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Offline Aves

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242575#msg1242575
« Reply #216 on: August 25, 2016, 06:48:42 pm »
Yeah, I've been busy. Sorry about that, hehe. Sounds like it was a funny explosion though! xD

Turning on the reactor can wait for a round or two while we mop up yellow (making sure they don't surprise-nuke the reactor or something) and make sure we have a coherent moveset to deal with the Resource Collection mishap. The hunters in this round should be walling up their radiation and then expanding towards yellow; I'm sure they will be able to help the engineers and megalomaniacs restore the reactor once the immediate tasks at hand are cleared up.

As nobody's been in the hunters pad this round yet, I've made the following moves:
Action 1: Some Less Bricks P26 North
Action 2: Some Less Bricks N25 North
Action 3: Expand Q9
Action 4: Expand Q10
Action 5: Expand Q11
Action 6: Expand Q12
:darkness War # 4, 9, 10
:darkness League of Shadows :darkness Brawl # 5

The Tentacle's Grip Brawl # 6

Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242584#msg1242584
« Reply #217 on: August 26, 2016, 12:01:28 am »


Spoiler for Pipeworks at the end of Round 12:
Map at the end of Round 12:


Items at the end of Round 12:

Spoiler for Notable events:
Hunters used Some Less Bricks to create a northern wall on P26.
Wraiths found a Uranium Rod on Z4.
Hunters used Some Less Bricks to create a northern wall on N25.
Hostile Survivors used their group action Battering Ram to bash through the western wall of Q10.
Hostile Survivors used Running Shoes west from Q10.
Hunters invaded Hostile Survivor territory on Q10, causing some of their territory to decay.
A Minor Collapse occurred centred on T19. U17 and V17 are still visible because an Illumination action affected them several rounds ago.

Wraiths found a Uranium Rod on Z4.
Engineers found a collection of A Bombs on L18. The collection was huge, with enough bombs to last a lifetime (assuming you're close enough when they detonate). There were 2 in total.
Hunters found a Uranium Rod on Q9.
Megalomaniacs found a discarded N Bomb. When queried about whether or not it was an A Bomb or a Nuclear Bomb, the N Bomb demanded that they to 'stop oppressing its gender identity' and expressed a desire to 'put down the cis steel scum'. The N Bomb eventually admitted it was originally a Nuclear Bomb but that just didn't feel right. Regardless, it will create a nuclear explosion when used.
Wraiths found a Uranium Rod on Z4.
Megalomaniacs found a beggar on P19. They took his Running Shoes.
Sanitation found a Slow-Spinning Drill on E26.
Wraiths did not report finding anything on S7.
Full rules document - Spreadsheet

ROUND 13

For the past 310 years, the Megalomaniacs have, for the most part, been able to put down any rebellion that opposes them.

When the rebellion is made out of crumbling concrete and slowly weakening steel supports, there's not much they can do except sit tight and die.

They are the first territory to be claimed back by the forces of nature, but they won't be the last.

Round 13 has ended.

Submit your actions in the top six lines of your titanpad. Please PM me any queries.
« Last Edit: August 27, 2016, 11:01:10 pm by CleanOnion »

Offline Demagog

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242585#msg1242585
« Reply #218 on: August 26, 2016, 12:29:57 am »
Should megas break the wall made in the reactor now? We'll need someone to turn off inventory collection the action after. We'll do it action 5 so that whoever turns off resource collection can do it on action 6.

Onion, will the reactor turn on immediately or does it need to be turned on again?

Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242586#msg1242586
« Reply #219 on: August 26, 2016, 12:31:36 am »
Should megas break the wall made in the reactor now? We'll need someone to turn off inventory collection the action after. We'll do it action 5 so that whoever turns off resource collection can do it on action 6.

Onion, will the reactor turn on immediately or does it need to be turned on again?
It will need to be turned back on, yes. The wall can be broken at any time with a Hammer or whatever without any Reactor-related incident, so feel free to do that whenever.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242587#msg1242587
« Reply #220 on: August 26, 2016, 12:36:51 am »
Are the processes that we've already activated still on when it's turned on?

Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242588#msg1242588
« Reply #221 on: August 26, 2016, 12:44:12 am »
Are the processes that we've already activated still on when it's turned on?
Yep - the processes that will be re-activated currently read "ERROR" as opposed to "OFFLINE". Note the difference between Elevator and the rest of the processes.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242589#msg1242589
« Reply #222 on: August 26, 2016, 12:46:02 am »
I think it would be best to try and get light working again so we can assess any collapses and also see what yellow are doing, we now have 4 rods so are able to turn on the reactor whenever is needed, so long as someone else can repair it (or alternatively gives us an expanding foam and some bricks). I think we want to wait a round after fixing it before turning it on though, just to ensure that if one faction misses a group action or whatever we don't get spewed with deadly radiation again.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242590#msg1242590
« Reply #223 on: August 26, 2016, 12:53:33 am »
I have currently drafted the following, but if anyone wants to donate the appropriate materials by action 5 we would be willing to repair the reactor. Also Mega's in the draft below we've expanded into N13 and N12, if you would prefer to take it that is fine and we'll expand elsewhere but I think it would be good to defend N13 to stop yellow from getting too close to the reactor again, and crossroads such as N13 offer more strategic advantage (probably).

Action 1: Expand K6
Action 2: Expand L13
Action 3: Expand L12
Action 4: Expand L11
Action 5: Expand N13
Action 6: Expand N12

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242591#msg1242591
« Reply #224 on: August 26, 2016, 12:57:44 am »
Think I'll have megas use running shoes E from O15. Not sure what else yet.

Offline Aves

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242593#msg1242593
« Reply #225 on: August 26, 2016, 01:00:39 am »
One thought occurred to me. The Dark Storage tile-- whoever controls that should try Illuminating it. Could reveal more of the plot!

I plan on having Hunters expand more into where we know Yellow was this round, and make sure they're not a threat. After Yellow is completely wiped from the map, we'll try to scrounge up some more items for reactor fixing; I think we should make sure yellow is gone before we open up the reactor again.
:darkness War # 4, 9, 10
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Offline cribcreaky

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242840#msg1242840
« Reply #226 on: August 27, 2016, 02:15:52 pm »
What is this Dark Storage tile you speak of?

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242846#msg1242846
« Reply #227 on: August 27, 2016, 03:01:45 pm »
I think it's n14... it's in some of the round posts by onion.

 

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