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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265653#msg1265653
« Reply #204 on: June 21, 2017, 08:44:48 pm »
Limiting resources means other factions are going to find it more difficult to cause us serious damage because those resources are needed elsewhere.

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265655#msg1265655
« Reply #205 on: June 21, 2017, 08:53:19 pm »
I understand that the Scientists have been friendly, but the Medics and Lords have proven themselves untrustworthy, and these 2 factions, alongside the hostile Invaders are our neighbours, not the Scientists.

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265656#msg1265656
« Reply #206 on: June 21, 2017, 09:03:25 pm »
"Ma'am..." the man begun. "We won't survive this."

There is nothing I can do to persuade the people that have the power to save themselves then. I just dont have the means to. Spy: save yourselves and everyone! You brought this upon yourself!

Seriously though (at Ryli now), all you had to do was send a pm alongside each actionpost and if you do that from now on you still stand a chance. after all in coop win all that matters is holding on and achieving the most goals, no matter how badly battered you are (and when I think about that Im starting to question whether we stand a chance at all anyway, perhaps it really is best to no longer sacrifice time of my life on this).
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265657#msg1265657
« Reply #207 on: June 21, 2017, 09:18:27 pm »
I have been PMing actions now, but they just started stealing through other methods, and PMing actions won't help against expansion into our territory.

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265658#msg1265658
« Reply #208 on: June 21, 2017, 09:20:28 pm »
Any further requests on our items without explicit permission will result in unalliance and we'll push into your territory as part of our expansion to make ourselves less vulnerable.

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265659#msg1265659
« Reply #209 on: June 21, 2017, 09:26:47 pm »
Ok I see, there is about an 80% chance that Fippe is behind this. That also explains how they had such a crazy amount of resources.
Its imperative that the fire is put out, its simply impossible to make it in 2 rounds. As such you will have to give back what you have taken (what you consumed replace with other items).
You are both active and interested in surviving, so write the apology while its still possible to survive at all.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265660#msg1265660
« Reply #210 on: June 21, 2017, 09:36:07 pm »
This is yet another time that i find out crucial information so close to the deadline its impossible to get the people in question on board.
@Ryli please consider holding off a turn on blowing yourself up, if Fippe comes on and fails to explain I will have to agree with you. It would sadden me to do that, as lords never before intentionally harmed us and there will be no chance of survival if I do that, but if you fail to explain yourselves I feel forced to take measures against you starting next round.
« Last Edit: June 21, 2017, 09:38:32 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.msg1265661#msg1265661
« Reply #211 on: June 21, 2017, 09:53:52 pm »
Also I dont feel ready to formulate that e-mail to the invaders, but I guess pretty much everyone has given up at this point.
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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265662#msg1265662
« Reply #212 on: June 22, 2017, 01:46:39 am »


Round 15



Spoiler for Pipeworks at the end of Round 14:


Today's events were many, and their description will be brief.

An explosion - the largest these Pipeworks have seen - wiped out the Brewers. They are gone.

The lights went off to hide the chaos. The elevator was approached from two sides, and the Lords were approached from one (by the Invaders).

The feral beasts locked up by the Scientists don't seem to be what they seem, and the fire blazes on, just a little less vibrantly. Its sister, though, is brand new and burns more intensely than its brother ever did.

A lot happened this round, so if I missed anything, please do let me know.

Round 15 ends: Round 15 has ended.
To get the fire sorted out you have 8 actions remaining.
To get the other fire sorted out (or win) you have 16 actions remaining.

Please PM any queries to myself and Naii_the_Baf.

EDIT: Removed Lords territory on D17 that was supposed to have decayed.
« Last Edit: June 22, 2017, 11:09:33 pm by CleanOnion »

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265663#msg1265663
« Reply #213 on: June 22, 2017, 01:50:17 am »
so well did medics send an rctc or can I throw in the towel and move on with my real life?
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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265664#msg1265664
« Reply #214 on: June 22, 2017, 01:55:54 am »
so well did medics send an rctc or can I throw in the towel and move on with my real life?

We didn't have an rctc to use, I realized that about 20 mins before deadline and had to change the actions we had planned.
something....something....something.....

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265665#msg1265665
« Reply #215 on: June 22, 2017, 02:55:22 am »
While the troglodytes seem to have some of the abilities I thought theyd have their nature seems to be more akin to their name (than I expected for some reason; I should have learned by now that CO doesnt misslabel things). We mercilessly blasted the home of disoriented, caged, malnourished and over the years of trapped in darkness propably driven insane people to bits. If we give them what they want (hell if I knew what) we can recruit them (at least if they didnt realize that it was us that blasted their home to bits, which given their condition is likely). It seems like we can also just kill them.

Given that we are in our last breaths I guess I might as well share everything I know (eh definitely not gonna win this game with my faction, but at this point survival is so absurd, that it would amuse me, even though mere survival doesnt grant any master of game points. If you are feeling sporty though, you can return the favour giving us a minor chance.)
Its possible to craft (well not craft, but make, CO accepted the vocabulary use hammer, not sure if he'd accept 'craft', as the theory is to take the metal and reshape it) gears, by using a hammer on any of the following: lamp, lighter and explosive bomb. This does not consume or damage the hammer (at least if it was a mortar hammer).
This round I manually found out that 2 gears make a motor.
Yet another step up are generators and teleporters. I believe all factions already knew about generator, so I'll only explain the teleporter (how to craft it, without the motor recipe we couldnt attempt to find out about its use): "You booted up the Terminal on I15 and found some very complicated scientific diagrams. Fortunately, you are the Scientists, and you made your best effort to understand them.
To construct the Teleporter, you'll need an Explosive Bomb, a Motor, and of course a Narcotics so you can understand the blueprints well enough to build one."


catapult (I am a silly and didnt even consider just launching the bomb; since we havent crafted it yet, we dont know how to use it yet, if the projectile has limited movement speed or other issues (like not being able to cut corners)): "Engraved into the wall on B4's corridor you found a very basic diagram of some sort of throwing device. Looks like a simple catapult. To make it, you'll only need to lash together two sticks." for dummies: two headless hammer handles with duct tape.
speaking of duct tape: Combining two of them removes all worries about needing more of it.

In the original generator rooms surroundings are lots of loot crates, but each faction can open only one (there is lots of smoke though).

In case you are wondering, i couldnt be bothered to do all of the following: 1. Figuring out a plan that allows survival
2. Attempt to talk sense into other factions (I tried)
3. Take care of all of our actions including dealing with troglodytes
write an E-mail to invaders had you helped me formulate it, i could have done it, but to me thats just as much work as 2 of the others. While my writing may not be so bad, it takes me painfully long to do it. Invaders will continue to live up to their name.

Medics: I would have allied you and let you request an rctc/pieces of the recipe for modified toy car if i knew you said you were short on it. I just remembered that resources didnt go down much the turn you crafted it and blew a bomb in our territory, so I figured you were good, just -as always- not very cooperative.

Given that the cultists didnt hold back at all at ruining our chances of survival (and didnt wait until the person in question could respond) and i didnt really want to do it anyway, I will not get back to my word of attacking the lords, I still highly recommend making ammends, you can not survive attacks from 2 fronts (wed actually be the third party to join the fray) anyway (and I wouldnt have to feel like I am not a man of my word, I was fine with it when not allying the medics, as that prospect was only a small part of sth I was forced into to ensure everyones survival and the entirity of medics demand after breaking things in the first place was obviously absurd and everyone else thought the same).
« Last Edit: June 22, 2017, 03:08:07 am by kaempfer13 »
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anything
blarg: