscommunity username in step 2) won't work.

4. Repeat step 3 for each faction you're Spying in. If you're not Spying, you get to skip this step.

5. PM the hosts on elementscommunity.org to tell us what usernames you made, and which factions you'd like to use them for.

For example:
I make an account on proboards.com called "CleanOnion".
Let's say I'm a Medic spying on the Lords. I access the account switcher and make a new account "antiantivaxxer" for my Medics account.
Then I create another account for the Lords, and I call it "ruleroftheworld2017".
If I want, I can head to my profile on each account and change the usernames to add capital letters.
Then I PM the hosts of the game to tell them the usernames I have chosen.

Important
If you want, you can use your main account for one of your factions. However, each username you create can only be used for one faction. If you have access to two factions, you'll have to use a different username for each.

I've added a poll to this thread - should we just go back to titanpad?

I've also extended the pre-Round 1 grace period by one day.

Please PM or post any questions you have. Thank you!
Title: Re: Pipeworks II - by CleanOnion
Post by: ValerianFlame on May 23, 2017, 04:15:32 pm
Not gonna vote in the poll. The forums seem promising, but I also liked using the TitanPad. I'm indifferent tbh.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 23, 2017, 04:16:45 pm
I can't see an icon for the account switcher thing.
(https://i.imgur.com/7l1f5ds.png)

Alternatively, https://login.proboards.com/select/login/6740135 may work
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 25, 2017, 02:23:31 am

(http://i.imgur.com/C38zSJ0.png)
Round 1


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/y8g4Swp.png)

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 (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ 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
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 25, 2017, 01:09:18 pm
List of faction members has been added to the Welcome post in each faction's board.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 27, 2017, 12:10:34 am

(http://i.imgur.com/C38zSJ0.png)
Round 2


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/UWprnMf.png)

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 (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 29, 2017, 12:24:45 am

(http://i.imgur.com/C38zSJ0.png)
Round 3


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/1OxYGxW.png)

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 (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 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.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 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.
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky 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?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 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.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on May 31, 2017, 12:47:14 am

(http://i.imgur.com/C38zSJ0.png)
Round 4


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/FX1rCnX.png)

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 (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).

EDIT @ 4:36 hours after update: Added missing Illumination to Medics territory
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky 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?
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 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)?
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 01, 2017, 03:37:15 am
(https://i.imgur.com/tEppKC6.png)
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on June 01, 2017, 01:51:58 pm
OK well clearly we need to get to the generator quickly so that we can start producing food right, it looks to me like there's a few factions trying to get there and I think they need to sort out who gets what. In the previous games it helped a lot that we were friendly and distributed the central rooms quite evenly among all the factions. As for the green thing, I think if it's just slime or something then maybe it's not too big a deal, but I'm more worried that it'll be an actual NPC faction that expands and tries to disrupt things, in which case I guess it would make sense for Cultists and Brewers to team up to take them down?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 01, 2017, 02:47:44 pm
It doesnt look like an accident to me that from all sides there is no visible path leading to the generator, so expect to require a few items to break through.
I am going to admit that i am a scientist and we want it (it seemed approprieate as we are the most technologically versed team and now we used a lot of expansions already and are still the closest). Despite the illumination not bringing us any closer to it at all (really CO? 2 dead ends exactly there) we are still tied for smallest distance to the generator and will ram to a tile that has two possible paths that could lead to the generator, while everyone else has only 1 path as close to it. We do have enough items to brute force our way through all 3 walls if necessary.
I thus guarantee food within 4 rounds, no need for desperate measures.
With 4 teams in control of the consoles we ofc need to carefully coordinate the activation of hydroponics as the second activation turns it off again (and nobody activate sth else, we cant tell how quickly the generator heats and cools and theres not that much fuel anyway). While there is the benefit of the ally bonus, the other teams probably shouldnt waste too many resources trying to get there. Besides Brewers are probably going to be busy anyway with the NPC faction south of them.
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on June 02, 2017, 12:34:01 am
So it looks to me like the Cultists and the Brewers are going to have to team up to take down green, even more important since they control a terminal. I think between the two of those factions green should be no match
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 02, 2017, 12:58:13 am

(http://i.imgur.com/C38zSJ0.png)
Round 5


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/67CIt5n.png)

Medics crumbled O10's southern wall!
Cultists demolished Q21's northern wall!
Scientists smashed down J13's eastern wall!
The Brewers tried, too!



As the walls guarding the Energy Sector are taken down, a foul stench permeates through the Pipeworks.

It doesn't take a genius to work out that, if you have a single oil-powered generator powering a community, you don't seal off that generator with concrete. Yet whoever was responsible had a very good reason.

The floors near the generator and the areas surrounding it are decorated by bodies in various states of decay. Their faces are pale and their bloodshot eyes are full of pain - pain that came not from death, but from within. The kind of pain from which dying is a relief.

These people were sick, sicker than anyone you've ever seen - and whatever disease caused them to die is still active. Even through you've only taken a few breaths of the stale air, you know you're infected.

It would be so easy to just block up the paths the you've carved with concrete bricks, but you need the generator to produce food.

Infections have increased by 20% and will continue to skyrocket until either the bodies are burned or the disease is treated.



Posters have been plastered over the Pipeworks walls near the faction hubs.

Quote
Last night, the Medics found a poor, defenceless little girl fearing for her life. The Medics - careful, harmless professionals that they are - killed her and took everything she owned. A child.
This is an outrage. Unacceptable. The Medics cannot be allowed to exhibit their tyranny over the Pipeworks any longer.
Factions, we have had our differences, but it is time to unite against these monsters. If by tomorrow there are any factions still allied to the Medics, then I encourage their workers to rise in revolution against their leaders!
People die every day, but little girls with no crimes on their head deserve to live.

Justice always finds a way.

- The Activists

Weather report:
(https://i.imgur.com/eIWYWFQ.png)

Round 5 ends: Round 5 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).

EDIT: Added a new action, Defend, used to defend a piece of territory from a faction that's attacking it with a higher influence than you. In this respect it's like a higher-priority Expand, except you don't get more territory from it. I have no clue why you'd ever use it.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 02, 2017, 02:14:47 pm
Ok everyone, this is going to be a mouthfull, way too much happened this round and we are going to need perfect coordination to get out of this alive or all of us are going to die (yes you too).

I got a lot of hints from CO yesterday/today (while usually he will refuse to do anything more then explain game mechanics, he sometimes does give a few tipps as to what may or may not work) and at the current rate of infection we have but 2 rounds left to figure it all out.

[03:07:10] CleanOnion [»] kaempfer13: What if there was a way to give medicine to all tiles at the same time?
[03:09:36] CleanOnion [»] kaempfer13: not what I was thinking of, but "Use Medicine" is the worst way to use medicine. kudos for creativity  (regarding crafting a medicine bomb)
[03:08:25] CleanOnion [»] kaempfer13: What if there was a method built into the game for distributing gaseous substances over a large area?
[03:55:55] CleanOnion [»] kaempfer13: Hmm, interesting theory. How will you make the medicine into a gas?
[03:56:12] CleanOnion [»] kaempfer13: Maybe you'd have to use some sort of special machine
[03:56:23] CleanOnion [»] kaempfer13: Maybe one of the factions already knows how to make one....

Furthermore he told me that the nameless peons working for us (after all we are only the leaders of much larger factions) may protest because of the girl incident. It would be good to find out what really happened there, at times like this we cant afford for Medics to come under attack.

What I derive from COs words: 1. some faction has a way to craft gaseous medicine (or a machine that may allow us to craft that medicine) or will have it soon. Medics make thematic sense and have access to terminals, so they are the most likely candidate for this, but the other factions should also look what they found out. (if noone has it yet its very likely to be found in the N10 terminal, our terminal also told us about a danger that was very close to its destination, so its very likely to be the same here)
2. It should be possible to distribute that medicine through the ventilation somehow.

We will be able to power the generator by action 4 so from then on ventilation can be activated by us or the brewers (activating it without medicine is still going to help the infected area, but may well affect all other areas instead, so carefull). It makes no sense to use hydroponics any other time than the first action of a round (unless we starve that same round otherwise) so wait for that until next round. No other process seems usefull to me now and we paid a way too high prize for what little energy we are going to get. I dont think ext. comm is going to save us on time and everything else doesnt deal with the problem at all and costs too much.

Please tell me everything you know about this, if we dont figure this out we are going to drop like flies!
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on June 02, 2017, 02:51:53 pm
I agree with kaempfer about this, we need to all team up. I don't know what the truth is about all the Medic stuff, but if what the poster says actually happens and all our nameless peons rise up in revolt it may just be safer to unally Medics, we don't have to actually attack them or harm them in any way, just remove the ally status.

It looks like Scientists are the closest to getting the generator so lets just let them do that, power by action 4 is definitely a good thing. As regards activating ventilation I think it is better if the scientists do it, it looks to me like Brewers are going to have to deal with the Activists (at least that's who I'm assuming the dark green people are). I feel like Cultists and Brewers need to organise together the best way to take down the Activists, there's no point not communicating and then both attacking the same tiles and destroying each other's territory.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 02, 2017, 02:51:58 pm
I'm a cultist spying on the brewers.

The Brewers have a humidifier blueprint. It turns liquids (i. e medicine) into gas and distributes it. They also have the parts to craft it.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 02, 2017, 02:53:05 pm
The cultists are interested in allying with the brewers, but I'm not sure if the brewers feel the same way.
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on June 02, 2017, 06:12:19 pm
I've noticed it says above from CO that blocking up the opened paths might help curb the spread of infection. If scientists and medics both blocked up their entrances after grabbing a room inside the area they could keep exploring the cordoned off area while (hopefully) the infection stops spreading. It would be nice to have some confirmation from CO that this would actually stop infection spreading first though.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 03, 2017, 02:14:22 pm
10 hours remain, it would be nice to hear if brewers are going to build and use the humidifier on medicine (i highly recommend it). Feel free to make ryli your spokesperson if you dont want to reval any members. Maybe one of the uninvolved teams (lords or medics) should send them medicine to make it easier. 5 of our actions go into activating the ventilation and it seems like the best 6th action is to unally the medics to appease the workers. Nothing personal.
Also it would be nice to hear from the medics. Due to the stupid event you will probably not have allies next round (at least officially we dont actually mean to harm you) and be in control of the consoles. If you cant say anything about the incident (and even if you can), it would be nice if you could use your first action next round (not this one the one after) to activate hydroponics in order to maximise food production.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 03, 2017, 04:05:17 pm
Where would be the best place to build the humidifier?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 03, 2017, 04:07:31 pm
as close to the vent as possible
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 03, 2017, 04:51:53 pm
If no one sends us medicine, we have 2 Narcotics to convert. It'll take an extra action each, and probably won't be enough in the long run, but it's something for this round.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 03, 2017, 11:34:07 pm
After much discussion and communication between our team members, Medics are willing to give brewers medicine should it help all teams for the greater good. We are not sure which turn you would use it on, so for safety we'll send it action 1.



Regarding the killing of the girl incident, we are still discussing how much we can reveal, but be assured it was done with the intention of the greater good for all teams to survive.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 04, 2017, 01:26:39 am

(http://i.imgur.com/C38zSJ0.png)
Round 6


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/MsdwCuS.png)

The Lords and Scientists diplomatically un-allied the Medics.
The Brewers did not, and their workers got hella mad.



The Medics failed to publicly apologise or explain their actions, and now the Brewers are facing the consequences.

An electronic signal was broadcast from M14! Everyone with an electronic device picked it up, because that's how electronic devices work. It was just a series of beeps and pips, and didn't make much sense.

Quote
01010011 01000101 01000011 01010010 01000101 01010100 00100000 01000010 01001111 01011000 00100000 00110001 00100000 01001000 01000001 01010011 00100000 01000010 01000101 01000101 01001110 00100000 01001111 01010000 01000101 01001110 01000101 01000100 00101110 00100000 00110100 00100000 01010010 01000101 01001101 01000001 01001001 01001110 00101110

The Scientists reached the top of the hill at N15 and discovered the Generator, filled it with Oil and activated Ventilation!

The Brewers poured Medicine into a Humidifier and pumped the gas into the ventilation system, dispersing it throughout the Pipeworks! Infections might not be a concern anymore.



Pro tip: You don't need to have found a crafting recipe in order to craft something. If you're a Spy, encourage your home faction to try a recipe that your spy faction has found! If you're of the cooperative mentality, share your recipes! If you have a lot of Duct Tape, or some way to craft without it, try crafting random stuff!

Weather report: Everything's fine.

Round 6 ends: Round 6 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).

EDIT: Scientists were in fact able to activate Ventilation. Apologies for the error.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 04, 2017, 01:30:42 am

Quote
01010011 01000101 01000011 01010010 01000101 01010100 00100000 01000010 01001111 01011000 00100000 00110001 00100000 01001000 01000001 01010011 00100000 01000010 01000101 01000101 01001110 00100000 01001111 01010000 01000101 01001110 01000101 01000100 00101110 00100000 00110100 00100000 01010010 01000101 01001101 01000001 01001001 01001110 00101110

SECRET BOX 1 HAS BEEN OPENED. 4 REMAIN.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 04, 2017, 11:33:11 am
This may be of interest to someone.

Quote
On the computer was a blueprint for some sort of Tunnel Bore - in fact, this may have been the exact device used to carve out the Pipeworks themselves from the rock surrounding the concrete. You could probably make this yourself - you estimate that you'd need a Battering Ram, a Mortar Hammer, and a Gear
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 04, 2017, 11:10:22 pm
Notice to all players

Rounds so far have ended at 00:00 GMT (01:00 BST). Owing to personal issues over the next few days, the times will be modified. I'm very sorry for any inconvenience this will cause, and apologies for the short notice.

Rounds 6, 7, 8 and potentially 9 will end at 22:00 GMT (2 hours earlier than most rounds)

There is a possibility that I may not be able to update the round until the following morning. I will try very, very hard not to let this happen. If a delay is long enough, the following round will be extended to accommodate it.

Rounds 10 and onwards will end at the usual time of 00:00 GMT.

If I am able to update round 9 at the usual time, I will do so.

Thank you for your understanding.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 05, 2017, 01:56:31 am
[21:34:05] Coffeeditto [»] CleanOnion: What are the components of the toy car?
[21:34:17] CleanOnion [»] Coffeeditto: Wires, plastic, rubber, bits of metal
[21:34:39] CleanOnion [»] Coffeeditto: It's powered by a battery connected to a dynamo that's recharge by a hand-turned crank
[21:35:47] Coffeeditto [»] CleanOnion: What material is the crank made out of?
[21:36:22] CleanOnion [»] Coffeeditto: It's made out of pure diamond

Remember this; it's important
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 05, 2017, 01:07:43 pm
The Brewers' workers are demanding we surrender key territory and items to their union for our continued alliance with the Medics. This could potentially see us losing medicine or our humidifier. They will accept less, as little as a single room if we get a full explanation and apology from the medics.

If this is not recieved an hour before round end, we expect compensation from the Medics to recover our losses.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 05, 2017, 01:20:49 pm
If we don't give the workers what they want, they could strike. This means no expansion, no crafting, no work is done. We're here taking up room, but contributing little to the game.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 05, 2017, 09:37:50 pm
My apologies for not getting this up within the hour before deadline. Almost forgot until kaempf pinged "pipeworks in chat"
[06/05/2017 03:32:01 PM] ‹kaempfer13› half an hour until pipeworks
[06/05/2017 03:33:20 PM] ‹mathman101› Oh crap, I was supposed to do medics stuff 30mins ago! :(
[06/05/2017 03:33:34 PM] ‹mathman101› I forgot about the pipeworks deadline change :(
[06/05/2017 03:33:58 PM] ‹kaempfer13› ‹@mathman101› due to the shift in deadline CO may turn a blind eye
[06/05/2017 03:34:27 PM] ‹mathman101› I hope so. I'll go grab the stuff from our board and post it now.
[06/05/2017 03:35:13 PM] ‹kaempfer13› it will definitely help next round



Hello Brewers, we are here to formally apologize for the potential strike and uprising of your workers. Here is a paraphrase of what occurred to us in the tunnels with the girl:

"We found a shadowy figure in the tunnels wandering around. Upon discovery of it being a girl we saw she had several items in her hands. We had a rash amount of time to act or be acted upon."

We feared that she may have been part of an NPC faction, and were worried if she got away with the items, it could come back to bite everyone in the butt in a later round. After the discussion we had made, it seemed best to kill her and salvage the items for either our use or as a trade item for another team should it help get processes up and running quickly to help everyone. please know that us being skilled medics and healers, we choose to put her down quickly and painlessly so she did not suffer.

Hopefully we can still continue to improve our communication between factions and work towards the greater good of all teams getting out alive, and we apologize for the inconvenience and rumors that have spread because of this incident.


EDIT: grammar mistake was bugging me, sorry.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 05, 2017, 10:00:42 pm
Not enough time to think and take new actions. Sorry. What's done this turn is done.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 05, 2017, 11:02:53 pm

(http://i.imgur.com/C38zSJ0.png)
Round 7


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/d0cVZhv.png)

BOOM!

Two explosions punctuated today's events. How, why, and by whom remains to be determined. Fire and smoke decorate the Pipeworks, the latter of which is rapidly being sucked away by the ventilation system.

The Medics and Brewers appear to have declared war amongst themselves.

There was another electronic signal, however at risk of offending the hexadecimal gods by writing it in binary, here is the plaintext: SECRET BOX 2 OPENED. 3 REMAIN.

The food supply continues to dwindle.

As a side note, please do keep in mind that you're allowed to lie about pretty much anything in the game. Please do exploit this.

Faction inventories will take a while to update - apologies!

Weather report: It's hot!

Round 7 ends: Round 6 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 06, 2017, 12:45:44 am
If CO made an invisible NPC-faction detonate the bomb that devastated us I am going to riot, if another faction did it I am not much less upset. What happened to "Small chance to set any affected tiles on fire." anyway? (and yes I know it was bombs, because unpolluted tiles where still eradicated in a radius of 2). Cultists had it kinda bad too, but with a visible NPC-faction they could have seen it coming at least.
Medics should also have activated food production in Action 1 (this is crucial activating it later costs energy but gives less food) and considered deactivating ventilation. Our only powersource has an ~80% chance to be cut off this turn for an undetermined amount of time due to pollution and our food is on an alltime low. Unless someone sends us bricks -even if medics correct their course of action perfectly- we are all dead in 6 rounds. It doesnt help that they are a prime suspect for the detonation of the bomb, got extremely close to our territory, claiming at least 1 tile we also claimed that turn without coordinating it with us, and caused some trouble for the brewers and indirectly forced everyone to unally them by not explaining themselves on time. The explanation also isnt that convincing, no faction loosing items means that you didnt steal a non-NPC-factions' common property at least, but it might still have been a civilian just owning those goods. Also, wasnt it possible to you to just tranquilize her? You still killed a merely suspicious (perfectly healthy) person, I was hoping she'd have had some kind of deadly disease, so that keeping her away from the people at all costs was necessary. I am sorry, but thats just too many fishy things happening with your faction that dont put you in a good light. You being (at least formally) at odds with everyone and having the most influence and absolute control over the consoles could also easily escalate, too. I demand a few explanations!

Also anybody got an idea how to put out the fires? All I can think off is walling them off and with how far pollution has gotten this will be difficult.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 06, 2017, 05:37:54 am
Neither the Cultists or Brewers have any bricks.

With any luck, our fighting with the NPC faction will be over this round.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 06, 2017, 04:24:59 pm
The Invaders have offered a ceasefire and alliance to us. We don't wish to fire back with our own bombs and do more damage to the Pipeworks, and having them take 1 territory from us each time we take one of theirs will lead us in circles and waste time.

We'll need the Scientists to send them an email on our behalf stating that we accept their offer of an alliance, if the Scientists are OK to spend an action on this, ideally action 1 in case they attack if they don't hear back.
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 06, 2017, 04:35:22 pm
The Invaders have offered a ceasefire and alliance to us. We don't wish to fire back with our own bombs and do more damage to the Pipeworks, and having them take 1 territory from us each time we take one of theirs will lead us in circles and waste time.

We'll need the Scientists to send them an email on our behalf stating that we accept their offer of an alliance, if the Scientists are OK to spend an action on this, ideally action 1 in case they attack if they don't hear back.

Don't mind saying I'm a scientist at this point.

While ordinarily we would be happy to help, have you seen the state of our board? Granted we haven't discussed this yet so I might be wrong, but we need to evaluate how to deal with this fire and the incredibly aggressive Medics first.
What can you offer us in return for this action, considering how much we need every action right now. Do you have a way for us to quench fire?


Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 06, 2017, 04:38:03 pm
We have nothing to offer, we'll handle the situation ourselves without your help, but that requires the use of our Oxygen depleting nuke.
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 06, 2017, 04:41:52 pm
we'll see what we can do. will let you know (hopefully) in time to disarm nuke.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 06, 2017, 05:07:15 pm
I believe it is possible that the Scientists were attacked by the same faction we're dealing with. They use Napalm bombs, we stole their blueprint for it. This seems likely to have high or certain chance of fires.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 06, 2017, 05:56:34 pm
Mind you that even if they stick to a ceasefire, they may still go for the same tiles as you do, take items and bombs are a constant threat from them. Have they offered a ceasefire to all factions or just you?

I dont think NPC-factions have a different action process, this round they will continue as if its still war even if they get the e-mail right away.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 06, 2017, 05:58:59 pm
Onion was slow to update the items last night. The Brewers do have 2 pallets of bricks that I was unaware of.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 06, 2017, 06:03:15 pm
Just with us. I don't know if they know you guys are here.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 06, 2017, 09:13:03 pm
The medics, (myself being one), have been deliberating and have decided to inform the masses: We caused the fire near the generator, but it wasn't intentional. We launched the RCTC with the EMP Drone on it in the general direction of the scientists, planning to see if they had set anything up around the generator to hinder us, but upon the arrival of the car's destination, it promptly blew up upon malfunction. We apologize to the scientists and are willing to cooperate in helping you back on the feet; we can offer items and won't invade anything but the Generator itself so we can power it with oil we own.

We are willing to help supply bricks to fend off the NPC faction as well.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 06, 2017, 09:25:51 pm
"If a RCTC passes through a faction’s territory, that faction will learn where the RCTC is. " The explosion happened in L14 so we should have learned about it being an rctc.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 06, 2017, 09:36:01 pm
I think the freaking thing exploding would have made it unable to be located, but if you want, ask CleanOnion to confirm it.
Title: Re: Pipeworks II - by CleanOnion
Post by: UTAlan on June 06, 2017, 09:38:52 pm
If the thing did actually blow up, it would make sense that you won't be notified because it no longer exists. Coffee may or may not be lying, but that part seems legit.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 06, 2017, 09:43:16 pm
It's mean enough that it did explode, that wasnt in the long description at all. If you are hellbend on turning a valuable item into a tactical nuke (really you couldnt have chosen a spot that is more deadly for us) without explaining it to anyone, at least confirm it CO.
Title: Re: Pipeworks II - by CleanOnion
Post by: ValerianFlame on June 06, 2017, 09:45:37 pm
On a different note, I will claim I am a Lord spying on the Scientists (Both factions can confirm if they wish to) and I was wondering: we don't have too much as far as options go, so is it possible to meet up? And if so, do you want 1 tile of unclaimed territory between us or not?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 06, 2017, 09:55:32 pm
On a different note, I will claim I am a Lord spying on the Scientists (Both factions can confirm if they wish to) and I was wondering: we don't have too much as far as options go, so is it possible to meet up? And if so, do you want 1 tile of unclaimed territory between us or not?

If that is the case I ask you to keep topics that concern only us 2 factions to our 2 boards. So long as we see merit in an alliance I will not evict you (and I do see merit rn, we really could use some help)
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 06, 2017, 11:45:34 pm
Medics, if you want to atone for this, I ask that you send us the oil, and we will use it on the genorator. In a token of good faith, we will agree to let you claim it next round
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 07, 2017, 12:20:36 am
Can the Medics offer a compromise and send you 1 mortar hammer and 1 medicine? It's vital that we be in control of the generator for at least next round for reasons we cannot say; know that it will help the entire Pipeworks community, though.
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 07, 2017, 12:36:53 am
Can the Medics offer a compromise and send you 1 mortar hammer and 1 medicine? It's vital that we be in control of the generator for at least next round for reasons we cannot say; know that it will help the entire Pipeworks community, though.

Why can't you say them then?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 07, 2017, 12:39:08 am
It's probably to do with their faction goal. I don't see why they should have it if it is.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 07, 2017, 12:51:41 am
No, it's that we are the only ones who can currently turn on the food production for right now. I know it looks like we're being rude and selfish, but really, it's for the betterment of the entire system. We won't invade the scientists besides the generator, we will put out the fire and we will work on assisting against the NPC faction. We apologize for anything negative we have done up to this point but we would like to try to fix all wrong up to this point.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 07, 2017, 04:29:23 am
"If a RCTC passes through a faction’s territory, that faction will learn where the RCTC is. "
You are correct - that's absolutely my fault. Check your round update for the missing detail. My apologies for the extra drama caused!

Inventory updates will be coming later today, again, sorry for that are done
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 07, 2017, 07:22:03 am
No, it's that we are the only ones who can currently turn on the food production for right now. I know it looks like we're being rude and selfish, but really, it's for the betterment of the entire system. We won't invade the scientists besides the generator, we will put out the fire and we will work on assisting against the NPC faction. We apologize for anything negative we have done up to this point but we would like to try to fix all wrong up to this point.

For food production to work you dont have to be in control of the generator. I will refuse to believe its to anyones benefit besides your own until you give your real reason.
How do you put out the fire? It's crucial for that to happen as the fire emits both heat and pollution threatening the generator.
Also fueling the generator on the round when theres 0 MJ left will be enough to keep the processes going. Given that the generator has been exposed to heat the last 2 rounds (very likely to burst in flames), I advice to wait that round that is left.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 07, 2017, 08:44:03 am
As far as I can tell, it seems like everyone has the same faction goal: Control the N15 generator.
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on June 07, 2017, 12:40:40 pm
I am definitely not in favour of waiting till the last minute to start food production, I think we need to top up our supplies as soon as possible. I agree that Medics should help by offering supplies to put out the fire though
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 07, 2017, 01:55:46 pm
I think they are not offering supplies but to put it out themselves. I am sure the cultists would appreciate it if they could elaborate how to do it though. Speaking of cultists, i still think the NPCfaction needs to be eliminated asap and thus a NAP doesnt help us at all in the long run, they will only grow and take items from the pipeworks. We would like to help if its in everyones interest, but it actually seems counterproductive.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 07, 2017, 03:08:54 pm
I'll have the Brewers attack from the other side.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 07, 2017, 03:19:28 pm
There is a chance that our people might not like being dragged into another faction's conflict though.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 07, 2017, 10:53:05 pm

(http://i.imgur.com/C38zSJ0.png)
Round 8


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/VY9jdGG.png)

Conflict fuelled the events of today!

One faction won a battle, but lost another.
One faction took back something they'd lost, and stole something else.
One faction kept to the shadows, playing safe or biding their time.
One faction took a risk that didn't pay off.
One faction clung to a split by the skin of their teeth.

The Medics have taken control of the Generator, and along with the Terminals, they now control the entirety of the Pipeworks themselves! Well, for a few seconds they did, anyway!

Please bear in mind that the food supply will run out soon. A gentle, non-intrusive reminder has been added to the sheet. You'll barely notice it.

Faction inventories will take a while to update again - apologies!

Weather report: A few people starved.

Round 8 ends: Round 8 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 07, 2017, 11:42:43 pm
Gonna have to discuss this with my team, but it is clear that you set your personal goals above everyones survival, even if it means your own demise (fortunately it looks like the fires went out by themselves and not enough pollution reached the generator (making it uncontrollable), this would be a major enough event for CO to post about this, no?). I'm of course talking about the Medics. Every other faction has been helpfull so far (ok lords didnt have their opportunity yet to help the public, but they seem cooperative), but you have done nothing but kill people in your greed for territory (and no I am not going to value the one time you actually helped someone else enough to make up for it and I am not going to count your empty promises this round at all). everyone is starving and food production cannot start until action 2 next turn wasting one of the precious mcal we could get (a 6th of our remaining time), because you refused to start the hydroponics everyone has been begging you for. If you want I can recite all the other offenses you have accumulated, but lets just say for now that no faction is able to do as much harm as you did so far (in total to everyone) in a single turn, even if they use all the officially listed items in the most destructive way possible.
I seem to have been gravely misinformed about the medics job.

I will not be so insane as to steal the Generator, as its imperative you use it on action1, so food production can start on action2 at least, but know that you've earned my wrath.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 07, 2017, 11:51:59 pm
The Green Invaders also seem intent on taking the generator. That's why they're pushing this way. I don't know what they intend to do with it. We can knock them back to U21 if the Cultists blow up their split on Action 1, and the Brewers invade their computer room, assuming they don't find a room up there to create their own split first.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 07, 2017, 11:59:47 pm
I brushed this topic a bit off last time and if I understood it correctly what I said about it remains true. Was it really just a nonaggression pact that the darkgreen faction suggested or is there room for some common goals?

Because if its gonna be green vs green:
(http://i3.kym-cdn.com/photos/images/newsfeed/000/757/498/89c.gif)

Of course only after the generator has been used, but if the medics have any intend of surving it will be.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 08, 2017, 12:00:50 am
(https://68.media.tumblr.com/c186b838bd1a7312a23e2edce85c70e4/tumblr_mdlowniYqm1r2nsz1o1_r1_500.gif)
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 08, 2017, 12:01:23 am
They asked for an alliance. I assume it works like any other, we combine influence on joint attacks, trade items etc.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 08, 2017, 12:02:23 am
(https://68.media.tumblr.com/c186b838bd1a7312a23e2edce85c70e4/tumblr_mdlowniYqm1r2nsz1o1_r1_500.gif)
Your faction sure does
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 08, 2017, 12:07:22 am
They asked for an alliance. I assume it works like any other, we combine influence on joint attacks, trade items etc.

Oh, I am sorry I didnt ask more clearly earlier, it's just that I had other worries and they ended up happening anyway. Given that we write the e-mail, surely we can be included in that alliance?
Do normal rules apply? Both factions declaring peace at the same time or it doesnt work? Will it take another turn, as they have to receive the E-mail and cannot necessarily immediately rethink their actions for the rest of the turn?
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 08, 2017, 12:25:27 am
The medics have agreed on a sentiment:

We have offered recompensation, we apologized for our mistake, and we were willing to assist all other teams, if they expressed non-hostility towards us.
We have come to the conclusion that we will blow up the generator if you do not comply with our wishes.

Here is what we need:
1x Lighter
A formal apology, as written by kaempfer13 on behalf of the scientists
All factions to become allies with us (excluding cultists)

We thank you in advance.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 08, 2017, 12:27:53 am
We don't know their stance on any other faction, we just know they probably don't want to be killed (who does?), and we're an immediate threat. They can't directly contact you answering anything you ask, but you could try asking them to pass us the message, which we then pass to you.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 08, 2017, 12:28:44 am
I own the Cultists and Brewers. If the Cultists are out of this alliance, the Brewers are too.
Title: Re: Pipeworks II - by CleanOnion
Post by: ddevans96 on June 08, 2017, 12:31:22 am
Unrelated
Title: Re: Pipeworks II - by CleanOnion
Post by: ddevans96 on June 08, 2017, 12:31:38 am
Uh my computer glitched out, sorry about that
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on June 08, 2017, 08:20:55 pm
Well it looks to me like we should all just Ally with the Medics. Medics can feed the generator some oil in action 1 and activate hydroponics in action 2, that leaves enough actions to ally with all 4 other actions this round. Kaempfer please apologise, I don't want to die in these pipeworks :(
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 08, 2017, 09:35:35 pm
I own the Cultists and Brewers. If the Cultists are out of this alliance, the Brewers are too.

We assumed the cultists would not want in the alliance since they started the game not in an alliance with us. If they would like to join the alliance we are happy to ally with them as well but again need to know (via communication) so we can plan our actions accordingly to make the alliances work.


Well it looks to me like we should all just Ally with the Medics. Medics can feed the generator some oil in action 1 and activate hydroponics in action 2, that leaves enough actions to ally with all 4 other actions this round. Kaempfer please apologise, I don't want to die in these pipeworks :(


We had attempted to start the hydroponics last round, but were unable due to the brewers stealing the terminal from us causing us to no longer have the most or be allied to the team with the most terminals. So to start it up this round, we need to have access to the most terminals before it will work.
We are willing to start it up this round, but either need to ally with the brewers or steal the terminal back. We are fine with making either option work, and feel the best interest of the whole game's survival would be the alliance route. BREWERS: please let us know if you will ally with us, or force will be used against you!
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 08, 2017, 09:57:26 pm
We had planned to activate the hydroponics as early as possible this turn. We can do it action 1, if the tile is not invaded.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 08, 2017, 11:36:37 pm
Unfortunately, I couldn't talk this through completely with everyone of my team yet (the majority approved but werent very concrete about it), but they've had my back all this time, so I'm sure they will agree with me.

We apologize for resisting the medics plan of using the generator and taking some of their territory. We will allow you free reign over the generator, so that you can finally feel safe to actually use it and we look forward to an alliance. May we finally work together for everyones survival!

I personally am sorry about my rude tone and for not believing in your attempt to atone.
Title: Re: Pipeworks II - by CleanOnion
Post by: ValerianFlame on June 08, 2017, 11:41:28 pm
Also, as a spokesperson for the lords, I would like to say that, my comment was misleading. I was merely using the influence combination as a method of defense and support, mainly against the darkgreen faction. If there are any lords<->medics spies out there, I am merely clarifying my message.

Edit: If at all possible, is it okay if Cultists ally with Lords? Currently, we have action 1 as "Ally with Cultists" so I'd be glad if you could ally with us. Call me a pacifist, but I've been hoping for a group victory since the game started, as it worked well in the first pipeworks. Seems CO has made things more... interesting.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 08, 2017, 11:53:04 pm
Double post as this is about moving forward, rather than talk about the past.

As the brewers probably sacrificed the most resources for everyones good, we ourselves offer to activate hydroponics, of course on action1. I also think some people have been missunderstanding how hydroponics work. Their effectiveness depends on which action they were activated on. Activating on action 1 or having it already activated we gain 6Mcal food, but for each action later we gain 1 less. As the Brewers could not have reached the terminal in 3 actions, the activation attempt must have happened action 4 or later, halving everyones life expectancy. Not having made that completely clear might have been a reason why medics were so skeptical of me asking them to activate it on action 1, I should have gone more into detail about that.
So long as the terminal is not invaded and noone else toggles hydroponics we can guarantee 6 food for everyone. If either Lords or Brewers insist of course they can do it as well (we dont mind an action more, just found it appropriate to make up), just make sure that not 2 factions attempt it, effectively shutting it off again and if you insist do it in the first 3 actions, action1 being vastly superior.
The medics wouldnt be able to do it before action2 and promise to sacrifice 5 actions on alliances and fueling the generator, so they are an ill fit to be burdened with that task as well.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 09, 2017, 02:46:14 am
Ah, that makes more sense than the way I understood it from reading the rules, thank you kaempf for the detailed explanation. Yes we had attempted to turn it on near the end of the round, as I misunderstood it and thought it made no difference as to which action we used for it.

Does the oil make a difference on which turn we pour it into the generator? currently our plan is near the end so it can use the most fuel up before being refilled(probably 5 or 6). our other 4 actions are the alliance actions and hopefully every other team is still willing to re-initiate the alliances between the factions.

Not sure the 6th action yet, but discussion is underway in the medical centers. :P
Title: Re: Pipeworks II - by CleanOnion
Post by: Linkcat on June 09, 2017, 11:12:52 am
I'll be really disappointed if this ends in another group victory. By the way, nobody gets Master of Games points if there's no clear winner.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 09, 2017, 12:18:53 pm
I'll be really disappointed if this ends in another group victory. By the way, nobody gets Master of Games points if that happens.
Don't worry Link, there's plenty of time for backstabbing when we're not a turn from death. :silly:
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 09, 2017, 12:22:23 pm
Cultist alliances, so everyone knows what turn to go on.

Action 1: Ally with Lords
Action 2: Ally with Invaders
Action 3: Ally with Medics
Action 4: Ally with Brewers
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 09, 2017, 12:23:27 pm
Brewers Alliances

Action 2: Ally with Medics
Action 4: Ally with Cultists
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 09, 2017, 12:24:56 pm
I'll be absent til deadline, so I can't negotiate these, and can't promise anyone else will change actions.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 09, 2017, 11:26:26 pm

(http://i.imgur.com/C38zSJ0.png)
Round 9


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/1irF1qj.png)

The Medics filled up the Generator with Oil, and the Engineers activated the Hydroponics. There wasn't enough power to go around, at first, so the Ventilation shut down.

The Invaders got their hands on the Generator, and I'm quite sure that their goals are both friendly and mutually-beneficial to all of you.

Here's a tip to keep things interesting: I've given out a lot of recipes so far, which vary in their explicitness. If I've given you something to read that seems useless, read it again - chances are there's a recipe in there somewhere, even if it takes a little working out to get there!

Weather report: The water rushes through the pipes in the Hydroponics labs - it's raining!

Round 9 ends: Round 8 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).

Round 9 should be updated at the normal time, hence here's a technical 2-hour extension - enjoy as much as you can!
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 10, 2017, 12:02:52 am
Infections rose this round, but I don't think it's an immediate issue. We can leave the Ventilation off for a few rounds, and switch with Hydroponics later if we can't fuel both.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 11, 2017, 07:39:05 am
Any E-mail-requests regarding the NPC-faction or do we just see what happens? apparently they are capable of using the generator and as I understood it that does give us energy, so letting them control the generator may not be the worst thing in the world.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 12, 2017, 12:53:56 am

(http://i.imgur.com/C38zSJ0.png)
Round 10


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/bBzV4qZ.png)

SCRRRRCCCCCHHHHHH.

The sound of metal dragging on concrete echoes through the Pipeworks.

SCRRRRCCCCCHHHHHH.

It's the Festival of Pipes, and everyone is busy.

SCRRRRCCCCCHHHHHH.

The workers, normally consumed with mindless, menial tasks, spend their time a little more peacefully, preparing for the celebrations.

SCRRRRCCCCCHHHHHH.

Of course, most of the factions still need to power on forwards, to forge their expansion through the Pipeworks for god knows what reason.

SCRRRRCCCCCHHHHHH.

But not the Cultists. The Cultists have always been about the Festival - it's their time to shine, the one time of the year that they're revered, not feared.

SCRRRRCCCCCHHHHHH.

The awful screeching finally comes to a stop as the Generator stops its slow movement from N15 to R17. The Invaders who'd been dragging it take a breather to rest, but tomorrow, they'll be back at it, keeping it moving until it's theirs.

The wires connecting it to the rest of the infrastructure stretch amazingly far.

Weather report: Cold and stony.

Round 10 ends: Round 10 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 13, 2017, 01:25:46 am
Are we going to let the Invaders take the generator wherever they want?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 13, 2017, 06:20:09 am
That choice is out of the scientists hands now, so your call. Also it looks like brewers both invaded them and cut off their route, so expect them to be upset. Since cultists didnt do anything visible, I assume you used the group ability? Maybe you went to war with them again already.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 13, 2017, 11:10:15 pm
Nah, I was off for a round so there were no actions.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 14, 2017, 01:20:29 am

(http://i.imgur.com/C38zSJ0.png)
Round 11


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/OqjDSD6.png)

SCRRRRCCCCCHHHHHH.

The sound of metal dragging on concrete echoes through the Pipeworks, yet again. But this time, it is a little more hurried.

SCRRRRCCCCCHHHHHH.

The Lords, reeling in drunkenness from yesterday's Festival, decide today would be a good day to do nothing at all.

SCRRRRCCCCCHHHHHH.

Most of the Pipeworks seems to decide that they no longer want the Invaders bothering them anymore, and decide to take some of their land.

SCRRRRCCCCCHHHHHH.

The screeching comes to a premature stop as the Invaders who are dragging the Generator meet a hostile force.

There was a slight rumble that nobody noticed as the wall between D10 and D11 crumbled. There were claw marks on the pieces of concrete laying on the ground. Shame there were no sane eyes to record them.

Weather report: Slight showers, with the promise of a lot of sun tomorrow.

Round 11 ends: Round 11 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 14, 2017, 01:27:49 am
Invaders Message said:
We've tried to be peaceful with you lot. Sure, you're new, haven't seen anyone dressed in your weird gold-brown colour yet, but come on, it's clear that all of you lot are communicating somehow.

So this is a pretty dick move. Now we're split in half and there's no way of getting from here to there.

You know what? Screw you. All we want is this stupid generator. If we can't have it, we're going to make damn sure that you can't get it either.

This place is gonna crumble and we're gonna be the ones to do it. We outnumber you a hundred to one.

You know why we picked the name Invaders? Because it's polite. We're invading your space and taking your stuff. The decent thing to do is at least acknowledge it. But out there, we don't go by Invaders, oh no. Everyone knows our name and when we come, everyone knows when to bow. Out there, we're called the Legion, and we always get what we want.

Because when we don't get what we want, the people who try to stop us, don't try to stop us for very long.

You know.

Because we kill them.

Good luck putting out the fire.

- The Invaders
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 14, 2017, 01:30:07 am
Don't activate any terminals that have been under Invader control, they explode.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 15, 2017, 11:03:11 pm
@Medics. Cultists are taking the Invaders split near the centre, letting you know so we don't clash there.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 16, 2017, 01:02:54 am

(http://i.imgur.com/C38zSJ0.png)
Round 12


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/XJgWc9f.png)

Someone has been Evicted.



A woman, clad in the fur of some once-farmable creature, turned to the man beside her. In front of them, a humidifier - a machine used to pump water into the air, making it more moist - finally became clogged with the oil it was forcing through its system and stopped working. The woman took a single deep breath through her gas mask, without which she would no doubt have choked on the poisonous air.

She turned to her assistant and spoke with an electronic voice, amplified by the circuits in her gas mask. "It is time."

The man beside her squirmed.

"You're having doubts." Her statement dripped with threat. She expected him to shut up there and then, and run along to give the right instructions to the right people.

"Ma'am..." the man begun. "We won't survive this."

The woman looked up. There, no more than a hundred metres away, was the Generator they had worked so hard to claim. So near, and yet so far. The purple robes of this subset of the Tunnellers assaulted her vision, a final nail driven into their own coffin.

"It matters not." she told him. "Go."

The man ran off. She'd been saving the Napalm Bomb for a more apt moment, but this would have to

Weather report: Very sunny!

Round 12 ends: Round 12 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 16, 2017, 05:06:06 pm
Someone PMed Cultist actions to give away our resources, so we probably can't do anything about this fire if the same person has already PMed actions, sorry guys.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 16, 2017, 05:10:41 pm
huh? if you use pm yourself and have the last post in the thread it'll take 2 people to overwrite your actions

Give away resources? to who?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 16, 2017, 05:13:50 pm
Even then,

1) we've already been stripped of a good number of items, I don't know if we have anything left of use

2) Someone is working with hostile intent that may hurt everyone. One of the factions here can't be trusted.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 16, 2017, 05:25:29 pm
In addition, one of the attempts to send resources was to the Invaders (they refused). They're actively supporting someone who is trying to steal our generator and destroy the Pipeworks.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 16, 2017, 05:28:01 pm
welp given that the 2 of us know about 3 factions already there isnt that many options left
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 18, 2017, 01:04:22 am

(http://i.imgur.com/C38zSJ0.png)
Round 13


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/jEsniKs.png)

Orange flowers blossom in the southeast, and new things are made in the southwest.

The Generator, despite having suffered countless threats to itself, has survived, has retained its connection to the infrastructure, and is still chugging along.

But then it stopped.

Out of oil and out of power, it now sits idle. The Hydroponics process did its duty one final time, then it stopped as well.

Split off from the other factions by a fiery maelstrom that even they can't withstand, the Invaders retreated, soon to attack from a new direction.



Terminals throughout the Pipeworks are starting to report mechanical errors across the board. The fire must be affecting something.

Some of the Scientists stationed at F9 run their analysis and have some nice juicy feedback.

While some of the data on the fire is unavailable on account of a lack of illumination, it does appear to be slowly growing. At the current rate of expansion, barring any anomalies, the Pipeworks should have exactly 121 hours, 33 minutes and 9 seconds remaining before the fire literally burns through the concrete and messes with the wiring. After that, who knows if it'll even be possible to survive.

Assuming a 36-hour working day, spending an average of 6 hours per action (including sleep and breaks in between) that leads to roughly 20 actions remaining. Or, in player terms, 3 rounds and 2 extra actions on a 4th.

So, to sum up:

Round 13 ends: Round 13 has ended.
To get the fire sorted out and/or win, you have 20 actions remaining.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 18, 2017, 01:31:41 am
Hey, Brewers?

The Medics were wondering if you, or anyone else for that matter, knew about an underground reservoir.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 18, 2017, 02:25:10 am
Neither Brewers or Cultists knew anything about what's below us, but there's a recipe for a drill somewhere so we assumed somethibg was there.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 18, 2017, 02:28:22 am
It's been stated that the reason the fire is spreading and continuing is because it still has oil to burn. Maybe humidifying a liquid could neutralize it or something? Do we have any ideas?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 18, 2017, 02:30:40 am
Generator is down, so I think the humidifier won't do anyting without Vents.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 18, 2017, 02:33:02 am
How did the invader's oil spread?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 18, 2017, 02:37:37 am
Their oil hasn't spread? The bomb was a Napalm bomb, so it did more damage.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 18, 2017, 02:38:46 am
Oh, they put oil in their humidifier, which clogged it.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 18, 2017, 02:41:24 am
So how can we disperse or neutralize the oil?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 18, 2017, 03:13:43 am
You can work that out, I've got other things to do.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 18, 2017, 04:28:57 am
well  20 turns is plenty of time to find the elevator; more importantly: Stop attacking us!

edit: unfortunately we might not have 20 turns; pollution is spreading fast at least in brewer territory, it might be best to seal of the generator again. speaking of generator, we have 6 rounds till food runs out. we have an idea how it might be possible to make a new one, will be able to tell you next round if we made progress.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 18, 2017, 02:06:25 pm
The Lords can make a Generator, however we are in need of Oil canisters to gain any energy from it. Also, do you think we can win by building a Pump and possibly gain water from an underwater reservoir? If so, we are in need of a Circuit Board. It's implied that we can find this in either the elevator, or someone with great technical know-how (Scientists?) can gain it from disassembling a Terminal.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 18, 2017, 05:32:01 pm
How easily can the fire be blocked off? Should factions donate pallets of bricks to the cultists?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 18, 2017, 06:25:10 pm
Don't give the cultists anything, someone is trying to throw away our resources. Has to be done from the medics side.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 18, 2017, 06:32:32 pm
Also might as well post this here for visibility: Any other Lords, please be active
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 18, 2017, 06:59:53 pm
I think the pump is for oil, not water (same for the reservoir I guess)
regarding salvaging the circuit board, apparently screwdrivers are rare or completely unknown in this universe (so far everything we did with terminals except for e-mails and expansions was automated)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 18, 2017, 07:02:00 pm
No, the pump and reservoir is definitely water:

"This contraption is an electrical device for the movement of great quantities of water from a reservoir - in other words, a pump. The schematics implied that one such reservoir is directly below the Pipeworks"
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 18, 2017, 08:01:59 pm
If no one is willing to give away any oil, I might be abler to make it work with gears instead, but oil is much more preferable. Also write here what you send so I know what actions to take to ensure the generator work.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 19, 2017, 03:23:38 pm
I need 1 Oil Canister and 1 Gear to build a Generator. I have 1 Oil Canister, but need another one to get fuel. Through a random event, We have gotten the choice between gaining Gears or Oil Canisters, but I need at least 1 of both to make this work. If I get that from people, I can build a generator, turn it on and turn on the lights for this turn, that way, we should be able to locate the elevator if I have understood this correctly.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 19, 2017, 04:29:51 pm
you know we need 30 MW to get the elevator going and 5 MW (and indefinite amount of time) for ext communication to get rescued? wasting energy on the lighting seems highly risky to me and over half of the map is explored already, so i would use energy on other things.

About infections: They may kill us in 3 rounds, I believe even without ventilation medicine in humidifier is still the most efficient way to reduce infections (it effectively reduced them by 30-50% with ventilation, without it it will be less, but probably still more than using it normally). Probably should do that soon, though its not immediately required.

Also walling off the pollution will not only keep territory safe but also keep territory safe (by it not collapsing as likely anymore)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 19, 2017, 05:10:23 pm
Not turning on lighting is a huge risk imo. If we don't find the elevator asap we don't have a chance I think.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 19, 2017, 05:40:17 pm
we're gonna need 2 oil canisters+ worth of energy to get rescued at all (activate elevator and inform the people out there that we are there at all, i doubt we can survive in the wilderness without help), not to mention other processes that may become necessary. until we can ensure that I wouldnt turn on the lighting, I would use ext comm. first to see that we can get rescued at all.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 19, 2017, 05:50:58 pm
We also need a lot of gears to build a second generator. But fine, we'll wait with lighting.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 19, 2017, 05:54:19 pm
What do you think of my crazy possible plan of instead build a pump and get water from underground? I mean since there is a pump and a reservoir, this my be the intended way to win?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 19, 2017, 06:00:42 pm
In that case we definitely need to put out the fire and I dont know how to do that. Also that would give us infinite food production only at best (its basically hydroponics with less electricity) so there would still need to be diplomacy happening.

oh oops we have 20 actions not 20 rounds, thats bad, we definitely have to sort the fire out somehow.

more oops, the pump may give us the ability to put the fire out (though its an oil fire). its also too late to suffocate the fire with bricks as it spread to far and every room is connected to the ventilation; whether its actually on or not there is oxygen)

maybe the reservoir is beneath the entirety of the pipeworks? I wouldnt know how to search for water other than digging or just building the pump in a random place hoping for the best.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 19, 2017, 06:04:34 pm
I was thinking the water from the pumps would help us put out the fire. And yeh we only have a few rounds left which is why I want to use the lights.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 19, 2017, 06:11:07 pm
"Oil well fires are more difficult to extinguish than regular fires due to the enormous fuel supply for the fire. In fighting a fire at a wellhead, typically high explosives, such as dynamite, are used to create a shockwave that pushes the burning fuel and local atmospheric oxygen away from a well. (This is a similar principle to blowing out a candle.) The flame is removed and the fuel can continue to spill out without catching fire.

After blowing out the fire, the wellhead must be capped to stop the flow of oil. During this time, the fuel and oxygen required to create another inferno are present in copious amounts. At this perilous stage, one small spark (perhaps from a steel or iron tool striking a stone) or other heat source might re-ignite the oil.

To prevent re-ignition, brass or bronze tools, which do not strike sparks, or paraffin wax-coated tools are used during the capping process. Meticulous care is used to avoid heat and sparks, or any other ignition source. Re-ignition at the wellhead may take the form of an extremely powerful explosion, possibly even worse than the original blowout."

from wikipedia

so explosive bombs maybe?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 19, 2017, 06:18:31 pm
oh the cultists have an oxygen depleting bomb; that might be the thing!  at least I think ryli said at some point that the bomb they started with depletes oxygen.

so uh, with the cultists being robbed of everything who has it now? medics or cultists are going to need an rctc or gas mask to reach it, afaik medics can build rctcs, so they can do it with the bomb.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 19, 2017, 06:23:52 pm
Yeah, that could definitely help, if it's used correctly

Hey, stop editing while I respond :P, yeah rtct should work
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 19, 2017, 06:30:15 pm
A thermobaric weapon is a type of explosive that utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion, and in practice the blast wave typically produced by such a weapon is of a significantly longer duration than that produced by a conventional condensed explosive.

All the yes, just need to detonate it before the fire just eats it (or maybe that will detonate it anyway, but with the way items are used they dont have a location until you use them)

Its also implied that it has a greater shockwave range, so a range of 3 or more is possible. I think it would have to be detonated in r20 and it should put out the fire, but its probably to late to get everyone on board to equip the cultists with what they need.

@ CO extension pretty please, you still havent corrected the 2 missinterpretations in our actions either
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 19, 2017, 07:22:09 pm
@ CO extension pretty please, you still havent corrected the 2 missinterpretations in our actions either
That's true, this has now been corrected. Apologies for the long delay in getting that done.

As the mistakes were visual only (missing tile of territory and wrong item removed for crafting) and the correction caused no major changes, an extension will not be granted.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 20, 2017, 01:01:47 am

(http://i.imgur.com/C38zSJ0.png)
Round 14


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/vfIDFAT.png)

The Lords, when they want to, can work hard and fast. Today, the speed of their productivity knew no bounds. They assembled their very own Generator from mere scraps and placed it down on F22 - then they fuelled it and turned on the lights.

BLAM.

A series of clicks and clangs echoes down the concrete corridors as, one by one, the lights flicker on.

The entire Pipeworks is visible for all to see. The spread of pollution, the reach of the inaders, the creatures next to the Scientists, and the hole in the north - it's all there for everyone to see.

Including the elusive Elevator - it must be the hole at J5. The black colouring isn't another faction, it's quite literally a hole... because the Elevator is currently ascended, at the surface world. There should be buttons on the corridors leading into the elevator to call it.

Calling the Elevator takes one action (pressing the button) and the Elevators take 2 actions to travel up or down. One ascent, or one descent, costs 30MJ. Pressing the button must happen on one of the corridor tiles (eg H5) and must happen in your territory unless you poke the button with a stick or something.

A predatory roar echoed down the vents. This time, you know where it's coming from - D11. This time, they know where you are, too.

Round 14 ends: Round 14 has ended.
To get the fire sorted out, deal with the creatures and solve the Invaders issue; or win, you have 14 actions remaining.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 01:06:37 am
Yeah I knew this would happen if you turned the lights on, which was one of three reasons why I didnt want you to put the lights on, it just semed impossible to me that youd do all that in a day especially after pointing out resource shortage and discussing other plans. Noone else in my team gave an opinion whether I should reveal the troglodytes(brown faction) and their affinity to light, i thought wed have a turn to discuss that.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 01:30:38 am
the elevator takes even twice as much energy as I thought it would, gonna need 3 generators and fuel for it to gain enough in 2 rounds. perhaps it would be best to make it public how to build a generator and use gears to fuel it. I see no way to save cultists unfortunately, but theyve been goners for quite some time now.

what the hell happened to brewers and why didnt medics wall off the pollution? oh well not like we had any business down there anymore unless we can put out the fire after all.

Troglodytes description mentioned that they cant die by any means tested, so normal rules wont apply to them. We should still try to find a way to stop them

Also, the elevator is surrounded by metal (at least where we reached it), an ordinary ram may not break through, we will test sth else next round we are going to need 3 or 4 actions to deal with troglodytes if they end up being more mortal than the scientist using terminal F9 claimed they would be (which they hopefully will be, but it will take us 4 actions + a piece of the recipe I had in mind to do that).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 03:37:39 am
Ok, we can make an extremely complicated plan how we can barely make it on time with (nearly) everyones cooperation or we can put out the fire and deal with troglodytes and then relax (as in get to the elevator with more time to spare) a bit. Best idea I have is to combine bricks with a bomb, get the thing to 1 tile from the fires with an rctc and detonate it, which, I presume, will turn all adjacent tiles into solid walls or at least cover the fire enough to extinguish it. We cannot extinguish all of the fire at once with that method, but it should buy some time.

Given how spies maltreated brewers and cultists either option will be difficult though and as always I can do barely more than give advice or be unhappy with other peoples decisions (as I am just too far away from the fire and also I have to deal with an extremely aggressive faction thats said to be immortal, because someone turned on the lights in a rush).
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 20, 2017, 11:27:55 am
Oh bugger.
Why would you turn on the lights?
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:00:01 pm
Because I had no indication that there would be any disadvantaged aside from energy costs? I intend to turn it off asap now when we know where the elevator is.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 02:15:05 pm
because we dont have enough oil available to make the elevator work once and contact the outside that alone should have been enough to sway you from that option; if i knew how much in a rush you were to do that to scout sth you cant possibly power afterwards (making it useless), id have said more. Does the choice between gear and oil still exist or was it one time use?
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:21:06 pm
It was a one time choice. I picked gears. I didn't have any idea where the elevator was and we are running out of time.

Can the troglodyte go through walls?
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:26:59 pm
Did you try to break the wall to the elevator or are you just guessing that an ordinary ram won't be enough?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 02:29:02 pm
Quote
There was a slight rumble that nobody noticed as the wall between D10 and D11 crumbled. There were claw marks on the pieces of concrete laying on the ground. Shame there were no sane eyes to record them.

Weather report: Slight showers, with the promise of a lot of sun tomorrow.

Round 11 ends: Round 11 has ended
.

Its their group action and npcs never fail to use it. i just hope their passive isnt as op as I fear it is (probably sth making their invasions impossible to stop or makes them immun to hazards) a bomb in r10 would stop any normal faction unless they went for E9 in which case we may want to burn it as well.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:29:58 pm
This may be of interest to someone.

Quote
On the computer was a blueprint for some sort of Tunnel Bore - in fact, this may have been the exact device used to carve out the Pipeworks themselves from the rock surrounding the concrete. You could probably make this yourself - you estimate that you'd need a Battering Ram, a Mortar Hammer, and a Gear

This Tunnel Bore may be an answer if a normal Battering Ram does not work. We in Lords are also very close to the elevator, so if you deal with troglodytes we will focus on  reaching the elevator.

Should we send a message trhough the external communications process or should we turn on hydroponics? Or save remaining energy for now?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 02:30:28 pm
Did you try to break the wall to the elevator or are you just guessing that an ordinary ram won't be enough?
Did not try, but it says that the walls are shiny, which co says is clearly snail slime metal
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:30:49 pm
If we are to build a tunnel bore we would need 1 Mortar Hammer
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:32:58 pm
Or if someone knows a crafting recipe for it, using a damaged hammer in crafting does not give a mortar hammer, it instead gives a "sticky hammer":

"Sticky Hammer | Single use: Collect pieces of concrete (broken ram) when breaking a wall with this."
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 02:33:53 pm
 we need to  get ext comm. working until it succeeds and somehow obtain a total of 60 MJ on top of it to operate the elevator twice. So yeah even if the generator survives them we need to find at least 2 more oil canisters, using no other ability. Also note that we cant store more than 40 MJ at once, not that I predict that to be the limiting factor soon.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:43:27 pm
Maybe I have misunderstood, but I think we can only store 20MJ right now since do not have any actual access to the second Generator. I mean, it's in the middle of a fire, and no one owns it.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 02:46:56 pm
Its still a generator that hasnt exploded yet
Its been through some shit, but its wiring is still connected, which is all that is needed to store the energy.
We have enough worries as is, i hope your gear burns well.
as you can see there is only 1 oil canister in a factions possesion left, gotta storm 2 rooms with oil canisters swiftly. I doubt the 2 of us are going to make it out of here (every other faction has been (self-) destructive) and you were very inefficient when it comes to using/obtaining our most needed resource right now. also if neither cultists nor brewers nor medics put out the fire its game over anyway.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:53:35 pm
I cannot burn gears, you misunderstand. I needed both to build and fuel a generator, and through a choice I could only get 1 of them, so I needed the other. We still need more oil.

Also I find i very weird that we can give fuel to a generator that we cannot reach. If that was possible, I didn't even have to build our generator (yet), which would feel like a huge waste of time when we have other things to do as well. Would be great if CO can confirm this
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 02:57:59 pm
Wait, rereading the elevator part of the round message makes me believe I (we?) misunderstood. We shouldn't need to break down any wall, just go to any tile near the black tiles and we should be able to call the elevator with buttons (assuming we have energy). The black isn't metal, it's a hole, because the elevator isn't there. I had assumed that the elevator was only J5, and the other blacks was where we had to reach, but it seems like all of it is the elevator. So no hole needed I believe, unless we thik there is anything to do in the elevator shaft (probably not)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 03:07:49 pm
Since no one wanted to give either gears or oil canisters, I had to assume they were with some inactive faction, so we needed both anyway, and since I had no idea about anything else than the fire and the time limit, I saw it necessary to find the elevator asap.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 03:11:11 pm
Had I believed that it was possible to put oil in a generator in the middle of a fire on a tile that no one controlled, I would have spent my resources differently.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 03:15:50 pm
The gear part was sarcasm as you made a poor choice.

we can not fuel it, but can use it to store excess energy from the other generator.

not sure if we have to break through or just gently calling it will do.

Given how desperate times are we probably have to contact the invaders of all people and beg them for fuel (or putting out the fire) in return for a spot in the elevator .

It was having the energy to operate the elevator that had priority. Ok I didnt really get the hint that metal wall=elevator back then so we probably would have tapped in darkness for too long anyway, but now we stand before it with empty hands. Also theres probably like 3 people in different factions that are still trying to make it and I feel like i am the only one of them that knows what hes doing (well somewhat, even that is doubtfull).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 03:17:58 pm
Had I believed that it was possible to put oil in a generator in the middle of a fire on a tile that no one controlled, I would have spent my resources differently.

You cant dammit, of course not

for dummies: you control generator F22

F22 stores 10 MJ already
you fuel F22 again
10 MJ from F22 flow to S20 to not go to waste
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 03:31:30 pm
Huh, that is not the impression I was given it worked, but maybe you are right
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 03:33:47 pm
If we can get more people from my factions online, we can use our group action to gain lots of items. I've been working alone the past few rounds, now one more showed up ,but we would need at least one more (to evict the remaining one and then use group action) or preferably both remaining ones (no eviction neeeded). Otherwise I'll focus on exploring rooms and hope we find oil there.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 03:37:32 pm
Regardless o how the generator worked I was still in need of 1 more gear that no one wanted to give, but I could snatch an extra Oil canister, which is why I picked gears.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 06:15:32 pm
I was not going to give you  either until you abandoned the idea of wasting it on lighting. looks like that motivated you to waste even more resources.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 08:39:33 pm
Well I didn't think it was wasted, I considered it neccessary since we were on a time limit and we needed to find the elevator asap. I didn't know anything about the threat from these troglodytes.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 08:44:45 pm
yes but the power required to get the elevator alone should have put you of

With the resources at hand It was just about possible to communicate with the outside and get an elevator ride down (which I thought would be enough  :P). turning the lights on and not getting oil made even that impossible without expanding some more.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 20, 2017, 08:53:42 pm
Why though? If we cannot find it the energy cost doesn't matter anyway
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 20, 2017, 09:02:09 pm
finding could be done without energy while you relied on the equally unlikely discovery of more oil (or rather completely ignored my calculation that the power needed for lighting takes up just enough power to make a rescue impossible with the resources available to us)
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 01:40:17 am
Thanks for robbing us again instead of just asking on the board for an item. Much appreciated.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 21, 2017, 04:20:20 am
I'm not sure if there is something the medics can do to help with this, but please let us know as we don't want to die due to the fire/creatures/invaders. Of course we want to win, but would rather win with all factions instead of trying to do it on our own and having all factions dying together.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 01:39:09 pm
to whoever is in control of brewers right now:
before you completely destroy them, do the following or the fire is going to kill us all: ( they are the only ones that can put the fire out this round if they dont have all necessary resources right away and I suspect they actually do have them)
Action 1 or 2: Dispatch Rctc in W17 en route to s18 (sending it to T18 where I want to use it might make it drop rather than activate)
Action 5 or 6: Use Brick-Laying bomb on rctc in T18 (depending on whether you started action 1 or 2, t18 will be reached on action 5 or 6, do not get it wrong or all of us pay dearly)
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 01:42:20 pm
Everyone who isnt busy right now should probably look for oil; also medics can put out some more of the fire over the course of 2 rounds by using rctc+brick laying bomb combo on r17

medics can also experiment with the elevator eventually if they build a tunnelbore
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 01:49:59 pm
Also can you help me formulate an e-mail to invaders?

sth containing the following:
-explain that their fire may make survival in the pipeworks impossible in 14 actions (aka convert that using COs calculation last round)
- explain that its possible to escape the pipeworks and be rescued by communicating with the outside and using the elevator (tell them where it is? or withhold that so they dont get discouraged given how far it is)
- ask them to ally with a team next round and send them oil (as we need energy to do the previous)
- give them a chance to redeem themselves and imply they can get into the elevator with us
- clarify how our communication works: independently governed factions that have a place where the executives may or may not exchange information
     * can not guarantee but strongly influence other factions actions
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 21, 2017, 02:48:28 pm
Here a screenshot of the map, so it can still be useful once I turn off the lights.
(https://i.gyazo.com/411c44b18045a6b2a2db294fbb9399ae.png)Note that if several factions try to turn off the lights we might risk turning it on again, so no one else touches the light switch.


I don't think we need to do anything special to reach the elevator, just get to any of the corridors pointed towards it (J3, H5, J7, L5) and then we will find buttons and stuff. I inted to expand into J3 next round and maybe we'll see how it looks like over there. If Scientists have an action to spare they could expand into H5 or J7 if they want. (same for medics, but they have a bit longer:
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 06:30:27 pm
What do I get out of using the Brewers to help fix your problems though? I've been helping all game, but it hasn't been considered enough to not be considered an enemy.

Why do I owe you anything more, when you're just going to finish the Cultists off anyway? If I'm not going to be treated as an ally, you don't get my resources, Brewers will not exist after this round, their resources are gone.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 06:44:14 pm
I've chosen to detonate both bombs in Brewer territory instead of extending towards the elevator first though, so you guys can still do whatever you're doing there.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 07:51:07 pm
well its about your own survival and the scientists did treat you as allies all along, we are just quite far apart. I can claim being indirectly responsible for 2 items send the brewers way, repeatedly figuring out ways for everyones survival (including yours) and making sure whatever processes could be set in motion from where we were to deal with a deadly situation, were activated. We also suffered the most from direct attacks from another faction and I told you how you can almost guarantee overwriting a spies action (unless they post and reveal their identity (only applies if they do it to steal items, using the bomb to put out the fire is common sense for anyone with intact survival instincts). As we are second after brewers regarding spending resources for everyones survival and do so again this round we cant immediately give you something (rn we simply dont have the actions available and I really feel the faction(s) whose spies did all that damage owe you more in that regard too)

Shoutout to the spy that did damage to the cultists (not a mistake, ryli may well have been the one so upset about it to destroy the brewers territory because of it, so you are probably the root cause of this). Please apologize and offer compensation, as otherwise ryli will make survival unlikely especially if medics dont send their own bomb (and the right one please, bricks+tape+explosive bomb is my guess, though I only got to know about its existence very indirectly from an unreliable source (unreliable in the sense of too inactive to answer questions)).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 08:40:19 pm
This ensure Cultists don't get wiped out as part of an event that kills everyone. The issue is that I don't trust other factions not to force us off the map after. No point avoiding the plague to be killed by a knife.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 08:44:48 pm
Limiting resources means other factions are going to find it more difficult to cause us serious damage because those resources are needed elsewhere.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 08:53:19 pm
I understand that the Scientists have been friendly, but the Medics and Lords have proven themselves untrustworthy, and these 2 factions, alongside the hostile Invaders are our neighbours, not the Scientists.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 09:03:25 pm
"Ma'am..." the man begun. "We won't survive this."

There is nothing I can do to persuade the people that have the power to save themselves then. I just dont have the means to. Spy: save yourselves and everyone! You brought this upon yourself!

Seriously though (at Ryli now), all you had to do was send a pm alongside each actionpost and if you do that from now on you still stand a chance. after all in coop win all that matters is holding on and achieving the most goals, no matter how badly battered you are (and when I think about that Im starting to question whether we stand a chance at all anyway, perhaps it really is best to no longer sacrifice time of my life on this).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 09:18:27 pm
I have been PMing actions now, but they just started stealing through other methods, and PMing actions won't help against expansion into our territory.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 21, 2017, 09:20:28 pm
Any further requests on our items without explicit permission will result in unalliance and we'll push into your territory as part of our expansion to make ourselves less vulnerable.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 09:26:47 pm
Ok I see, there is about an 80% chance that Fippe is behind this. That also explains how they had such a crazy amount of resources.
Its imperative that the fire is put out, its simply impossible to make it in 2 rounds. As such you will have to give back what you have taken (what you consumed replace with other items).
You are both active and interested in surviving, so write the apology while its still possible to survive at all.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 09:36:07 pm
This is yet another time that i find out crucial information so close to the deadline its impossible to get the people in question on board.
@Ryli please consider holding off a turn on blowing yourself up, if Fippe comes on and fails to explain I will have to agree with you. It would sadden me to do that, as lords never before intentionally harmed us and there will be no chance of survival if I do that, but if you fail to explain yourselves I feel forced to take measures against you starting next round.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 21, 2017, 09:53:52 pm
Also I dont feel ready to formulate that e-mail to the invaders, but I guess pretty much everyone has given up at this point.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 22, 2017, 01:46:39 am

(http://i.imgur.com/C38zSJ0.png)
Round 15


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/dXia4Wh.png)

Today's events were many, and their description will be brief.

An explosion - the largest these Pipeworks have seen - wiped out the Brewers. They are gone.

The lights went off to hide the chaos. The elevator was approached from two sides, and the Lords were approached from one (by the Invaders).

The feral beasts locked up by the Scientists don't seem to be what they seem, and the fire blazes on, just a little less vibrantly. Its sister, though, is brand new and burns more intensely than its brother ever did.

A lot happened this round, so if I missed anything, please do let me know.

Round 15 ends: Round 15 has ended.
To get the fire sorted out you have 8 actions remaining.
To get the other fire sorted out (or win) you have 16 actions remaining.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).

EDIT: Removed Lords territory on D17 that was supposed to have decayed.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 01:50:17 am
so well did medics send an rctc or can I throw in the towel and move on with my real life?
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 22, 2017, 01:55:54 am
so well did medics send an rctc or can I throw in the towel and move on with my real life?

We didn't have an rctc to use, I realized that about 20 mins before deadline and had to change the actions we had planned.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 02:55:22 am
While the troglodytes seem to have some of the abilities I thought theyd have their nature seems to be more akin to their name (than I expected for some reason; I should have learned by now that CO doesnt misslabel things). We mercilessly blasted the home of disoriented, caged, malnourished and over the years of trapped in darkness propably driven insane people to bits. If we give them what they want (hell if I knew what) we can recruit them (at least if they didnt realize that it was us that blasted their home to bits, which given their condition is likely). It seems like we can also just kill them.

Given that we are in our last breaths I guess I might as well share everything I know (eh definitely not gonna win this game with my faction, but at this point survival is so absurd, that it would amuse me, even though mere survival doesnt grant any master of game points. If you are feeling sporty though, you can return the favour giving us a minor chance.)
Its possible to craft (well not craft, but make, CO accepted the vocabulary use hammer, not sure if he'd accept 'craft', as the theory is to take the metal and reshape it) gears, by using a hammer on any of the following: lamp, lighter and explosive bomb. This does not consume or damage the hammer (at least if it was a mortar hammer).
This round I manually found out that 2 gears make a motor.
Yet another step up are generators and teleporters. I believe all factions already knew about generator, so I'll only explain the teleporter (how to craft it, without the motor recipe we couldnt attempt to find out about its use): "You booted up the Terminal on I15 and found some very complicated scientific diagrams. Fortunately, you are the Scientists, and you made your best effort to understand them.
To construct the Teleporter, you'll need an Explosive Bomb, a Motor, and of course a Narcotics so you can understand the blueprints well enough to build one."


catapult (I am a silly and didnt even consider just launching the bomb; since we havent crafted it yet, we dont know how to use it yet, if the projectile has limited movement speed or other issues (like not being able to cut corners)): "Engraved into the wall on B4's corridor you found a very basic diagram of some sort of throwing device. Looks like a simple catapult. To make it, you'll only need to lash together two sticks." for dummies: two headless hammer handles with duct tape.
speaking of duct tape: Combining two of them removes all worries about needing more of it.

In the original generator rooms surroundings are lots of loot crates, but each faction can open only one (there is lots of smoke though).

In case you are wondering, i couldnt be bothered to do all of the following: 1. Figuring out a plan that allows survival
2. Attempt to talk sense into other factions (I tried)
3. Take care of all of our actions including dealing with troglodytes
write an E-mail to invaders had you helped me formulate it, i could have done it, but to me thats just as much work as 2 of the others. While my writing may not be so bad, it takes me painfully long to do it. Invaders will continue to live up to their name.

Medics: I would have allied you and let you request an rctc/pieces of the recipe for modified toy car if i knew you said you were short on it. I just remembered that resources didnt go down much the turn you crafted it and blew a bomb in our territory, so I figured you were good, just -as always- not very cooperative.

Given that the cultists didnt hold back at all at ruining our chances of survival (and didnt wait until the person in question could respond) and i didnt really want to do it anyway, I will not get back to my word of attacking the lords, I still highly recommend making ammends, you can not survive attacks from 2 fronts (wed actually be the third party to join the fray) anyway (and I wouldnt have to feel like I am not a man of my word, I was fine with it when not allying the medics, as that prospect was only a small part of sth I was forced into to ensure everyones survival and the entirity of medics demand after breaking things in the first place was obviously absurd and everyone else thought the same).
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 09:06:29 pm
I'm not sure what you want me to do, apologizing for trying to win using what I knew at the time? If you want to attack us and no one wants to deal with the fire, sure, then no one wins, since I cannot deal with any fires myself at our location.

Due to the loss of an inactive member (assumingly because he was a spy from the brewers), we would be able to finally use our group action this turn and possibly get some fuel, then we could use the elevator and get away. That won't work if you all keep attacking us though. I mean sure, using the elevator witohut any communication and stuff is unlikely to work, but it's not like we have time for any other plan as far as I can see.

On second thoughts, the rules only state that we win "if they are able to create, and put into use, a new power source. How will they do this? That’s up to you to discover." So escaping through the elevator might not even be an option at all. In this case, I'm probably gonna try to build a pump and see if that wins us the game. Probably not, especially not with this time, but as I said, it's not like we have time for anything else anyway.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 09:28:00 pm
You are supposed to apologize for stealing resources or explain that you didnt do it (well the request without cultists permission is pretty much a fact)

ryli probably had enough sense to keep some of the brewers resources around (# of rctcs remained constant), but for her to cooperate you have to show some remorse.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 09:35:49 pm
Sorry, but I just don't see the point of an apology in a competitive forum game. I only did what I saw as neccessary to maximize the chance of victory.

But sure, sorry for doing my best to win I guess.
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 22, 2017, 09:38:41 pm
I kinda agree that apologies are a bit pointless. That's why I never apologized to the Medics.
But hey, I'm sorry the medics started this horrific road to destruction by blowing a bomb when we first got to the generator. Honestly, beginning of the end.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 09:41:53 pm
Dude you are doing your best to get us all killed. This game has diplomacy as a mechanic you know, stealing resources is sure to upset people especially once you are found out as the culprit. You are dealing with humans and Ryli is more responsive to words than you would be (which granted doesnt mean a lot).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 09:44:26 pm
I kinda agree that apologies are a bit pointless. That's why I never apologized to the Medics.
But hey, I'm sorry the medics started this horrific road to destruction by blowing a bomb when we first got to the generator. Honestly, beginning of the end.

You could have easily taken control of the brewers and saved everyone last round, had you bothered loading the board and writing the actions I layed out for you last round, but I guess people want the game to die now.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 09:50:04 pm
Currently trying to plan actions to have highest chance of either going up with the elevator or building a pump. I intend to call down the elevator sometime this round, so try to enter it if you can, preferably on action 6 or so. I doubt it's gonna work, but since the fires seems to be out of control at this point and there is nothing I can do directly to affect that, I'm just gonna do what I can to possibly have some chance of surviving.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 22, 2017, 09:54:18 pm
I had no problem with sharing resources, all you needed to do was ask for them. Instead, you took 3, and tried to throw away 9 to cover your tracks, which heavily implies you're doing things I wouldn't approve of if you go to that length to make sure I don't know who did it.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 22, 2017, 09:56:16 pm
With no evidence to point to any one faction, I have to assume all are guilty, and shut down cooperation with all of them to protect my faction.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 22, 2017, 10:01:36 pm
In the case of Scientists vs Medics, at least everything has been in the open, and people know where they stand, what they're dealing with.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 10:02:13 pm
I only wanted to try to use the spy role to the full extent. I assumed this was a competitive game, what with all the spies and all. I didn't even expect it to have that much impact, since I'd assume you'd just ask for the stuff back and then everyone would do that next turn, but no such claim appeared. You lose a turn, everyone else loses 1 action, doesn't seem too bad. Also note this was before the time limit appeared and all, so I had no idea that time was that important. I mean of course I understand if you don't like the move, but it did have greater impact than I expected, mainly because the massive inactiveness everywhere.
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 22, 2017, 10:03:57 pm
changing the subject, i'm interested by the circled things in the following image. Obviously the priorites are somehow escaping, so spare actions are not easy to come by, but knowing CO, walled off things are likely to at least be interesting

(http://i.imgur.com/3ifSx5l.png)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 10:10:45 pm
Unless another faction build a generator, it is impossible action-wise for me to use the elevator twice, so I guess I'll build a pump and hope it takes no energy to use instead. And that isn't even considering using actions to protect myself against 3 attacks.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 10:12:27 pm
there is nothing left to protect that way, everyone is dead unless you cooperate (and at this point you have to use a ram an expand and 2 more actions to just about make it at the last second)

Fippe pretty much admitted it, but chose his words extraordinarily poorly so I doubt that will convince you. So your enemies are the fire and the lords, though the lords wont really do anything regarding your faction, as they milked what they wanted from you and worry about other things now.
Also fippe you can closely compete with ryli for the cultist actions. If you really dont want diplomacy know that you are playing the game wrong, it will be a race of who posts closest to the deadline (and dont forget to PM CO beforehand with the same actions). Only succeeding twice will result in survival (and you will loose since you are usually not active at the deadline), so try your best to get on Rylis good side instead.
You have to:
Action1: Expand r22
Action 2: ram r22 north
Action 3: deploy rctc in r22 en route to r19

Next round:
Action 2: Detonate bricklaying bomb in r19

Its also essential that the bricklaying bomb remains in the cultists posession.

Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 10:22:33 pm
an energy source wont actually be usefull once the pipeworks wiring is compromised, putting out the fire is the only way rn.

Its not only actionwise impossible, as the gnerator costs  oil to make its completely impossible resourcewise to leave on time (besides without ext. comm. we'll get the too dumb to survive on the surface ending)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 10:30:42 pm
Cultists doesn't have a bricklaying bomb. Or any bomb at all actually. Or an rctc. I can donate an rctc to them, if they re-ally us.

And yeah we have no oil, but plan was to use our group action and just hope that we find oil. A long shot of course, but it was the only possible way I saw.

After thinking through several options of actions, I don't think there is a way of building the pump and use it or using the elevator twice, even with perfect teamwork and perfect item rng. (and perfect prediction of how to get a circuit board in the elevator and how to use the pump, since we'd have to use it the same turn we build it to make it in time) So it seems like putting out the fire is indeed the only way.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 22, 2017, 10:46:49 pm
oh this means its flat out impossible to reach the fire on time using an rctc from cultists (and medics still havent disclosed how to make a modified toy car, so I just have to assume that even if they cooperate suddenly (and we ally and send them what they need) they wont be able to launch it until action 3). teleporters and catapults are our only chance then (and who knows how they are going to work?)

Also really? you had the nerve to take the rctc from them?!

@CO do teleporter or catapults have to be assigned to a room or are they just another result of crafting?
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 22, 2017, 10:52:04 pm
@CO do teleporter or catapults have to be assigned to a room or are they just another result of crafting?

Those two traits aren't mutually exclusive.

They're results of crafting because they're a non-standard item (that you have to craft to get), and their operational mechanics will be revealed when you craft one. If you need to use one in the same round that you craft it, you'll have to guess.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 22, 2017, 10:53:11 pm
I have not taken an rctc from them, in fact looking back at their inventory I see that they have never even owned an rctc during the whole game.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 22, 2017, 11:51:38 pm
We have:

Headless Hammer Handle: 4
Battering Ram: 1
Pieces of Broken Ram: 1
Narcotics: 2
Lighter: 3
Duct Tape : 1

3 of these would have gone to Invaders, but they refused. Duct Tape was gained last round, so crafting wasn't an option.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 12:01:05 am
well you should have wiped the brewers clean, before wiping them off.

thats actually a decent amount of items (given the circumstances), we have less than double that (though we have been screwed over with rooms).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 12:10:07 am
I didn't trust anything I took to stay put in the Cultists. Last thing I wanted was tools that could do further internal damage here.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 12:22:23 am
those were the tools necessary for survival though. Without them life in the pipework ends; besides you cut off both routes that items could be stolen, so there was really no logical reason not to take them. If you are going to use a nuclear deterrent to achieve sth, make sure you can stop it from killing yourself. Maybe it wasnt possible for cultists to win anymore, but now it certainly isnt, the fire kills you faster than lords, besides they are done with you now. It makes you look a sore loser "If I cant win noone can", but it seems more like all of you guys are too stupid to see the consequences of your actions and with only one sane party in a game designed in such a way that deadly threats need to be fought by different parties victory or even just survival is impossible.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 23, 2017, 12:57:37 am
oh this means its flat out impossible to reach the fire on time using an rctc from cultists (and medics still havent disclosed how to make a modified toy car, so I just have to assume that even if they cooperate suddenly (and we ally and send them what they need) they wont be able to launch it until action 3). teleporters and catapults are our only chance then (and who knows how they are going to work?)

Also really? you had the nerve to take the rctc from them?!

@CO do teleporter or catapults have to be assigned to a room or are they just another result of crafting?
We never had the recipe to the RCTC...
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 02:56:56 am
I've had time to think, and have decided that I should take the entire blame for the state of the game. I made the choices to attack the Invaders, and the first fire and threat to the generator wouldn't have occurred if I'd let them be. Everything would still be running relatively smoothly, and fighting would be minimal.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 01:05:29 pm
The moves are Fippe's to take, on the chance a miracle lifeline is offered by an event.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 03:49:52 pm
I forgot to mention before: It'll take a Lighter and a Gear to craft the Humidifier. infections are still pretty high. Medics should consider all three of the following: building a catapult, build a bricklaying- bomb (Ryli since you wish to take responsibility/the blame, can you confirm the recipe for bricklaying bomb?) build and place a humidifier near a vent (you'll need 2 actions, if you dont have a gear, whacking a lamp into the shape of a gear with a hammer will take another action). I hope you have crafted extrasticky tape already, else you wont be able to do more than one of that :-X (prioritize bricklaying bomb then).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 05:16:54 pm
No hammer, we can headless hammer handle or battering ram the lamp. They seem equally uneffective.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 05:19:18 pm
Also no extra sticky tape, we've never had 2 Sticky tapes at a time since learning the recipe
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 05:23:29 pm
it was directed at medics, cultists are painted into a corner now that they eliminated rather than used the brewers (what the hell were you thinking, you could have made that faction do anything you want) and got ripped off by lords. Best thing you can do now is to give the resources you have left to a faction that can actually use them.
Also recipe confirmation?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 05:34:04 pm
Having trouble finding it quickly, at work so can only look for a moment at a time.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 23, 2017, 05:37:07 pm
Will be faster if Fippe checks the Cultists and JCJ checks the Brewers.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 23, 2017, 05:41:59 pm
Kaempfer, remind me of the recipe for a catapult?
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 23, 2017, 05:44:14 pm
With a little over 6 hours remaining until the end of the round, here's a gentle reminder: if you can't solve the fire near the old generator this round, you'll only have 2 actions next round in which to do it.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 06:22:14 pm
Kaempfer, remind me of the recipe for a catapult?
2 sticks (headless hammer handles presumably)
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 06:50:07 pm
oh shit I just realized that we dont have enough bombs to craft both a teleporter and a bricklaying bomb

Its imperative that both are built next round (unless medics catapult does the trick in time) so it would be important that lords or medics(after allying) send us a bomb(or a finished brick-laying bomb) before we fail to craft the second item. (so we need it by action 6 and wont explore any new rooms, we absolutely have to get it)

We have a shot at opening a wrapped gift, medics might have had one too. For all I know if I ask for a bomb or teleporter I might get a bunny in a hat, whatever was in there for real, or its only randomized if i ask for result of crafting. does it cost an action to open?
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 23, 2017, 07:07:26 pm
It does cost an action to open. Also, we only have 1 bomb, so what is your idea with that?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 07:14:36 pm
In that case lords have the last bomb.
Now what can we get from wrapped gift, did you get what you asked for and did you ask for an advanced crafting result?
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 23, 2017, 07:17:25 pm
We asked for a generator and got a gear accompanied by the message, "You lazy doctors! Make it yourself!"
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 07:23:31 pm
ok so it gives a basic component of the recipe when asking for crafting results. Should be possible to reliably obtain a bomb then.
Thanks for the info!
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 07:49:14 pm
CO gave us a hint that there may be a craftable item involving (a) stick(s) that would allow us to recruit the troglodytes. It should be able to 'fix' them somehow.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 08:37:17 pm
basically if anyone has a recipe involving a stick that does not make a catapult and only uses basic resources, thats the one.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 08:48:00 pm
I know that stick + item becomes item on a stick. I tried it with a lighter earlier got lighter on a stick which is a lighter that can also be used 1 tile outside your area. I'm not really sure what that can make to help against troglodyte, but of course there could be other recipes with sticks too that makes other things.

Do you know what teleported do?  What exactly are you gonna use It for?

Also: am on phone now, so a bit hard to check things, but will get to a computer in an hour or two.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 08:53:05 pm
the teleporter seems our best shot to get the bricklaying bomb where we need it. I assume it either allows us to travel to any tile or use an item anywhere (limited uses presumably).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 08:57:05 pm
lighter on a stick is a torch basically which will certainly impress cavemen, not sure if it 'fixes' them though. Unless medics have something I guess we are forced to try that, really cant afford to get in a fight now.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 23, 2017, 09:43:09 pm
lighter on a stick is a torch basically which will certainly impress cavemen
(https://i.imgur.com/w6QKaCx.jpg)
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 09:45:20 pm
alright looks like the answer is medicine on a stick and using it on their territory. Thanks!
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 09:49:46 pm
Ok, so do we have  plan to actually fix the fire problem? At least the first one? Anything you need?

I can get the elevator down this round, but maybe it's better to use the energy for other thins is we are actually gonna survive. I also need to protect the generator from the invaders.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 09:53:19 pm
well, plan is that both medics and us will have a bricklaying bomb, and hopefully either their catapult or our teleporter can somehow place and detonate the brick laying bomb where we need to (in 2actions at that) We can also take random guesses how to set them up this round, but we dont know how they work.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 10:00:43 pm
Ok, I'll just work on fighting the invaders then I guess.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 10:02:20 pm
We need 1 more headless hammer handle to craft a catapult of our own (with medics already doing that its probably not necessary), we have an action free otherwise.
Also, medics should probably attempt to place the catapult in N14, in case it has to be placed and is based on line of sight (and can see diagonally) and the projectile has a travel time. Maybe, just maybe, if you have an action 7 and it does not actually have to be placed, CO will look past it and allow the 7th action rather than dismissing it as failed action.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 10:05:37 pm
Please dont use the bomb for it, we may need a second teleporter; in fact i would highly appreciate it if you could send it to us (then again being allied to cultists and now knowing the gear recipe may make you the best candidate to build the second teleporter, you should probably start getting on that).
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 23, 2017, 10:06:52 pm
Could you quickly send a list of what you want us to do for this round?
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 10:10:50 pm
Cultists have a bunch of headless hammer handles, they could send one if needed.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 10:12:34 pm
Also, it should be fine to fight the invaders by simply expanding into them, right? or are they special in some way? anyone knows?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 10:19:10 pm
Medics:

1: Build bricklaying bomb: explosive bomb+ bricks
2: Build catapult: 2 headless hammer handles
3: Place catapult in N14
(not as immediately required)
4: Build humidifier: gear+lighter
5: place it near vent (k13, guess that also establishes that we conceded to you)
6: if lords turn on ventilation may as well use medicine on humidifier (or we could actually turn on ventilation)
last part can probably wait until the middle of the round after, though I would appreciate it if you had everything ready in case sth comes up next round that requires a number of actions




lords influence of 22 (when not invading us which shouldnt happen) should be way high enough so long as invaders dont feel like burning or blowing stuff up yet again. That reminds me that we could write them an email.
Title: Re: Pipeworks II - by CleanOnion
Post by: Coffeeditto on June 23, 2017, 10:25:10 pm
We need you to donate us a headless hammer handle before action 2, then.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 10:26:58 pm
Okay cultists will have to donate headless hammer handle to medics then ( holy crap it must be confusing to read all this as I requested one of them for ourselves before) as we are not allied.

Catapult doesnt actually have to be build action 2 it just has to be completely ready next round. It was a priority list of importance.

Quick reminder to fippe that he may have to submit actions for both lords and cultists; I would also like you to try whether Pobr+headless hammer handle results in mortar hammer, as you need it to turn lighters/lamps to gears (use lords for that, cultists struggle for tape).
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 10:52:51 pm
Cultists gives a headless hammer handle to medics in action 1 now.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 23, 2017, 11:05:27 pm
Spending most of lords actions to fight the invaders.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 23, 2017, 11:40:30 pm
@fippe94 just to make sure that thats not the reason we loose, did i get the bricklaying bomb recipe right?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 24, 2017, 12:58:01 am
Walking into Invader territory is no good, they'll just bomb you like they did us twice.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 24, 2017, 01:47:55 am

(http://i.imgur.com/C38zSJ0.png)
Round 16


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/CbkOOAP.png)

The Scientists are doing their best to analyse the fire, but without the lights on, accurate reports are hard to come by.

Based on the decrease in both smoke and visible fires, they have come to the following conclusion: the fire is shrinking, growing weaker. They estimate it will go out in 8 actions.

Through running tests via the wiring, they have determined that the electrical infrastructure has already attained minor damage and the lights in that section of the Pipeworks may not work. However, they predict that total infrastructural collapse will occur in 4 actions if the fire is not stopped. The investigators were keen to enforce that, to avoid permanent damage, it should be stopped in 2 actions.

The other fire, near the old Brewers' headquarters, is impossible to analyse. The Scientists maintain their pessimistic estimate that they originally predicted: 10 actions.



The Scientists took the Troglodytes under their wing, and an old virus found new victims.

Experiments were performed and new inventions were created.

A poor soul was stranded, alone in the pipes, waiting to die.

A relic of an ancient past was uncovered, but the only thing that mattered were the spoils it offered.

Round 16 ends: Round 16 has ended.
To get the fire sorted out you have 4 actions remaining.
To get the other fire sorted out (or win) you have 10 actions remaining.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 24, 2017, 02:13:26 am
Teleporter | Item: Pick a tile in your territory and teleport that piece of territory to any tile that is not occupied by a Generator, a Vent, a Terminal, or any territory. Breaks after use - repair costs 1 Narcotics.

we need gas masks, teleport somewhere next to the fire where pollution becomes survivable with masks (thats actually a bit tricky, since we cant take the generator) and then detonate the bomb there. depending on whether lords or medics have the mask it will take until action 3 or 4 that this can be accomplished (its the medics isnt it? those 4 actions are not a mistake)
Good news, all that we need to put the other fire out is the medic's bomb, not giving back the gas masks right away, narcotics and the lights to be on so we know where to put out the fire.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 24, 2017, 02:38:13 pm
Might actually be the cultists with the gas mask. whoever has it will have to tell us, if its not lords, both of us will have to ally action1 (for both), action2 you have to send the gas mask, so that our teleport doesnt fail action3 and action 4 we finally can blow the bomb assuming perfect coordination (and assuming we dont land in a fire or level 4 pollution).
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 24, 2017, 02:42:33 pm
We (lords) found the gas mask this round with our group action. I can send it action 1. We also found some more oil. Bad thing is that since we evicted a member to be able to use the group action we have 3 less actions this round.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 24, 2017, 03:19:01 pm
Since we have so few actions remaining I think I'll put the lights on to see the other fire
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 24, 2017, 03:21:38 pm
Um sure wont hurt us, but doesnt that mean that you have only 1 action left to use for yourselves which you are going to need to use groupaction and deal with invaders? was expecting the opposite conclusion. Ah, got it, someone certainly has to put on lights. Since we need to ally medics to get the other bomb and narcotics, anyone but cultists can do it though (just make sure exactly one does it).
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 24, 2017, 03:31:12 pm
Yeah I guess you're right, though we already used our group action.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 24, 2017, 04:18:29 pm
Action2: Use teleporter on K15 and teleport to (any of the following where we expect pollution below level4 and no fire: s17,s18, t18,19,u19 and if only the fire in s19 matters r20 also does the trick and there we know for a fact we can do it)
Has anyone seen a pattern in the fire's and pollution's spread?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 24, 2017, 05:28:55 pm
On K26 you found a Ravener Trap - the kind used to catch and kill the beasts that occupied the Pipeworks over a hundred years ago. This one has laid untouched since then.

At its peak, near the injector, is a toolbox perilously balanced on top of a metal pole. At one end of the toolbox (the left) is a Mortar Hammer and a Duct Tape, at the other end (the right) is a Gear and an Explosive Bomb.

We can take the items from one end of the toolbox as action 0. Items at the other end will be lost.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 24, 2017, 05:30:11 pm
So Mortar Hammer/Tape or Bomb/Gear. Let me know what you need and we can donate them Action 2 if we ally Action 1.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 24, 2017, 05:40:41 pm
tape is useless to us and so long as we dont need our hammer for a recipe we are fine in that regard too. Since we need to wait for gas masks on action1 we can ally during that time. Since we need the medics bricklaying bomb and narcotics, we also have to ally them before action 6 preferably (our actions 2 and 3 are set, everything else is negotiable). If everyone is allied to us, it would be nice if either cultists or medics could turn on the lights after allying.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 24, 2017, 09:35:11 pm
Action 0: Take Gear, Explosive Bomb
Action 1: Ally Scientists
Action 2: Donate Narcotics, (Narcotics or Gear), Explosive Bomb
Action 3: Turn on Lights

2 and 3 can be switched if that's preferable.
Title: Re: Pipeworks II - by CleanOnion
Post by: Kuroaitou on June 25, 2017, 04:35:35 am
 :(
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 25, 2017, 02:59:26 pm
I think we like the second narcotics a bit better than gear. Order doesnt matter (except allying has to happen first), just need narcotics before action 6, as I intend to have everything ready already next round.
@medics: without your bricklaying bomb in our possession we wont be able to save everyone next round. We ally you by action 4, so please ally us within the first 4 actions and then send the bomb (via donation this time please, not detonation) in either of the last 2 actions.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 25, 2017, 03:04:50 pm
We need to fix the first fire in the first 4 actions (or first 2 for no permanent damage I guess?), I hope you have that in mind
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 25, 2017, 03:29:55 pm
yh, CO just pointed out to me that areas with no influence vanish and since we cant take terminal or generator we have to take q18 or r17, expand r18, then detonate the bomb there; medics we ally you by action 5 then, it cannot be done sooner, so donate on action 6.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 25, 2017, 11:15:43 pm
Um confirmation from the medics please? ally us on any of the first 5 actions and send us the bricklaying bomb in the last (as we cannot ally you sooner and enable the cultists to activate the lighting which will be necessary to put out the other fire and put out the fire, we are not trying to force a pattern onto you, it's just the best way to do it). If you dont do it now you will have to do it next round so that we can save your butt, so might as well do it now so that we dont get stressed out if sth bad were to happen next round. I already ally you on action 5, so the rest is up to you.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 26, 2017, 01:25:10 am

(http://i.imgur.com/C38zSJ0.png)
Round 17


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/13A1Zgb.png)

An explosion of bricks somehow built walls, cutting off the flow of air and snuffing out the fire. But the faction couldn't rest for long - despite alliances being formed, the newer, larger blaze still had to be put out.

With the lights on, the Scientists analysed the result of the Brewers' self-destruction with vigour. It wasn't nearly as bad as they'd predicted - as it occurred in the headquarters of the Brewers, which were more fortified than ordinary territory, the fire hadn't eaten through the concrete as much as the other one had... in fact, not at all.

It would eventually, of course, but not for a while yet. Enough time to prepare, certainly.

Round 17 ends: Round 17 has ended.
To get the big fire sorted out (or win) you have 12 actions remaining.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 26, 2017, 01:41:23 am
Well, we only have that one bomb and i dont know any other way to fight fire (other than wait till it dies). looks to me like we have no choice but to wait until some of it died down and do our best to find bricks. We could also attempt to snuff out half the fire right away in the hopes to quickly gain another shot at it next round (which only works if we find more bricks).

Either way looks like the lighting will have to remain on. That is of course unless we manage to escape in 12 actions, but i dont think we will survive if we go to the surface with no preparation.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 26, 2017, 02:04:50 am

On N5 you found a Remote-Controlled Toy Car... upside down in the ventilation shaft. Its wheels  were slighty sticky, but not sticky enough to be used for anything.

Found a car, but sticky wheels could mean it'll have problems driving.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 26, 2017, 07:31:55 pm
If we are going to need it to get through level 4 pollution and blow a bricklaying bomb it'll probably have to drive but 1 tile. I am slowly starting to get a headache+ you all guys know how all relevant parts of the known combo work, so feel free to have more than 1 brain working on solving the issue at hand. Also it does look like we are going to have to teleport twice, so we actually do need yet another narcotics (and another bricklaying bomb somehow).
I've seen that medics did not just do the basics of what had to be done, but also send us medicine. The gesture is appreciated :). Then again, if you build the humidifier, you are presumably going to be the faction that uses medicine the most from now on (and befittingly so) and depending how using medicine on humidifier is interpreted it might even get affected by your passive, at least the first time you use it. Except for duct tape, medicine was probably the lowest on my priority list of items to get, but its still nice. Also, sorry if I wasn't supposed to say this in public, but I didn't think its saying too much and clarifies how we stand.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 26, 2017, 07:50:26 pm
I wonder whether bricks could be crafted by combining 2 pobr (1 obv gives a ram, duct tape doesnt seem the best way to make a solid wall, but it might be worth a try)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 26, 2017, 08:21:08 pm
Lords is probably gonna be very busy with stopping the INvaders from getting the generator, they almost have it by now, and not entirely sure what the best actions here are. If they get it we lose control over the energy again. I think we have enough stuff to build a third one, but that uses up more oil, which is a precious resource already, and the Invaders is just gonna aim for that one too.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 26, 2017, 08:29:38 pm
remember the influence rules: there are ways where most (unfortunately not all) moves of the invaders go nowhere, because your expand overrides theirs and tiles no longer connected to a room in their territory vanish. if you take control of E 23, then c17 there is a 50% chance the invaders territory is compromised (theoretically, they probably go for the generator first, as their moves are not completely random).
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 26, 2017, 08:32:43 pm
Pretty sure they're gonna go for the generator first action, which means my first action have to be to take F23 to stop them from doing that.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 26, 2017, 08:49:02 pm
so:
1: F22 south
2: E22 south pretty much ensures your generators immediate safety
(if they went for E22 or G23 first they are still dangerous)
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 26, 2017, 08:55:05 pm
Probably yes. Unless they in action 2 retake F23 (if they can do that)
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 26, 2017, 09:02:03 pm
they can but it has no influence and fizzles unless they went to G23
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 26, 2017, 09:22:38 pm
Can't they just have it if they're going to fuel it? I don't fancy a repeat of my attempt to fight them for it.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 27, 2017, 12:53:46 am
I finally figured it was time to start paying attention again and maybe help out. :P

I asked onion a few questions about ways to fight the fire from the west side of it (he wasn't as informative as I wanted), but I might have an idea to attempt. We will need narcotics or an energy drink if someone can spare so that we can get to V15 and still have enough actions for fighting the fire. We have the surgical mask and gas mask so are not worried about the pollution yet if this works.

Is anyone able to donate an Energy drink, or Narcotics? Either would work as we plan to go straight down corridor V.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 27, 2017, 01:26:49 am
we obviously need every narcotics we can get , but we can probably spare an energy drink. Got a new idea for when you get there? or do you still need rctc+bricklaying bomb do deal with the fire from a pollution level 4 tile(masks dont stack, level 3 is the best you can survive and v15 is too far away for detonation)? Its still preferable to using teleporter (total effective loss of 5 actions) and needing rctc anyway. If we could somehow organize a second bricklaying bomb detonations in z16 +either x13 or w14 do the trick if the fire doesnt move; we have 2 (3 even apparently) rctcs, so that part can be done, its the bricks we are short on.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 27, 2017, 01:45:43 am
Is there any reason to keep the method how you intend to fight the fire a secret?
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 27, 2017, 01:53:02 am
Is there any reason to keep the method how you intend to fight the fire a secret?

Currently our plan is to use the expanding foam with a self created Chemical bomb to suppress the fire with the hopes of eliminating the oxygen will eliminate the flames.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 27, 2017, 01:59:38 am
may we know the description of chem bomb? Usually when CO doesnt say much that seems immediately helpfull about it (unless its a 'sure, do that', that can mean you nailed it- or not) you are still doing sth wrong, but maybe if we apply it differently it might work.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 27, 2017, 02:07:14 am
What he said was more of a "I can't give away free recipes, but go ahead and try it", when I asked about chemical bombs. From the medics board we have concluded that it is some combo of medicine narcotics energy drink and possibly oil canister.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 27, 2017, 02:14:40 am
hm, do you have some cryptic recipe or do you just assume that chem bombs must be a thing? Most bombs have the bad habit of causing fires unfortunately, so I wouldnt fire it off before reading the description you get after crafting. also wouldnt the napalm bomb of (originally invaders) cultists qualify as chem bomb? and if its possible to craft thermocnuclearbomb; I've come to the conclusion that they are an absolutely terrible idea to use to fight fires. There isnt really many slots for chem bombs left and the known ones dont seem to help here.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 27, 2017, 02:19:49 am
Also random guesses at brick recipes: 2pobr, pobr +energydrink, using something to heat pobr (generator?). The only recipe for basic resources i know are pobr+tape and use hammer to turn metal things into gear, so its possible that most basic resources can only be found not crafted unfortunately.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 27, 2017, 02:30:13 am
Fair point, maybe we overlooked something then in our discussion. We still would like to attempt crafting it for now and hope it will work, but are willing to hold off using it until we can better know if it will work the way intended for our use.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 27, 2017, 08:52:22 pm
Cultists will expand to look for more stuff if we're not needed elsewhere.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 27, 2017, 09:10:36 pm
I found that we are kinda busy, can someone else provide an energydrink to medics or will requesting it leave you with enough actions (since its just that 1 item, donation isnt actually better)?
I dont immediately have sth to do for cultists other than look for items, given that your crafting is limited.

We will put out the southeast half of the fire, surely that should extend the time remaining and avoid the situation where that edge is too polluted to reach at all, using the teleporter, an rctc and a bricklaying bomb. If its somehow possible to organize bricks, medics can probably make sure they can reach the other half next round and put it out.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 28, 2017, 12:15:51 am
I believe a spy just sniped us, since our actions were changed seconds before the deadline. Sorry we won't be able to do our part this round with the fire, it will have to be next round.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 28, 2017, 12:34:27 am
thats surprising as i assumed the unknown leftoverspies were either medics or scientists or Fippe (who is in cultists already) and a mia cultist possibly. Whats even to gain from that right now, everyone should have an interest in the fire being put out. Are you sure its not just coffee thinking that either you didnt have the right resources to do it or the method you are using might backfire. I guess I should just wait ~1.5hours to see what happened, but are you still advancing to at least V12?
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on June 28, 2017, 12:38:24 am
unless someone from brewers is aiming for total failure now?
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 28, 2017, 12:41:18 am
unfortunately not the way we hoped for, we have built a tunnel bore and are digging down towards the center of the earth and making a shaft parallel to the current V corridor so that we are under the smoke filled corridor.

Also no it was not coffee, it is the third medic which we still do not know the identity of. and for this reason I think that he is a spy. (unless coffee is a spy, and this other is just making trouble for us.)
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 28, 2017, 12:42:17 am
I think if your home faction is destroyed you are removed from the game, Fippe did report members going missing after the brewers ceased to be.

Ugh that unnecessarily increases collapse chance.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 28, 2017, 12:44:24 am
so if, our third isn't a brewer, who could it be? a scientist, cultist, or lord?

anyone willing to admit why what was done to the medics?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 28, 2017, 12:54:55 am
We don't have a spy in the Medics, Fippe was the last member we needed to account for.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 28, 2017, 01:51:43 am

(http://i.imgur.com/C38zSJ0.png)
Round 18


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/8wckNey.png)

Another bricky explosion starved a swathe of the great fire from its precious oxygen, but it wasn't enough - a part of it still rages onwards.

A series of clicks and clacks from terminal keyboards diverted all power to Ventilation, shutting down Lighting in the process, leaving the Pipeworkers stranded in darkness.

But for some, the darkness was much more bleak than others. For some, the darkness came swift and ravenous, as an internal dispute within the Lords created a state of anarchy. When the workers found out that they were being puppeteered entirely by a Spy from another faction, they rioted - to their own destruction.

The Spy, of course, was keen to salvage what they could.

The Ventilation, now active once again, began to eagerly suck away at the pollution, disposing of it safely and compressing it toward the Vents. But a contaminant was introduced - a sickly-sweet substance tinged with psychoactive ingredients.

A highly-illegal drug somehow made it was into the ventilation system and dispersed itself throughout the Pipeworks. The dosage was low, but the effect was immediate. A high, in the midst of which we are now, which will shortly be followed by a crash.

All members of the Pipeworks are currently under the effect of a Suspicious Drug, with ramifactions as follows:
As the lights were off, an analysis of the fire was not possible.

Also, the Invaders have the Generator again.

Round 18 ends: Round 18 has ended.
To get the big fire sorted out (or win) you have 6 actions remaining.
6 actions = 1 round. You have 1 round remaining.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 28, 2017, 02:17:59 am
Do Narcotics, it probably gives you 30 actions that CO doesn't want you to know about.

On N24 you found a Pallet of Bricks.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 28, 2017, 02:31:52 am
looks like the medics have a very good chance of having a bomb and an rctc and can get the bricks from cultists. They should be able to put out the fire by doing the following:
Action 1, action 1.5, action 2: Expand to V10, V11, V12 (you do not appear to have gas masks after all so thats how far you can guarantee to get an )
Action 2.5: dispatch rctc  in V12 en route to W14
Action in between: craft bricklaying bomb
Action 5: detonate bricklaying bomb in W14 ( I asked CO, that's where the rctc is going to be)

Looks like the spy in lords wanted to see the faction gone or felt threatened by fippe. that makes invaders a problem in the future and we control no generator right now. I was counting on lords doing their part, finding a solution to win will be more difficult now.
Are you all alone now Ryli?
Not sure I mind the lights being put off, its nothing we agreed on though. looks like W14 will remain fair game though so the fire can be put out and thats pretty much all the lights were for.

Edit: actually you can use action 0.5 to get closer to the fire sooner, but it doesnt actually make a difference as the rctc cannot arrive sooner than action 5 and thats good enough. Just dont use action1 to disable the drug as you cannot do everything on time anymore if you use an action on that. Also whyd you lie about the gas mask? it makes me anxious.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 28, 2017, 03:11:37 am
Sorry medics I have to make yet another request:
infections are rather high and ventilation runs out after next round. Could you feed medicine to the humidifier while its still most effective?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 28, 2017, 03:29:44 am
There's one other guy, but he's barely active, and he won't interfere with anything on the occasion he is here.
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on June 28, 2017, 04:58:09 am
Well I died only because I couldn't be online at deadline. Death by time zone.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 28, 2017, 05:58:11 am
Sorry medics I have to make yet another request:
infections are rather high and ventilation runs out after next round. Could you feed medicine to the humidifier while its still most effective?

Most effective I'm assuming is Action 1(or 0.5)? we will do our best to try and work our actions towards this, but can't guarantee it yet as we don't know what other actions we need to take and unsure if we will have the spare actions after those required to get the fire pout out.

looks like the medics have a very good chance of having a bomb and an rctc and can get the bricks from cultists. They should be able to put out the fire by doing the following:
Action 1, action 1.5, action 2: Expand to V10, V11, V12 (you do not appear to have gas masks after all so thats how far you can guarantee to get an )
Action 2.5: dispatch rctc  in V12 en route to W14
Action in between: craft bricklaying bomb
Action 5: detonate bricklaying bomb in W14 ( I asked CO, that's where the rctc is going to be)

Looks like the spy in lords wanted to see the faction gone or felt threatened by fippe. that makes invaders a problem in the future and we control no generator right now. I was counting on lords doing their part, finding a solution to win will be more difficult now.
Are you all alone now Ryli?
Not sure I mind the lights being put off, its nothing we agreed on though. looks like W14 will remain fair game though so the fire can be put out and thats pretty much all the lights were for.

Edit: actually you can use action 0.5 to get closer to the fire sooner, but it doesnt actually make a difference as the rctc cannot arrive sooner than action 5 and thats good enough. Just dont use action1 to disable the drug as you cannot do everything on time anymore if you use an action on that. Also whyd you lie about the gas mask? it makes me anxious.


Surprisingly no we did not get a bomb, but we did get an RCTC to use. is there a recipe for the bomb? or would there be a way to gain one?
Also, if needed I think we have all the items needed to craft another Generator should it be needed. That is assuming I have found the proper recipe(oil can+2 gears). Not sure if that would help us should we be able to live past the fire.

My apologies for the gas mask mistake, I was sure we had a gas mask  but now when I double checked I realized I was looking at a previous rounds item list (https://imgur.com/a/rEP22).  I will try to be more attentive in the future when opening the item list spoiler images, sorry.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 28, 2017, 06:38:13 am
We have to send you a bomb then, you will have it by action 3. Cultists please send medics your bricks.

Most effective= while ventilation is still on, dunno whether the action its been used on matters. Make sure you put out the fire and minimizing the amount of times medicine has to be used in the future will probably be worth in the long run when it comes to actions you have to spend. I wouldnt know of anything of immediate importance to your faction, but well, I wouldn't know and of course I understand that you want to use some of your actions for yourself. The expands used to get close enough with rctc aren't wasted though.
Once those 2 things are done I dont think I will request more specific actions from you in particular in a while (depends on events of course), the food shortage can probably be taken care of by someone else.
We have the proper generator recipe and you should have too. You may want to doublecheck.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 29, 2017, 06:36:09 pm
I won't be able to update Pipeworks for the conclusion of Round 19 on Saturday. To compensate for this I'll need to offset the game by a day, so that I can update on either Friday or Sunday instead.

I've added a poll to the thread. Please vote on what you think would be best!

Update times for any rounds after 19 (including round 19, if it is extended) are likely to be reduced by 2 hours (22:00 GMT). Apologies for the inconsistency.

The poll will end at the conclusion of round 18 (the current round); if the vote is to extend round 18, the poll will still end at that time.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 29, 2017, 06:46:04 pm
I can't vote for 2 options, but I am fine with either of the first two options (expanding R18 or R19 by 1 day).

Also fine with option 4 or 5 I guess, all I ask that you don't shorten the round by a day as 24hrs in a round seems not enough time.

Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 29, 2017, 07:44:29 pm
if next round is 'everyone has 3 actions and nothing groundbreaking happened' I am fine with a day shorter round, but for anything that requires communication at least 2 days are needed.
Are we clear that medics put the fire out (would be awkward to die now)? We provide the bomb before action 3, hopefully cultists will deliver bricks until then too.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 29, 2017, 08:16:14 pm
Are we clear that medics put the fire out (would be awkward to die now)? We provide the bomb before action 3, hopefully cultists will deliver bricks until then too.

Currently we are making the brick bomb on action 4, hopefully the cultists are able to donate the bricks to us by then.

Yes We have copied those actions you stated earlier as our actions towards slowing/stopping the fire for this round.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 29, 2017, 11:22:00 pm
Confirming that bricks will be sent action 1. Cultists may have no actions next turn if we've made a wrong move.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 29, 2017, 11:22:29 pm
Sent action 0.5, rather
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 29, 2017, 11:28:54 pm
I presume using energydrink/narcotics just results in a sudden heart attack and the action and item lost. I dont know though, so your call.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 29, 2017, 11:31:34 pm
thank you for the confirmation Ryli.


Brick laying bomb is made in Action4, and sent on RCTC to explode Action 5 as requested to slow down the fire spread.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on June 30, 2017, 01:26:12 am

(http://i.imgur.com/C38zSJ0.png)
Round 19


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/jFPjHFo.png)

Another flurry of bricks snuffs another fire, but is it all gone or did the fire spread?

The initials timer set by the analytic Scientists has expired, and there is no notable damage. But if the fire still thrives, the entire system could go dead at any time. You'll have no way of knowing.

The Invaders keep their efforts focused on steadily dragging the Generator back to their base camp to fuel their creation. The Medics played the firefighter game, doing what they could. The Scientists took back the old generator - the hill was slightly lower this time, but they were still the kings of it. And the Cultists blundered about, running into walls.

Also, someone was evicted.

As a reminder, all members of the Pipeworks are currently under the effect of a Suspicious Drug, with ramifications as follows:
As the lights were off, an analysis of the fire was not possible.

Also, the Invaders have the Generator again.

The results of the poll showed a majority vote (2 votes) for shortening round 19. Therefore:

Round 19 ends: Round 19 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 30, 2017, 04:03:03 am
Found a dead Narcotics addict. If you have a needle, you can inject them and use the actions for things other than expand, with some consequences.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 30, 2017, 05:18:01 am
Might also be possible for us to use Syringes for other things. Medics maybe get double effects (6 actions) out of Injected Narcotics, due to their passive that allows double by medicine injections.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on June 30, 2017, 06:35:03 am
Food supply is critically low again, can the scientists or cultists able to start up the hydroponics? we(medics) are willing to watch the infection rates and keep supplying medicine into the vents as our passive ability helps the medicine dosage usage.

I realize this round it might not be fixed due to the low actions, but hopefully next round someone can take care of it.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 30, 2017, 01:09:52 pm
I'll do the hydroponics this turn.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 30, 2017, 01:20:03 pm
hm the generator has been very hot for a long time and even though ventilation was on ever since the fire was out the pollution hasnt even subsided, i think the same can be expected to be the case with the heat. I kinda want to wait one more round.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on June 30, 2017, 02:48:58 pm
What if the Invaders cut off the generator soon? Is it safer to wait til food is at a critical level if that's a possible threat?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on June 30, 2017, 03:06:46 pm
It looks like they need 1 generator in a specific location to do god knows what. They'll probably be content with the Lords generator for a while. Even if they werent, they need at least 4 expands to reach us and last time i checked they werent immune to pollution, so a) they are going to use an action a round on their experiment with the lords generator, b) the old generator is no longer important to them, c) they probably dont have enough actions to take it from us until r20 action1 when we absolutely have to use it, d) they probably cant even advance into polluted territory. You could argue whether that 1 round without ventilation is going to make a difference (since increase of oxygen also increases chance of fire a little again), but safe for completely unforeseen scenarios there is no real drawback to waiting (other than making people a tad nervous, since it really has to happen the round after). I'm more concerned about the generator possibly catching fire and what the invaders are going to use their generator for.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 01, 2017, 12:34:12 am
Deadline for Round 19 has been extended by 46 hours, up to 22:00 GMT Sunday (23:00 BST). Many apologies for the confusion and inconvenience.

Use this extra time to micromanage your 3 actions and take a well-deserved semi-break from the game.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 01, 2017, 12:56:19 am
Alright we have an unusually long time to think about basically nothing. This round everyone can do pretty much whatever their feeble 3 actions allow them too, we will use the generator in round 20 (the round after this one) action1, I hear cultists wanted to activate hydroponics?
Other than that, I have no idea what the invaders 'creation' is gonna be and (unrelated) we've been thinking about using ext. comm so we can see if we can get rescued. The 36 char limit per action is pretty strict, I think we have to at least mention that we need/want help (live in the pipeworks) and have access to an elevator.

Last time this was good enough:
PL3 >   we are dying, please help      
PL3 >   the elevator is now on      
EXT >   Saw you open+close comms a while ago      
EXT >   Been watching since. ALL IMPORTANT      
EXT >   PEOPLE INSIDE ELEVATOR NOW, OR U DIE      

breaking the fourth wall: This is a prequel, so society on the surface will probably not have recovered as well yet. I'm not sure they are going to use resources on a rescue mission that'll leave them with more mouths to feed, even if they receive our messages clearly. Maybe we should offer them sth if they respond.

Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 02, 2017, 10:50:11 pm
Apologies again for the deadline confusion.


(http://i.imgur.com/C38zSJ0.png)
Round 20


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/pD6swEK.png)

The effects of the Suspicious drug hit the factions hard. Drowsy and weak, they could barely muster the energy to do anything. What little progress they could have made was squandered on needless expansions, as they tottered about, blissfully unaware of the dangers approaching them.

The consistent scrrrccchhhing, the melody that had permeated the pipes up til now, grew quieter and quieter until it was inaudible.

Now, with brains fully operational and ready to go, the Pipeworkers should finally be able to achieve their goals.

Also, the Ventilation ran out of power and shut down. Also, you have 1 MCal of food remaining.

Round 20 ends: Round 20 has ended. (21:00 GMT, 22:00 BST)

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 03, 2017, 01:53:01 pm
We'll do Hydroponics action 1 this turn.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 04, 2017, 11:20:04 pm

(http://i.imgur.com/C38zSJ0.png)
Round 21


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/7OciLAX.png)

Power surged through the virtual electrical wires once more, this time diverting their energy to food production. Warning alarms ceased as the pipe mould began be grown once more on a scale that the whole population could enjoy.

21 days - exactly three weeks since the energy crisis officially began, and yet no solution had presented itself. The Pipeworkers were beginning to grow worried. The recession of the Invaders' invasion could only mean trouble on the horizon.

The Activists and their supporters, firm in their belief that their so-called leaders were wasting time, began to rally their forces.

If you want to survive, your men need orders. Command them.

Round 21 ends: Round 21 has ended. (00:00 GMT, 01:00 BST)

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 04, 2017, 11:38:37 pm
Medics. What do you know about the Invaders?
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 04, 2017, 11:46:17 pm
Medics plan whenever there is no immediate danger: Better invade scientists. We demand an apology and/or reparations of course and to cease your attack.
I suggest cultists shouldnt trust them either.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 05, 2017, 01:09:39 am
Medics have a spy in the Invaders. They may be working together against you.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 07, 2017, 01:20:19 am

(http://i.imgur.com/C38zSJ0.png)
Round 22


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/deRJMeY.png)

Invasions began anew today, as one faction finally made the surge they'd been edging on for days. Events seem to have come to a head, with everything on the precipice of all-out war.

As the External Communications consoles flared to life, a broadcast spoke out through the confusion, load and clear for all to hear: "Help pls. Can use elevator to escape"

The message echoed around the Pipeworks, bringing hope to all that saw it. The Elevator, disused for years. There may yet be a chance for salvation, the population thought. The Cultists, with their tales of a surface world, may have been right all along. With their spirits renewed, they returned to work with the vigour of fresh employees, not knowing that there could be no hope for them.

Propaganda bonus: All factions gain an additional Action 0.5 and an Action 6.5 for Round 22.

A response came swiftly, cutting through the entirely meaningless static noise. There is no need to escape, said the reassuring voice, labelled only "LEGN". No need.

Round 22 ends: Round 22 has ended. (00:00 GMT, 01:00 BST)

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).

EDIT: Corrected Energy Drink mistake
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 07, 2017, 01:26:43 am
hows that even possible? 3 narcotics?
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 07, 2017, 01:28:52 am
I tried, didn't think they'd hit so many rooms up there before we cut them off.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 09, 2017, 01:04:01 am

(http://i.imgur.com/C38zSJ0.png)
Round 23


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/oVTkjPh.png)

The last of the energy in the Generator's battery dwindled to nothing. External Communications shut down, followed shortly thereafter by Hydroponics.

With the Medics essentially offline, infections reached a lethal peak.

Anyone with a Terminal who happened to take a glance at the control system today would notice that all connections to the Elevator had been severed. It was gone from the system without a trace. It was still there, of course, just not under Pipeworks control anymore.

Nobody noticed the Invader's very thinly-veiled threat from above, and nobody went as far as to check if any weaker signals had been detected while communications were still online - maybe from a less hostile source.

Round 23 ends: Round 23 has ended. (00:00 GMT, 01:00 BST)

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on July 10, 2017, 10:45:58 pm
So its definitely in all our best for the medics to use some medicine in their humidifier near a vent to decrease the infection rates since your group ability makes it more efficient. I don't think either us or the Cultists have enough medicine to keep the infection rates down!
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 11, 2017, 01:06:31 am

(http://i.imgur.com/C38zSJ0.png)
Round 24


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/GYuReSa.png)

Old circuits, untouched for decades, flared back into life as the Elevator's arthritic joints began to creak and moan. Metal ground against metal as it slid slowly downwards, descending from the surface into the heart of the Pipeworks - yet far beyond any of the Pipeworkers' control.

The Legion, the mother of the Invaders and the force that apparently controlled the part of the surface world above the Pipeworks, stepped out of the elevator to survey their new kingdom.

A kingdom that they would rule very briefly.

After the events of the War, life on Earth had changed drastically. Those that stayed above faced hardships like no other. Those that flocked to the Pipeworks faced hardships, too - surviving on mould, living in the dark, no fresh air - but most importantly, they were isolated. With limited variation in the gene pool and the genetic influences that remained from the War, the two groups almost became different species. The Legion called them "Homo Underus".

The Legion was a territory of healthy, strong men and woman. The weak and the unfit were gone, long ago. Their doctrines were met with resistance at first, but as generations passed, those that were born into it acclimatised well.

The Pipeworkers are, of course, a genetic abomination, and need to be eradicated.

The Legion created a weapon capable of wiping out the Pipeworks in one shot. It just needs to be used in the right place.

Round 24 ends: Round 24 has ended.
If the Legion is able to destroy the Pipeworks, the game will end.


Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 11, 2017, 10:14:35 am
With problems continuing like that we will never progress with just 2 factions cooperating. If you keep adding obstacles every round to keep things interesting only likely conclusion is a slow but sure death for everyone (or a quick one due to us not reacting to the superweapon or infections), medics have proven unable to cooperate for longer than necessary for survival and are completely deserted now presumably. Maybe if you let a new Pipeworker takeover medics interesting things might happen (or maybe an extended period of relative peace with only 1 invader faction to worry about and no unnatural hazards beyond starvation and infections), but otherwise we just keep struggling with no actions left to find a new power source until we finally fail to find a solution or are completely depraved of items.

Cultist should close the gap in P25, so that they win vs underground invaders in influence battle with our help. Unfortunately we kinda wasted our medicine, for it to be effective ventilation must be turned on. We can probably activate the generator again, but will use some actions to try deal with healthy invaders that probably dont care about influence. You should also attempt to fight them where they touch your territory. They also appear to have 10 actions per round. (if they follow the typical scheme of faction with one passive, they just have almost double the actions and no influence boost, unless their speedy expansion is the groupaction)
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on July 11, 2017, 02:25:06 pm
Surely their weapon is deployed for N15, or possibly from a generator?
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 13, 2017, 12:55:35 am

(http://i.imgur.com/C38zSJ0.png)
Round 25


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/E8R6bAY.png)

A bomb stuffed full of Medicine detonated somewhere that had not yet tasted the substance's effect, resulting in an effective - albeit temporary, as always - reduce in the rate of infections.

Almost directly after the infections alert had dropped, a new one was raised - the food level had dropped below a level the Pipeworks system deemed acceptable.

Two parties made leaps and bounds towards their goal as destruction, on multiple fronts, inches ever closer.

Round 25 ends: Round 25 has ended.
If the Legion is able to destroy the Pipeworks, the game will end.


Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 15, 2017, 12:41:04 am

(http://i.imgur.com/C38zSJ0.png)
Round 26


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/VYP2sQI.png)

Two factions continued their slow encroach on the Legion's invasion. The Legion did what they could, and almost made it, but they were thwarted at the last second.

Food continued to dwindle, and despite protests from the population (which were met with desperate reassurances that everything was going to be okay), no more was produced. At the current consumption rate, in fact, the Pipeworks has less than a day left before it starves.

Meanwhile, an unchecked infestation of rats in the Medic's territory - a problem which they attempted to solve, but gave up on - continued the infection's ever-growing demand for new infectees.

Things are looking bleak for the Pipeworks.

Round 26 ends: Round 26 has ended.
If the Legion is able to destroy the Pipeworks, the game will end.


Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 15, 2017, 01:07:21 am
really? constant reinforcements (also destruction of our territory) and highly increased rate of infections? how are we supposed to do anything else but firefight all the time?
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 17, 2017, 03:34:16 am

(http://i.imgur.com/C38zSJ0.png)
Round 27


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/mtKAHPm.png)

The Legion made one last step of progress towards their goal when, through the combined efforts of two factions, they were wiped out. As if on cue, the elevator descended, bringing with it a fresh batch of troops to try again.

The Invaders have not been idle in their absence. A foul-smelling substance began to leak from the ventilation system. Working in tandem with their mother faction, the Legion, they plan to silence you via their own methods.

Round 27 ends: Round 26 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145)
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 17, 2017, 04:19:05 am
Unless the Scientists have a solution to the Infections this round, on top of dealing with the Legion, we're done. gg
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 17, 2017, 10:29:37 am
Gonna need to use a medicine bomb (either of us but given that it doesnt decay territory after all N15 does seem ideal we just couldnt know that before), since ventilation is taboo now. With narcotics we can pretty much guarantee we stop the legion once more.
I still have no idea what the "easy way" to stop the legion is, its not like destroying the elevator terminal would do anything and the metal box in J8 turned out to be a battery instead (all we knew about it was that it "wanted to the surface", so the plan was to pick it up and give it an elevator ride, but apparently only smashing it open does anything, as CO defaulted to that even though thats not the option I picked). We have everything we need to build a Waterpump btw, not sure we can spare the actions however.
Any ideas how to purify the ventilation? The invaders apply it from somewhere, so invading them is a decent idea, but I also want you to deal with the rat problem at around R6 presumably.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 17, 2017, 01:49:01 pm
A medicine bomb will take 3 actions as we need to convert narctoics. We can do this twice, then we're out of Narcotics too.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 18, 2017, 11:27:22 pm
We are going to need you to use 1 medicine bomb; hopefully we found a permanent solution to the legion sending constant reinforcements (we are trying sth) so that we can actually progress in the future.

If it works, next round we'll have a water pump operational and maybe can start taking care of the invaders.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 19, 2017, 12:15:34 am
Btw how do we make Napalmbombs? We may try to burn the elevator to either power cut it or make it otherwise unoperationable. We also received a cryptic recipe that looks like oil+lamp+bomb. too bad its too late to change actions to find out next round.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 19, 2017, 12:19:54 am
Bomb and Oil
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 19, 2017, 02:08:48 am

(http://i.imgur.com/C38zSJ0.png)
Round 28


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/6cumHZF.png)

A tiny glass cylinder, full of darkness, flew through the air and shattered on L17. Its darkness, now free to fly, obscured a huge chunk of the Pipeworks. Impenetrable smog blocked the vision of Scientists and Cultists alike, whose lives were only saved by the masks they wore.

With part of the elevator full of hardened foam, the Legion attempted to pull it back up again. But they struggled; the added weight, combined with the missing Circuit Board from its central terminal, caused problems for them.

The foul-smelling substance continued its slow invasion from as many angles as possible.

The reservoir, full of beautiful sparking water, just begging to drive a turbine, remained untapped.

Round 28 ends: Round 28 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 19, 2017, 02:19:07 am
the only way the game does not end is if medics somehow became cooperative and blew a bomb in L12 action1, while we destroy the legions territory by using a bomb in J6

medics apparently used some item that caused major power outage with catapult, but eh guess we loose either way.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 19, 2017, 02:22:39 am
nevermind, if cultists have a bomb they can catapult it to K11, which in case just reaching K11 doesnt do it for the legion will be enough (stupid expand being faster than everything else)
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 19, 2017, 02:29:21 am
in case that works, the medics dont sabotage any further and their bomb didnt cause a stupid fire creating another deadline again the game is actually quite close to a positive conclusion.

Also my assumption about medics having used the bomb recipe I listed is wrong, as they couldnt have had a bomb anymore, so they launched sth they crafted earlier or doesnt require a bomb
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 19, 2017, 03:53:27 am
We don't have a bomb, but we can try asking our Wrapped Gift nicely (or offer my first born) for one.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 19, 2017, 04:09:05 am
oh crap you are right, we are hoarding all 3 of them (but dont have a catapult :(). Well this means we need some more mercy and hope it takes 2 actions or more to use the superweapon or blowing it up while it is used somehow doesnt destroy the pipeworks. You can request one of our bombs action 1 then (as I said we have all 3). We will take J8, build a pump and treat the water with medicine, so that infections wont rise as quickly in the future.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 19, 2017, 07:38:55 am
If legion didnt suddenly have 11(!) actions this problem would be solvable with a single bomb from us (or us taking J8 from either side last round as they had to spend 2 actions on walling up and 2 on smashing walls and 7 on expanding)
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on July 19, 2017, 06:01:42 pm
Ffs the medics have finally rejoined but they're still attacking Cultists -_-
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 20, 2017, 06:18:46 pm
Extended 1 day because you're not my mum and you can't tell me what to do

Unrelated: I'm in Liverpool with no laptop
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 20, 2017, 06:24:55 pm
I'm sorry that you have to spend time in Liverpool. I went thereonce.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 20, 2017, 06:52:29 pm
In order to operate the pump we need a hole first;a tunnel bore is our best bet, but we are missing a battering ram to make one ourselves.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 20, 2017, 08:05:55 pm
Do the pump and Bore need to be used in the same place? We'll donate it if so.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 20, 2017, 08:09:22 pm
yes of course, we need the hole in the right place
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on July 20, 2017, 09:11:43 pm
we currently have a bore and hole already made from an experiment we were trying several rounds back.

Where do you need the bore/hole? we can get it back to the surface but onion told us it needs 2 rounds to bring back up since it is so deep.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 20, 2017, 09:17:40 pm
We've got it covered.
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on July 20, 2017, 09:20:44 pm
ok, anything you want the medics to do other than throw bombs, wreak havoc on the pipe system, and be a set of sh_t disturbers? otherwise that is what our current set of actions is.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 20, 2017, 09:40:42 pm
You've been doing that all game, it seems silly to remove the handicap this late!
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 20, 2017, 09:41:53 pm
well thats what you are going to do anyway halt progress whenever we have the tiniest breather. This is not going to grant you the win and doesnt make for an interesting scenario either. If you really wanted to help, say all your recipes (you obv have some noone else has), tell us what you know about invaders, get your rat problem under control (if that isnt up to cultists by now) and feel free to use all actions on recovering the tunnel bore. As you turn your back on us as soon as it looks like we just barely survive to the next round, halting any progress, we simply cant rely on you in anything that could possibly move the plot forward. If you aim to regain some trust, relinquish M12, O10, O11 and Q11 so that you arent a constant threat that can ruin anything any time they please with no way for us to respond, as we always need as many actions as invaders+ whatever it takes to deal with your messes+ whatever it takes to deal with the flavour of the week "everyone dies" thing.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 20, 2017, 09:50:24 pm
Can't talk them onto our side, they're Legion puppets.
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 20, 2017, 09:50:58 pm
Rats are gone.
Title: Re: Pipeworks II - by CleanOnion
Post by: cribcreaky on July 21, 2017, 11:15:24 pm
I for one am currently in favour of at least trying to team back up with the Medics if they're willing to help. Even if they later backstab us the help right now can't do any harm. It would be useful if you could find a way to go and attack the Invaders, if you went up past V3 you might be able to cause some damage.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 22, 2017, 01:15:08 am

(http://i.imgur.com/C38zSJ0.png)
Round 29


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/XEMUYH5.png)

With the rat infestation eliminated, the rate of Infections increase dropped dramatically. The amount of the population infected is still massive, but so long that number remains below the estimated point-of-no-return, when the disease will spread faster than any cure, things should be fine.

Today's event were marked by vibrations, more so than usual. Two drills, their echoes interfering with each other, gently rippled the concrete for miles around. One came to a standstill as it had run through as much material as it could. One stopped because it began to drill through air, and then water, and then stone.

A vast cavern of water - the Reservoir - has been breached. But will the Pipeworkers be able to work out what to do with it? Will they be able to create the tools they need to utilise it, and even then, will they know how to use them?

Danger still presents itself from every side, and time is running out.

Round 29 ends: Round 29 has ended.

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 22, 2017, 07:58:03 pm
at the current rates, both infections and oxygen willl be deadly in 2 rounds and cultists have limited ability in actually preventing the invaders from reaching the vent that they are closer to due to pollution, so stopping the invaders will presumably take 3(!) whole rounds from the only other faction that can get into polluted territory (us). Of course that also means that we dont have a single action to spare on anything, including building the pump (its just 2 actions away, but we cant spare them   :'( ).  Also the legion may come back eventually.
Unless medics find death by arbitrary time limits exciting, it would be very helpfull if they could get ready to deal with infections. At the moment the best way to deal with it would be medicine bomb (feel free to use it on a room adjacent to our territory if you must), if you can make one, but even using medicine normally on rooms would help a bit. Also you seem to have screwed with the foundation of the pipeworks (at this point im not even judging anymore, just it would be nice if you could try to close the hole you created somehow, I doubt a collapse will be helpfull).
Also would be really nice to know why the invaders are so selfdestructive (and only you know more). I mean you do it for the lulz, as you are just a player and your real life isnt in danger, but what drives the invaders that very well do die for real to the lack of oxygen?
I see you tried to ally us and perhaps cultists too. Cultists wont ally with you until you make a complete u-turn in your pollicies as far as I can tell and we have no actions to spare unfortunately (also we could use a few reasons to trust you better).
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 23, 2017, 12:43:24 am
actually we can probably achieve coopwin this round; all we need is 2 gears and an oil can
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 23, 2017, 01:48:20 am
actually we can probably achieve coopwin this round; all we need is 2 gears and an oil can

We have all 3 if you're missing them all, and can donate action 1.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 23, 2017, 02:16:15 am
only listed the things we miss.
Thanks!
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 24, 2017, 01:04:00 am

(http://i.imgur.com/C38zSJ0.png)
End of Game


RULES (https://docs.google.com/document/d/1PzPwzPEMRRklxHFeZBYcLZOwfif49LR5m8raRYEm1HI/edit?usp=sharing) - SHEET (https://docs.google.com/spreadsheets/d/1tH5YDf5og19hXXrhxR78HaBKpr8IYZm2g90vUToXhO8/edit?usp=sharing) - BOARDS (http://pipeworks.boards.net)

(http://i.imgur.com/I99pqWe.png)
(https://i.imgur.com/yT4NK09.png?1)(https://i.imgur.com/jEai2j5.png)

The Scientists were able to develop a solution to the energy crisis - they call it a "Geothermal Generator", though that name is often accompanied by shady looks and nervous shuffling. With this announcement, the people of the Pipeworks rejoiced - their troubles were finally over.

Infections were still on the rise, reaching critical levels; the Legion were trying to breach the Pipeworks and destroy it from within; their daughter faction, the Invaders, continued to pump their foul-smelling substance through the ventilation system; and to this day nobody knows where the allegiance of the Medics actually lay.

But those problems could be dealt with by someone else. The leaders of the remaining factions had finished their duty - which was to provide a means to end the energy crisis and, satisfied with their job, they stepped down from their positions. New leaders were elected, in which time the Legion grew closer and the foul-smelling substance grew thicker.

How will the Pipeworkers solve the issues that the faction ex-leaders left them with? Who knows. That's someone else's problem.

There's a dying world outside, chilled to the bone, and the Pipeworks are the only warm place left.

Pipeworks II has ended.

A summary post will be posted within the next few days with details regarding Goals, a feedback poll, and links to view the previously-private faction boards.

All discussion regarding the game, including complaints, suggestions, feedback, criticism, targeted threats, poetry, thinly-veiled sentiments of rage, and general comments, are encouraged. Dead players and spectators are also encouraged to post (who've always been allowed to post).

Linkcat, please don't archive this until the results of the poll are posted <3

Please PM any queries to myself and Naii_the_Baf (http://elementscommunity.org/forum/pm/?sa=send;u=6024,4145). Actually, just post them here instead.
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 24, 2017, 01:43:47 am

(http://i.imgur.com/C38zSJ0.png)
Summary


In this post, I'll be summarising some of the stuff in the game. The link to the poll will also go here, once I make it.

If you want something added here, let me know.

POLL HERE (https://goo.gl/forms/No9uhC25R8DZxyMi1)


Personal Goals

At the start of the game, each player was given a Personal Goal and a Faction Goal which, in the event of a cooperative victory, would determine who wins. However, Linkcat has already decreed in a previous post in this thread (kudos to whoever finds me the URL) that in the event of the cooperative victory, no Master of Games points will be awarded.

Player NamePrimary faction (username)Spying on (username)GoalGoal state
JonathanCrazyJScientists (takefourcoughdrops)Brewers (Brewdog)I Don't Like You: Get a non-Spy Evicted from the faction you're spying in.Failed - JonathanCrazyJ was spying on the Brewers, in which nobody was evicted.
kaempfer13Scientists (sirekans)Don't Let the Monsters Out: Keep the lighting off for the duration of the game.Failed - the lights were activated several times throughout the course of the game.
mathman101Medics (MiracleMax)Lords (LordFarquaad)Doctor's Handwriting: Before Round 1 ends, pick any English word longer than eight letters and tell the Host. Include that word in a message in the thread at least once per phase without anyone mentioning it.Failed - mathman101 picked the word "communication" but failed to include this word in many rounds including (IIRC) rounds 1 and 2.
UTAlanMedics (MediocrityIncarnate)Cultists (OnTheDouble)Duty of Confidentiality: Correctly guess another player's personal goal (who is not a Medic) and privately inform the host.Failed - UTAlan did not make any guesses.
CoffeeDittoMedics (Medic)Do No Harm: Eliminate a faction.Pass - both Lords and Brewers were eliminated (Lords by the Medic's hands).
ddevans96Brewers (prince)Medics (ziegler)Distracted: Have the faction you're spying in spend a phase without using the action Expand.Pass - Medics spent several rounds without submitting any actions.
KuroaitouBrewers (strawberrydaiquiri)Lords (LordVoldemort)Talkative: Have all living players post in the thread during a single phase. Failed - no.
cribcreakyCultists (loki)Scientists (hawkinsmchawkinsface)Disruptor: Turn off External Communications during the same round that a message goes out.Failed - External Comms was activated once, but was not deactivated on the same round.
RyliCultists (Magdalenae)Brewers (Ryli)Arsonist: Start 8 fires in a single round.Passed - Ryli detonated a Thermobaric Bomb which created 8 fires.
ValerianFlameLords (ValerianFlame)Scientists (ValerianFlame)Coward: Get Evicted from a faction.Pass - ValerianFlame was evicted from the Lords (which resulted in his death).
Fippe94Lords (lordpendragon)Cultists (ferex)Not Friends: Have everyone enemies with Lords at the end of the game.Failed - Lords were allied to all factions but Cultists at the end of the game.

Faction Goals

All factions had the same goal: to be the first faction to control the generator at N15 for three rounds.

However, after the generator was moved:
  • Scientists were the first to control the generator for 3 rounds.
  • Medics were the first to control N15 for 3 rounds.

Hopefully the faction goal won't be the tiebreaker. If it is, I'll make an executive decision.

Who won?

My calculations for the Goal points are as follows:

LORDS
Players: +1
Spies: 0
TOTAL: 1

SCIENTISTS
Players: 0
Spies: -1
TOTAL: -1

MEDICS
Players: +1
Spies: -1
TOTAL: 0

BREWERS
Players: +1
Spies: -1
TOTAL: 0

CULTISTS
Players: +1
Spies: 0
TOTAL: 1

This puts Cultists and Lords in joint 1st place, ignoring Faction Goals. Including faction goals - assuming we're giving a point to both Scientists and Medics - then Medics are also in joint 1st place.

However, as there was no Generator at N15, this is dubious.

As Lords were eliminated, they cannot win.

Therefore, I declare Cultists the winners of Pipeworks II.

If you dispute my calculations, please let me know.


To those who would argue that the determination of the winner is unfair: the rules for working out a winner from the cooperative victory have been written down from the start. The definition of a cooperative victory is that everyone wins, but a criterion is needed for determining an overall winner. The Goal points system means nothing, a coop win is a win for all

Perhaps it is unfair. But the game is over, and that unfairness is gone

All of the faction boards are now publicly open
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 24, 2017, 02:01:50 am
tfw the team that did everything is last with negative points and you win.
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 24, 2017, 02:04:55 am
the goal chances were way unfair; both of ours were unattainable and spy disadvantage meant that we had 2 chances to loose faction goals but only 1 to take away. It doesnt look like any gamemechanic compensated for that, in fact we were furthest from the generator and had the least rooms for a long time +troglodytes directly next to us
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 24, 2017, 02:29:20 am
What was not written, was that some factions would have more goals to work towards or more chances to get goal points taken from them. The difficulty of those goals doesnt seem to be tuned accordingly either, nor weere more chances to get one compensated with more chances to loose them.

Also the reason cribcreaky could trick me so easily was the significant spy disadvantage we had; surely there needed to be some balance for the fact I was vanilla and valeflame was definitely a spy
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 24, 2017, 03:32:43 am
JonathanCrazyJ   Scientists (takefourcoughdrops)   Brewers (Brewdog)   I Don't Like You: Get a non-Spy Evicted from the faction you're spying in.   Failed - JonathanCrazyJ was spying on the Brewers, in which nobody was evicted.
bonus points for spy goal; main reason this didnt work was activity, normally it would be at least attainable, still with evictions having a 50% chance to get greatly punished and requiring 3/4 of the members to support it in the same round you need to make a strong case to make it happen. The wording even implies that you need to have influenced it, though I guess that automatically happens if you vote to get them kicked
attainability in vacuum: somewhere between 3-7/10 (hard to tell with low activity making it impossible)
kaempfer13   Scientists (sirekans)      Don't Let the Monsters Out: Keep the lighting off for the duration of the game.   Failed - the lights were activated several times throughout the course of the game.
No spybonus. Keeping the lights off for some time isnt too hard as the lighting usually shouldnt seem like a priority as its fairly expensive and by the time we had power we rather made sure that hydroponics works for a while. It could be very usefull early game though (no more running into dead ends and wasted illuminates) and became mandatory later to fight the fire. The fact that it could not be prevented if a faction that shares control over the terminals decided to flip it on if it was within 3 rounds after someone fueled the generator, a single slipup resulted in a loss and it lasted all game made this very hard. attainability 2-3/10
mathman101   Medics (MiracleMax)   Lords (LordFarquaad)   Doctor's Handwriting: Before Round 1 ends, pick any English word longer than eight letters and tell the Host. Include that word in a message in the thread at least once per phase without anyone mentioning it.   Failed - mathman101 picked the word "communication" but failed to include this word in many rounds including (IIRC) rounds 1 and 2.
spybonus
hard to evaluate as it requires you to be online each round and find a word of decent length to fit in any post without it standing out
i give it a 2-5/10 attainability
UTAlan   Medics (MediocrityIncarnate)   Cultists (OnTheDouble)   Duty of Confidentiality: Correctly guess another player's personal goal (who is not a Medic) and privately inform the host.   Failed - UTAlan did not make any guesses.
spybonus
also much easier as a spy, still fairly challenging. Doesnt clearly state punishment for guessing wrong
one guess only: 2-3/10
a guess each round: 6/10
infinite guesses 10/10
CoffeeDitto   Medics (Medic)      Do No Harm: Eliminate a faction.   Pass - both Lords and Brewers were eliminated (Lords by the Medic's hands).
No spy bonus
requiring having a hand in it yourself:  3-4/10 actually eliminating a faction as a non-spy is really hard, as each invasion can be answered with a simple expand elsewhere and items and decay through splits with no influence werent all that punishing; however another spy of the team doing it for him did count, so its somewhat attainable
requiring no personal involvement 7/10
ddevans96   Brewers (prince)   Medics (ziegler)   Distracted: Have the faction you're spying in spend a phase without using the action Expand.   Pass - Medics spent several rounds without submitting any actions.
spybonus
despite expands opness easy, even assuming constant activity.  Between process starting, diplomacy, item crafting and using there were expandfree actions in each faction. Can be achieved any time, can be actively influenced, only failing condition is the end of the game 9/10
Kuroaitou   Brewers (strawberrydaiquiri)   Lords (LordVoldemort)   Talkative: Have all living players post in the thread during a single phase.    Failed - no.
Spybonus
impossible 1/10
cribcreaky   Cultists (loki)   Scientists (hawkinsmchawkinsface)   Disruptor: Turn off External Communications during the same round that a message goes out.   Failed - External Comms was activated once, but was not deactivated on the same round.
spybonus
welp, he cant read. Otherwise easy, can be achieved any time, hard to sabotage, may be hard to convince the team to turn off comm the same turn but not really 6/10 (reduced to 6/10 after considering there was only a subtle warning that the goal wasnt achieved yet)

Ryli   Cultists (Magdalenae)   Brewers (Ryli)   Arsonist: Start 8 fires in a single round.   Passed - Ryli detonated a Thermobaric Bomb which created 8 fires.
Pretty much: use your starting item at any point (within the pipworks). Only reason this doesnt get a 10/10 is that its drawbacks seem significant 7/10
ValerianFlame   Lords (ValerianFlame)   Scientists (ValerianFlame)   Coward: Get Evicted from a faction.   Pass - ValerianFlame was evicted from the Lords (which resulted in his death).
Spy bonus
Very easy to convince people you are a spy when you really are one, easier than to get someone else evicted, especially since both factions count for this. May not want to achieve that too early, but doesnt get much harder later. Also the faction spied on gets punished for doing the obviously correct thing. Just the fact how hard it is to evict in the first place dampers this a little 5-7/10
Fippe94   Lords (lordpendragon)   Cultists (ferex)   Not Friends: Have everyone enemies with Lords at the end of the game.   Failed - Lords were allied to all factions but Cultists at the end of the game.
Spybonus
Especially if you live till the end not all that hard, especially considering lords passive 4/10

taking averages (most restrictive option where i made assumptions), then substracting averages of spies
Scientists: 5+2.5-6-6=-4.5
medics: 3.5+2.5+3.5-9=0.5
brewers: 9+1-2.5-7=0.5
cultists: 6+7-2.5-4=6.5
lords: 6+4-1-3.5=5.5

I swear I did not try to make this add up to what reflects the end result; looks like this was bound to happen from the beginning

To clarify: spybonus did not affect my attainability ratings, it just made clear that this goal counts for twice as much when achieved
Title: Re: Pipeworks II - by CleanOnion
Post by: Ryli on July 24, 2017, 03:42:32 am
I suggested he left the comms alone as not to upset you, it didn't seem like the best option to step on our only allies' toes. :P
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on July 24, 2017, 11:43:52 am
Sorry about my activity. I really missunderstood the level of activity required. It became a case where the limited time I DID have free didn't feel like enough to make any difference, this is hard to explain, but the more it went on the less satisfaction I could get from it because I just didn't have enough time to devote to making a project of it.
This was especially true of my personal task, because it pretty much necessitated high activity to make myself look so trustworthy and invaluable to brewers, but also that every other brewers player was active so a vote could go through, imo mechanics that necessitate global activity should be avoided.

HOWEVER, I did follow the progress of the game all the way through, even though I wasn't able to put the time in to impact it, and it looks incredibly detailed in design. I'd love to see the mechanics and processes involved in the invaders.

Thanks Onion, sorry kaemp
Title: Pipeworks Survey
Post by: CleanOnion on July 24, 2017, 06:00:05 pm
I've added a poll to the summary post: POLL HERE (https://goo.gl/forms/No9uhC25R8DZxyMi1)

To complete the poll, y'all have no time remaining.

I'm looking for responses from everyone, players or otherwise. Cheers!
Title: Re: Pipeworks II - by CleanOnion
Post by: kaempfer13 on July 24, 2017, 08:05:30 pm
To small point to fill out a new poll for it: I'd also like more (fairly difficult) riddles that give an advantage to the people figuring them out, while not being mandatory to survive. I felt constantly punished for figuring out the way to survive each round, since doing that would usually take valuable actions from us (and I had to assume the only way I could communicate with other teams at all was through forum since no friendly spy was active, so basically if I dont do it the game ends, which I would have welcomed had I known sooner there was no winning anyway). I see you sent some of those to factions that already knew more than us, but I never got to enjoy them (and by the time you finally did send us an "E-mail" we had other things to worry about and not the resource needed to make it anyway).

Also could you reveal all recipes and consequences of alternative choices?
Title: Re: Pipeworks II - by CleanOnion
Post by: CleanOnion on July 28, 2017, 01:50:44 am
The timer did the thing where it stops doing its thing so here are the results of the poll. Nobody specified that they didn't want anything not made public so here's every response to every question.

Any comments or annotations by myself regarding a question will be written underneat the appropriate screenshot.

(http://i.imgur.com/rMrTYNl.png)

We had a grand total of 9 responses to the poll. 4 spies, 1 non-spy, 2 hosts, and 2 response who weren't players (one of whom kept up to date).

(http://i.imgur.com/DgPoVqT.png)

Everybody chose to take the whole poll.

(http://i.imgur.com/5zVZm7d.png)

Responses to the communication restrictions were mixed. 2 thought it was effective, 2 agreed with the pre-filled suggestion that there should be other communcation methods. The 3 custom responses were:

"Players should have been able to talk privately with other players in a controlled way; eg using an item that opens a communications line between two specific players for a while"
This response seems to just go into extra detail on the aforementioned pre-suggested idea.

"Players need to be less inactive, that screwed us over from winning I think!! also the restrictions to the forum page seemed to harsh. especially when we tried to talk about it in chat i got shut down several times. can we talk about it in chat and just post the conversations into the forum pages?"
Discussion of the game was not permitted outside the thread, so my thanks to those who shut this player down. Having said that, taking a more lenient approach in future seems like a good idea.

"Not being able to PM players once you felt sure you were on the same team was annoying as hell. I have to say i didn't like having to go to a different forum to do things, and it severely impacted my motication and activity. I can't put my finger on why, but being able to somehow do thing through the ele forum would have been much much easier (obviously this would have impacted mechanics.) I think team titanpads would have been better on the whole"
I agree wholeheartedly with this response.

(http://i.imgur.com/6UE6qrx.png)

Responses to the private boards were also mixed. 3 agreed that they were effective, 2 preferred the titanpads. The pink responder didn't know that you can skip questions, perhaps. 3 custom responses were:

"the private boards probably worked well for active teams, but we weren't so I was unable to effictively evaluate this."

"It seems they put other people off; I didnt care except for the activity drop"

"Each player having their own constant username, as well as the ability to customise profile pictures and such was a nice touch. However, the complexity involved in doing so - especially account switching for spies - was a bit too much of a barrier and overall, titanpads are easier to use, more fun, and easier to betray your faction-mates with."
I also appreciated the decor.

The overall consensus seems to be that the boards were unnecessarily complicated.

(http://i.imgur.com/hxeGRhV.png)

Half - 4 - of the responders seemed pleased with the length of the game, however only 2 of these 4 were players. The rest all agreed that the game was too long. The two custom responses that were cropped off the screenshot are:

"way tooooooo loooonnnggggg!!!!!! there should have been a big red button apocalypse button to push and blow up everything when the game hit round 20 or 24ish!! (~48 days is way too much, next time leave it at 40 and call it enough.)"

"Too long, but not by design, rather player choices"
Perhaps a bit of both.

(http://i.imgur.com/mTU5m4m.png)

Of the 8 responses only 2 agreed on an answer; that they felt forced to be cooperative. There were 3 custom responses:

"A perfectly-designed game should pressure its players into the intended outcome without external influences being required."
A perfectly-designed game would encourage players to motivate themselves.

"I was a host, I liked more seeing players suffer. :)"
Hmmmmmmm

"there should have been more to force the end of the game earlier. next time have a radiation leak that slowly kills everyone and there is no way to stop it, unlike the fires and legion/invaders which could slowly be delayed or stopped."
Hey that's literally what the foul-smelling substance was for! Except it came way too late and could be stopped. Other than that, though

(http://i.imgur.com/BTtcl52.png)

Half of the responses agreed that getting an item when exploring a new Room was fine. However, the two custom responses were:

"we needed more items at the end once a large number of the rooms had been explored. or a way to find items in rooms again even after they had been explored."

"Items being giving via the Expand action promoted its use far too much until players felt forced to use it so much that it was a waste of time entirely, unnecessarily extending the game."
Well doesn't that just lead nicely into the next question...

(http://i.imgur.com/6JAr2Nn.png)

As a reminder, Tom proposed 'Players were over-motivated to use the action Expand which resulted in them wasting many actions, which could have been used for more useful purposes.'

3 responses agreed with the sentiment and 2 denied it. 1 suggested that Tom should get a backbone, and the two custom responses were:

"Partially, at the start expansion was the best option, but near the end expansion was not nearly as useful or effective."

"Expand was the best action 90% of the time period. It wasnt "wasted" rather there needed to be better ways to reach certain things and it shouldnt do so much free stuff on top of getting new territory"

Overall, most players agreed with Tom.

(http://i.imgur.com/aFjQ6PH.png)

Sally proposed 'Pipeworks' central concept is an identity crisis between a cooperative game and a competitive game, which doesn't really work in practice.' I don't think Sally used a double negative here.

Other than that, the only custom response was
"well, since the only team member with an attainable goal in our team was a spy, elimination would have been the only way to win; since you didnt specify pwII, the original pw was actually rigged towards group victory, while this one was more about getting everything on the verge of collapse until all other factions are forced to cooperate despite everything. So for PWII it would be option 3 and until the end I didnt even dream CO would stack least spies, hard goals, easy spy goals and bad starting position all on the same team, on top of not even altering wording for the factions main goals"
This is why I made this poll anonymous.

Overall, this question recieved mixed responses and had no definite answer. About what I expected.

I would like to disclaim that I did not get either a Tom nor a Sally to physically voice these questions.

(http://i.imgur.com/xQoIc0i.png)

Was the game balanced? Very mixed opinions. The four custom responses were as such:

"Can't really say it was seeing as I had no chance to survive due to my time zone"

"other than the fact inactivity screwed everyone over!!! it probably could have been fairly balanced on the large scale(maybe only a few minor things here and there to fix)"

"All remaining factions living HAVE to win in a co-op victory. It was not balanced to pick a winning faction through uneven objectives when all factions still alive have 'won' together"

"Everything was chaos since the start. And it was beautiful."
I'm not sure about any beauty here

Overall I'd say the consensus was that it could have been balanced, but it wasn't.

(http://i.imgur.com/6QKFLp2.png)

"Weren't bad, but should probably have been a bit less drastic"

"We needed more positve events, there were many natural disasters and things of harm, but we needed to see a light at the end of the tunnel, and that is hard when only shit is being thrown in your face and covering your view."

"Option 2, but i want to be a bit more clear; what i missed was risk/reward; there should be more events that the same faction that gets threatened tzhe most by also can deal the best with, while also having sth in it for figuring out how to deal with it"

I think I agree with all sentiments given here.

(http://i.imgur.com/cgUfKXo.png)

Almost everyone agreed that the map was the right size. One response summed up to 'it depends':
"Depends on frequency of how expands were actually intented to be used; also if there was a way to access information without having to expand all the way to each terminal or get lucky with spies it wouldnt be such a big deal either"

... and one sadist went out of their way to suggest that it was too big.
"The map was far too large; factions should occupy a smaller space and be much easier for other factions to destroy via physical attacks."

(http://i.imgur.com/BNNNhyE.png)

The Convenience section of the poll was mostly for me to justify my extra-curricular efforts. The only noteworthy custom response to this one is
"The host could have simply used an embedded, automatically updating spreadsheet which would have negated the need for screenshots entirely."
Yeah, I'm an idiot.

(http://i.imgur.com/DTctrPa.png)

Hey, no responses were truncated. I actually never used these.

(http://i.imgur.com/xnGaDBi.png)

Of the custom responses, two said that it should have been updated more frequently esp. when I made an error correction to the spreadsheet, and one said that it should have included the Consoles section.

I'm sure all the Relic Sweeper players have swathes of screenshots stored somewhere.

(https://i.imgur.com/chCCqW9.png)

Comments speak for themselves.

(http://i.imgur.com/du9wZIC.png)

First inactivity question. The 2 custom responses were:

"I was the only active person during quite a while in my faction, which means I could not use our faction action, which would have been very useful. So it felt very unbalanced."

"Inactivity was not accounted for by the host! many indiviual goals and actions ccould not work due to the fact the host forgot people sometimes go inactive. also changing the round lengths midround screws with people as they might set meetings or appointments around it so they can be on at deadline."

Overall, though, inactivity is a bad thing and everyone knows it.

(http://i.imgur.com/ZGU0bag.png)

This question was the REAL reason this whole poll is anonymous. A lot of players were inactive and I don't want to be shaming anyone into telling me why. It is just a game, after all.

Everyone gave a unique response, so I'm just going to list them all here in a random order.

"I forgot about the game."

"I lost interest in the game."

"Circumstances arose in real life, which is more important than a game."

"When the host changes deadlines with less than a full rounds notice it is hard to change RL appointments so that we can have a team member on at deadline to make any last minute changes. RL comes first, and had the whole team been semi-active the whole way through these things could be avaoided."
My fault, soz, but sometimes I can't avoid it.

"Got no input from anyone else then overslept deadline; was around on all other occasions"
i.e. "I was not inactive at any point in the game." but being humble about it

"I should be able to pick b, c and e all at once"

"I was a host. Inactivity wasn't an option (although I didn't do much)"

"I was not inactive at any point in the game."

(http://i.imgur.com/S33bMdt.png)

No truncation; no elaboration.

(http://i.imgur.com/MUzSMwv.png)

With 3 votes, kaempfer13 is the MVP, followed by Ryli then UTA (along with a vote for None).

(https://i.imgur.com/54ihaPK.png)

Comments speak for themselves.

(https://i.imgur.com/7eggIEw.png)

Many thanks to those who put in the effort to detail their thoughts here. It's much appreciated.

Everything said here is valid, but I'm not going to go into detail right now.

(http://i.imgur.com/FEDddzD.png)

Nobody actually answered No to this, which is nice. One response said that they wouldn't participate, though.

"I probably won't join unless the game decides whether it wants to be cooperative or competitive"

"I want to choose all the Yes options, as I don't think it should be anytime soon(maybe start Jan/Feb 2018), be fairly different than the current one was, and if possible have another host(this one is optional for me, as Onion was pretty good and I could go either way if he did or didn't host the next one)"

"only if players who sign up are willing to give at least 40% attention right to the end of the game."
heh

One response, in addition to the custom response above, suggested a different host. That's fair. I would agree.


Alright Linkcat, you can do your thing.

Many thanks to everyone who contributed <3
Title: Re: Pipeworks II - by CleanOnion
Post by: mathman101 on July 28, 2017, 02:09:47 am
Awesome Game Onion and Naii the Baff, thanks for a great fun game.

and congratz Cultists on the win!
Title: Re: Pipeworks II - by CleanOnion
Post by: JonathanCrazyJ on July 28, 2017, 11:08:21 am
i vehemently disagree with whoever thinks we need a different host. CO 4 lyf
Title: Re: Pipeworks II - by CleanOnion
Post by: Fippe94 on July 28, 2017, 11:16:31 am
I just want to say that I don't understand this:
"Fippe and Coffee showed up near the start but never did much near the end."

I was active all the way up until I lost the game. If you refer to the end of the actual game, of course I didn't do anything because I was already out of the game...
blarg: CleanOnion,Naii_the_Baf,JonathanCrazyJ,kaempfer13,CoffeeDitto,ValerianFlame,Ryli,Kuroaitou,cribcreaky,ddevans96,Fippe94,UTAlan,mathman101