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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265687#msg1265687
« Reply #228 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.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265688#msg1265688
« Reply #229 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.

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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265689#msg1265689
« Reply #230 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)
« Last Edit: June 22, 2017, 10:24:36 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.msg1265690#msg1265690
« Reply #231 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.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265691#msg1265691
« Reply #232 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?
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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265692#msg1265692
« Reply #233 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.

Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265693#msg1265693
« Reply #234 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.
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265694#msg1265694
« Reply #235 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.
« Last Edit: June 23, 2017, 12:00:01 am by Ryli »

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265695#msg1265695
« Reply #236 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).
« Last Edit: June 23, 2017, 12:04:32 am by kaempfer13 »
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265696#msg1265696
« Reply #237 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.

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265697#msg1265697
« Reply #238 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.
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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265699#msg1265699
« Reply #239 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...
nice

 

anything
blarg: