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DeadMG
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Posted: 16 Apr, 2010
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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His profile says that he visited the forums an hour ago.
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regabond
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Posted: 16 Apr, 2010
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Joined: 19 Mar, 2007 Posts: 2453
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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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Plasma_Wolf
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Posted: 16 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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shadowstorm11
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Posted: 16 Apr, 2010
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Joined: 03 Dec, 2008 Posts: 239 Location: Australia
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Shadowstorm wins... End of game...  gg guys 
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regabond
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Posted: 16 Apr, 2010
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Joined: 19 Mar, 2007 Posts: 2453
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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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Plasma_Wolf
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Posted: 17 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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DeadMG
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Posted: 17 Apr, 2010
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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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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Plasma_Wolf
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Posted: 17 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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DeadMG
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Posted: 17 Apr, 2010
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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He makes a bunch more Auroras, upgrades his eco more, and no army.
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Plasma_Wolf
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Posted: 17 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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Plasma_Wolf
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Posted: 17 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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:  Seraphim:  Aeon:  UEF: 
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Last edited by Plasma_Wolf on 17 Apr, 2010, edited 1 time in total.
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Plasma_Wolf
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Posted: 17 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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Mazrix
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Posted: 17 Apr, 2010
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Joined: 01 Aug, 2007 Posts: 5399 Location: Shitting in the wishing well!
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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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WNxWolfinator
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Posted: 17 Apr, 2010
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Joined: 05 May, 2008 Posts: 7768 Location: Backstabbing the bastard no-scoping the camper
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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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shadowstorm11
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Posted: 17 Apr, 2010
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Joined: 03 Dec, 2008 Posts: 239 Location: Australia
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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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Mazrix
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Posted: 18 Apr, 2010
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Joined: 01 Aug, 2007 Posts: 5399 Location: Shitting in the wishing well!
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6 econ and 1 army,
Sounds about right.
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Plasma_Wolf
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Posted: 18 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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shadowstorm11
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Posted: 18 Apr, 2010
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Joined: 03 Dec, 2008 Posts: 239 Location: Australia
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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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spuddyt
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Posted: 19 Apr, 2010
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Joined: 22 Jun, 2008 Posts: 4668 Location: Just... Don't look behind you.
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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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Plasma_Wolf
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Posted: 19 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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Plasma_Wolf
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Posted: 20 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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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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Plasma_Wolf
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Posted: 20 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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Waiting for DeadMG to do actions for himself and his ally.
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DeadMG
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Posted: 20 Apr, 2010
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Should be tomorrow morning sometime. I'm in the middle of doing some complex multithreading stuffs.
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Mazrix
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Posted: 22 Apr, 2010
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Joined: 01 Aug, 2007 Posts: 5399 Location: Shitting in the wishing well!
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DeadMG wrote: Should be tomorrow morning sometime. I'm in the middle of doing some complex multithreading stuffs. 
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Plasma_Wolf
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Posted: 23 Apr, 2010
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Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
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Mazrix wrote: :? DeadMG wrote: Should be tomorrow morning sometime. I'm in the middle of doing some complex multithreading stuffs.  Yeah, and on the day referenced as tomorrow, the forums crash.... 
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