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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265560#msg1265560
« Reply #156 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.
« Last Edit: June 19, 2017, 06:07:43 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.msg1265561#msg1265561
« Reply #157 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.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265562#msg1265562
« Reply #158 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?
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265563#msg1265563
« Reply #159 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.
« Last Edit: June 19, 2017, 06:22:04 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.msg1265564#msg1265564
« Reply #160 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
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265565#msg1265565
« Reply #161 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
« Last Edit: June 19, 2017, 06:32:12 pm by kaempfer13 »
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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265567#msg1265567
« Reply #162 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.

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265574#msg1265574
« Reply #163 on: June 20, 2017, 01:01:47 am »


Round 14



Spoiler for Pipeworks at the end of Round 13:


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.
« Last Edit: June 20, 2017, 02:18:34 am by CleanOnion »

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265575#msg1265575
« Reply #164 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.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265576#msg1265576
« Reply #165 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).
« Last Edit: June 20, 2017, 02:37:51 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.msg1265580#msg1265580
« Reply #166 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).
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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265587#msg1265587
« Reply #167 on: June 20, 2017, 11:27:55 am »
Oh bugger.
Why would you turn on the lights?
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