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 PostPosted: 16 Apr, 2010 
 
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His profile says that he visited the forums an hour ago.

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 PostPosted: 16 Apr, 2010 
 
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Hey I think I'm ganna drop out of this. Starting to turn into a hassle for me keep up with this RTD. I'd like to give command of my units to DeadMG until another person comes along and wants in on it. Which case they are welcome to take control.


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 PostPosted: 16 Apr, 2010 
 
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DeadMG can control two armies.

The RTD is taking a long time though. Far longer than I expected. Any Ideas?

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 PostPosted: 16 Apr, 2010 
 
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Shadowstorm wins... End of game... :D

gg guys :D


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 PostPosted: 16 Apr, 2010 
 
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double rolls for actions? If you fail once you get to try again, if you fail twice something really bad happens.

reinforcements as well.


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 PostPosted: 17 Apr, 2010 
 
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regabond wrote:
double rolls for actions? If you fail once you get to try again, if you fail twice something really bad happens.

reinforcements as well.


But there's about nothing that fails anymore. IT's more than 75% of success all the time (if not 90%).

I could double the damage of everything, and double the nukes blast radius, but then DeadMG will lose his GC in turn 48 (instead of 50 or 51 I think) and I win because of ubernukes....

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 PostPosted: 17 Apr, 2010 
 
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Just give us flat out more rolls per turn. Instead of one eco, one army, one flexi, three economy, five army, and four flexi.

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 PostPosted: 17 Apr, 2010 
 
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Ok, let's do that, starting with next turn. You sill have to give some actions for regabond's stuff.

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 PostPosted: 17 Apr, 2010 
 
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He makes a bunch more Auroras, upgrades his eco more, and no army.

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 PostPosted: 17 Apr, 2010 
 
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NEW RULES: WE CAN NOW DO:
3 economy actions.
5 army actions.
4 extra actions on either of those two categories.
A unit or building can still do only one action per turn


Turn 47
Rolls

Mazrix rolls a 4 (+1) on the ML. It is at 19/35.

He rolls a 6 (+1) on the Air factory and that completes the upgrade with a +6 bonus on the first roll next turn.

ACU health is adjusted due to the regen of every turn.

WNxWolfinator rolls a 2 on expanding the economy. The bonus of the hydrocarbon plants makes it a success.

He rolls a 5 (+3) on attacking regabond’s base and that completely decimates the radar tower and damages the SMD very badly.

He rolls a 5 (+1) on the Battleship and that job is done as well.

Spuddyt attacsk the SMD with his ACU. He rolls a 5 and a nice Overcharge damages it to 50%. Due to Wolfinator, it is now destroyed.

The Ythota rolls a 2 (+3) and damages the land factory to 25%

regabondrolls a 6 (+2) on building auroras and he gets 30 tanks.

He rolls a 3 on upgrading the economy. The economy is bigger now.

DeadMG teleports his ACU back to its previous position.

The restorers will back up the GC.

The GC moves to Mazrix’ base.

The rolls on economy actions are a 2 and a 6. Both come with a +2 bonus and DeadMG gets a total of 12 Restorers.

Plasma_Wolf launches the nuke and eradicades DeadMG’s base completely.

Rolling to Dodge for the Restorers: The Restorers roll a 6 and they survive unharmed.
Rolling to Dodge for the ACU: The ACU rolls a 4 and takes 6K damage.

The attack on the GC rolls a 3 (+1). The bombers and Gunships do 21K damage.

The upgrade of the Land Factory rolls a 3 (+4) and is at 7/30 now.

shadowstorm11 rolls a 3 on the upgrade of his air factory.

He rolls a 4 on upgrading his economy near the radar tower, giving him one extra level.

Combat results
Regabond has lost his starting position completely
Status
Mazrix
Economy: T3, weak + T2, very large, 4 hydrocarbons
Army: 3 renegades+ 10 ints. 5 Medusa artillery. 5 (XV base) + 11 (old base) ASFs.
ACU: ?? ???/32 000 HP, T3, Cloak, underwater near XV’s old base.
Factories: T1 air factory.
Location: one base at the green field, one at the beach.
Pending: ML (19/35).

WNXWolfinator
Economy: T3, very large, 3 hydrocarbon plants.
Army: 1 sub, 6 T3 subhunters and one B-ship, 1 B-Ship (base). 8 Strategic bombers, 9 ASFs. 1 spy plane. Ahwassa
ACU: 11 500 HP, regen upgrade, south of his first base.
Factories: T3 naval
Location: Base is at his primary island
Pending:

Spuddyt:
Economy: T3, weak, 1 hydrocarbon plant
Army: 5 Fobos at the base. 3 air scouts. 6 T2 flak. Ythota 53 000 HP. 5 T1 frigates.
ACU: 11 500 HP, regen upgrade lv1, in the water
Factories: T2 naval.
Location: Base is on an island.
Pending: -

regabond
Economy: T3, large.
Army: 2 harbingers. 5 Aurora’s (base) . Anti-missile.
ACU: 4550 HP, 22 350 SP, Sensor upgrade, T2 engineering suite. On Spuddyt’s island
Factories: 3*T1 land at the same place.
Location: Base is at the beach
Pending: -

DeadMG:
Economy: T3, huge, 3 hydrocarbons
Army: 3 air scouts. GC 55500/100K HP. 6 (GC) + 12 (Destroyed base) Restores.
ACU: 8000 HP, teleport upgrade, T3 suite, on a beach
Factories: 2*T3 Air.
Location: Something on the beach, something else elsewhere on the beach
Pending:

Plasma_Wolf:
Economy: T3, huge, 3 hydrocarbon plants
Army: 4 mongoose. 2 Torpedo bombers (Base) 3 StratBombers (Mazrix’ Base). 10 StratBombers+3 T3 Gunships+17 ASFs (GC). 2 Groups of 10 Spy planes (DeadMG’s territory). Anti-missile.
ACU: 12 000 HP, Adv RAS, in the base
Factories: T2 land, T3 air, SML
Pending: T2 Land -> T3 Land (7/30)

shadowstorm11:
Economy: T3, very large.
Army: Anti-missile. 15 T2 flak. Fatboy 12 500 HP 20 000 SP.
ACU: 15 250 HP, 20 250 SP, Construction arm T2, gun upgrade. In the water.
Factories: T1 air.
Location: Base is at a wide beach, a T2 radar near the hydrocarbon plant, with a stealth generator.
Pending: T1 air -> T2 (3/12)

Bonuses:
Mazrix:
Hydros: +1 (T3/T2) +3 (T1)
Next turn: +6
WNxWolfinator:
Hydros: +1 (T3/T2), +2 (T1)
Spuddyt:
Empty mexes: +1 when expanding economy size
+2 next turn
regabond:
Hydro: +1 (T1)
Base Stealthed
DeadMG:
Huge: +1
3 Hydros: +1 (T3/T2) +3 (T1)
Plasma_Wolf:
Adv RAS: +2
Huge: +1
3 Hydros: +1 (T3/T2) +3 (T1)
shadowstorm11:
Radar effect around his base.
Hydro: +1 (T1)

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 PostPosted: 17 Apr, 2010 
 
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Maps:

I haven't put in Wolfinator's new battleship, nor moved the ahwassa and B-ship. Those errors have already been corrected in the photoshop file I use

Cybran:
Image

Seraphim:
Image

Aeon:
Image

UEF:
Image

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Last edited by Plasma_Wolf on 17 Apr, 2010, edited 1 time in total.

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 PostPosted: 17 Apr, 2010 
 
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I will:

Build a new nuke
Build another anti-nuke
Upgrade the land factory further

Attack DeadMG's GC with every strategic bomber
Gunships will scout near the GC to get a good sight of it, just in case it walks in the dark.
Scout with one group of my spy planes
Scout with another group of my spy planes (both groups will scout the area they're in now)

Build more Strategic Bombers
Build another Air Factory
Build an omni sensor
Build PD

Free: strategic bombers at my base will move to the GC and join the group there.

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 PostPosted: 17 Apr, 2010 
 
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I will
Continue ML
Get airfac to tech 3
Upgade/expand economy in old base (whichever is possible)
Build navy at the underwater path I took in the beginning
Start lazer upgrade on ACU
Rebuild arty at XV's base
Build shields in old base


Separate my air groups to:
1 reneg, 3 int: Air1
1 reneg, 3 int: Air2
1 reneg, 4 int: Air3

I will also

Attack aeon facs with Air1
Scout east with Air2
Scout west with Air3
Attack the GC with XV's medusas

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 PostPosted: 17 Apr, 2010 
 
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I expand eco to HUEG
I start building another ahwassa
I bomb regabonds base with my ahwassa
I bomb regabonds with my battleship
I build more stratbombers
I attack regabonds base with my strat bombers
I scout to the southeast with my spy plane
I start building an air factory

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 PostPosted: 17 Apr, 2010 
 
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Ok this is kinda hard... So please correct me if I am wrong

But

I will:
Build a nuke launcher
Build and anti-nuke
Keep upgrading my air face
Build a land fac
Build the hydroplant near my radar tower
Use my fatboy to scout North East (If North is relative to the top of the webpage?)

Did I write it right?


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 PostPosted: 18 Apr, 2010 
 
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6 econ and 1 army,

Sounds about right.

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 PostPosted: 18 Apr, 2010 
 
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Yup, you might want to spend a seventh economy action (such as upgrading your ACU with something), that'll be the last available flexible action.

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 PostPosted: 18 Apr, 2010 
 
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Ok then thanks... i will do a 7th one

I will:
Build a nuke launcher
Build and anti-nuke
Keep upgrading my air face
Build a land fac
Build the hydroplant near my radar tower
Use my fatboy to scout North East (If North is relative to the top of the webpage?)
Upgrade my commander with a teleporter


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 PostPosted: 19 Apr, 2010 
 
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My ythotha finishes destroying regabondDead's factories
I build a NEW economy in his base (Everything is dead right?)
I build cruisers from my naval factory
I build a new naval factory next to where the T2 one is
I build a land factory in my new base
I build an air factory in my new base
I upgrade my commander with the supersmexyawesome gunupgrade (the expensive one that IIRC doesn't conflict with the regen field)
My ythotha starts to march towards my old base (Scouting en route I guess since I have actions nowadays)


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 PostPosted: 19 Apr, 2010 
 
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It does conflict,m both are on the right arm.

You can go for the advanced regen field though, which gives a +1 in land and naval forces.

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 PostPosted: 20 Apr, 2010 
 
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Mazrix wrote:
Build navy at the underwater path I took in the beginning


??? Where exactly?

WNxWolfinator wrote:
I build more stratbombers


Where's the air factory?

shadowstorm11 wrote:
Ok then thanks... i will do a 7th one


Still counting 6 economy actions. It's your call, but...

Ordering the actions in the way I did might help {economy (3), army(5), flexible(4)}

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 PostPosted: 20 Apr, 2010 
 
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Waiting for DeadMG to do actions for himself and his ally.

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 PostPosted: 20 Apr, 2010 
 
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Should be tomorrow morning sometime. I'm in the middle of doing some complex multithreading stuffs.

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 PostPosted: 22 Apr, 2010 
 
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:?
DeadMG wrote:
Should be tomorrow morning sometime. I'm in the middle of doing some complex multithreading stuffs.

:roll:

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 PostPosted: 23 Apr, 2010 
 
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Mazrix wrote:
:?
DeadMG wrote:
Should be tomorrow morning sometime. I'm in the middle of doing some complex multithreading stuffs.

:roll:


Yeah, and on the day referenced as tomorrow, the forums crash.... :cry:

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