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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265745#msg1265745
« Reply #276 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?
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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265747#msg1265747
« Reply #277 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.

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265748#msg1265748
« Reply #278 on: June 24, 2017, 01:47:55 am »


Round 16



Spoiler for Pipeworks at the end of Round 15:


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.

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265749#msg1265749
« Reply #279 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.
« Last Edit: June 24, 2017, 02:48:36 am 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.msg1265754#msg1265754
« Reply #280 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).
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265755#msg1265755
« Reply #281 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.
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265757#msg1265757
« Reply #282 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
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265758#msg1265758
« Reply #283 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).
« Last Edit: June 24, 2017, 03:28:02 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.msg1265759#msg1265759
« Reply #284 on: June 24, 2017, 03:31:12 pm »
Yeah I guess you're right, though we already used our group action.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265761#msg1265761
« Reply #285 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?
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265763#msg1265763
« Reply #286 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.

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265764#msg1265764
« Reply #287 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.

 

anything
blarg: