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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265628#msg1265628
« Reply #192 on: June 20, 2017, 08:53:42 pm »
Why though? If we cannot find it the energy cost doesn't matter anyway
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265630#msg1265630
« Reply #193 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)
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265633#msg1265633
« Reply #194 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.

Offline mathman101

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265637#msg1265637
« Reply #195 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.
something....something....something.....

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265642#msg1265642
« Reply #196 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)
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265643#msg1265643
« Reply #197 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
« Last Edit: June 21, 2017, 02:01:41 pm by kaempfer13 »
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265644#msg1265644
« Reply #198 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
« Last Edit: June 21, 2017, 01:57:46 pm by kaempfer13 »
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265647#msg1265647
« Reply #199 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.
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:
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265649#msg1265649
« Reply #200 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.

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265650#msg1265650
« Reply #201 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.

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265651#msg1265651
« Reply #202 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)).
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265652#msg1265652
« Reply #203 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.

 

blarg: