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 PostPosted: 05 Aug, 2009 
 
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I want to tech and upgrade my economy, and build land scouts in my factory. I build the hydro.


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 PostPosted: 05 Aug, 2009 
 
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Can i join if its ok?

I would like to be UEF And a land factory?


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 PostPosted: 06 Aug, 2009 
 
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CommanderDude wrote:
I want to tech and upgrade my economy, and build land scouts in my factory. I build the hydro.


Ok, those are 4 economy rolls. Please change it. Teching and upgrading are two rolls already. I'd advice you to tech and build the hydro, but it is all your choice after all :)

Don't forget to scout with your ACU btw.

Quote:
Can i join if its ok?

I would like to be UEF And a land factory?


Ok, very nice, now we have 7 players, I hope that a 8th will come by and start playing Seraphim, then we could do a 2v2v2v2, by factions.

Anyway, I'm going into town right now, so please be patient for even longer (Wolfinator). I'll upload turn 4 as soon as I'm back.

CommanderDude, if you haven't posted before I'm back, I'll let you tech and build the hydrocarbon plant.

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 PostPosted: 06 Aug, 2009 
 
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Turn 4
Rolls

regabond wants to tech his economy to T2 and also build some Aurora hover tanks, if possible, he'll also get some scouts and mobile AA.

Teching economy rolls a 6! He also gets a +1 from his hydrocarbon plant. The total is 7 and now the teching of the economy is at 7/12th.

Building tanks rolls a 4 and gives a +1 bonus from the hydro. The total is five. regabond gets a small army of auroras, backed up with some scouts. The auroras can now use their range effectively and therefore a +1 bonus will be awarded if they fight against anything with a lower range.

regabond's ACU still has got a damaged foot, but the regeneration system has kicked in and the penalty will be gone at the beginning of turn 6 (so turn 5 still gives the -1 with any action for the ACU)

DeadMG is going to tech his economy further, and he wants to upgrade it further. Additionally, he wants to scout.
For teching, DeadMG rolls a 1, he gains a +1 from the hydrocarbon plant, giving him a 2. He is now at 8/12th of his economy teching work.
For upgrading, DeadMG rolls a 6!, he gains the +1 from good location of the mass extractors that he can build and now he has got a 7. The economy is being upgraded from large to very large and continues growing to huge. DeadMG now has got a huge economy. He has the ability to build three types of units and gains a +1 from the economy because of its size.
Lastly, DeadMG goes scouting. He rolls a 6 for this as well. Finding a nice place for a second hydrocarbon, he immediately reclaims the stones that lay around it, giving a +1 bonus for the next economy roll. DeadMG has also found the sea.

Mazrix continues teching the factory. He rolls a 6 and gets the +1 bonus from building, giving the total of 7! Mazrix has completed the factory teching. Remember that building T2 units gives a -1 penalty and gains no benefit from only 1 hydrocarbon. Building T1 units still gives the +1 hydrobonus, but also a +1 bonus because of high build power.

Mazrix also continues upgrading his economy. He rolls a 4 and gains a +1 from the hydrocarbon bonus. His economy is no longer "large" but grows all up to the maximum level of "huge" With this size, you'll be able to build all sorts of units with a single roll (so you can ask for land, sea and air, though you won't get as much as when you'd ask for one type). With the highest level you'll also gain a +1 bonus because of enormous income.

Mazrix wrote:
"A bit more scouting probably wouldn't hurt"

Oh yes it will, since Mazrix has rolled a 1, looking at the ocean beyond the nice cliffs, Mazrix wants to scout towards the west, but he uses the wrong controls and moves just forward instead. He stops his ACU too late and falls down from a cliff. Standing at a ledge somewhere in the middle, Mazrix now has to go back up, since dropping himself down would be a bad idea. Mazrix is stuck!
His ACU has got damaged legs as well. It gives him a -1 penalty for the next two rolls (penalty will be over at the beginning of turn 7). The first action with his ACU has to be "trying to get up, at the top of the cliffs".

WNxWolfinator wants to continue upgrading his economy: he rolls a 3 and gains a +1 bonus from the hydrocarbon plant. The total is 4 and Wolfinator now has got his economy teching progress at 9/12.

He also wants to build extra mexes, he rolls a 1, but gains a +1 from the hydrocarbon plant and a +1 to build at this island, where it is more easy to build. The total is 3 and now Wolfinator has managed (3=success) to upgrade his economy further. He now has got a "huge" economy and that gives him a +1 bonus for any economy action.

He also scouts the island for more mexes or another hydrocarbon plant. he rolls a 3, finding a hydrocarbon plant that is a bit hard to access (-1 penalty if you want to build this).

CommanderDude is going to build his hydrocarbon plant and rolls a 2, but he gains a +2 bonus from reclaiming, getting a 4. It gives him a good success. The hydrocarbon plant is built and will immediately give him a +1 for economy rolls.

Additionally, he goes to tech his economy. He rolls a 5 and gains a +1 bonus from the plant. He now has got a 6. Teching economy is at 50%

7649-XV25 joins in the game, he arrives at a wide part of a beach. He starts with a "normal" economy, an air factory and a hydrocarbon plant. He also has got a small army of Jester light gunships! Post your new actions!

shadowstorm11 joins. He arrives at a wide beach as well. Starting with a nomral economy, he immediately builds a land factory and also gets a hydrocarbon plant. Additionally, he's got a small army of tanks and Anti air.

Status

Mazrix:
Economy: Huge, 1 hydrocarbon plant.
Army: None
ACU: Damaged legs (ending at begin of turn 7), no upgrades, at a ledge at the cliffs
Factories: T2 air
Location: Base is in the green field

7649-XV25L:
Economy: Normal, 1 hydrocarbon plant
Army: Small group of Jesters
ACU: No damage, no upgrades, in the base
Factories: T1 air
Location: Base is on a wide beach.

WNxWolfinator:
Economy: Huge, 1 hydrocarbon plant
Army: None
ACU: No damage, no upgrades, at secondary island
Factories: T1 air
Location: Base is at primary island
Pending: Teching economy 9/12

regabond:
Economy: large, immune for the next turn, against bad rolls. 1 hydrocarbon plant.
Army: Normal army of auroras, with enough scouts as support
ACU: Left foot hurt, No upgrades, in the home base
Factories: Land only
Loction: Base is on the beach
Pending: economy teching, 7/12

DeadMG:
Economy: Huge, 1 hydrocarbon plant
Army: None
ACU: No upgrades, no damage. At the sea, close to mass extractors and a hydrocarbon spot
Factories: T1 land
Location: Base is in the forest
Pending: Economy teching 8/12

CommanderDude:
Economy: Normal, 1 hydrocarbon plant
Army: None
ACU: No damage, no upgrades
Factories: T1 land
Pending: Teching economy, 6/12

shadowstorm11:
Economy: Normal, 1 hydrocarbon plant
Army: Small group of medium tanks and AA
ACU: No upgrades, no damage, in the base
Factories: T1 land
Location: Base is at a wide beach





Bonuses:
Mazrix: +1 from hydrocarbon (only when building T1), +1 from huge economy (always)
7649-XV25L: +1 from hydrocarbon (only when building T1)
WNxWolfinator: +1 from hydrocarbon (only when building T1), +1 from huge economy (always)
regabond: +1 from hydrocarbon (only when building T1), +1 from range with auroras (if outranging)
DeadMG: +1 from hydrocarbon (only when building T1), +1 from huge economy (always)
CommanderDude: +1 from hydrocarbon plant (only when building T1)
shadowstorm11: +1 from hydrocarbon (only when building T1)

Penalties:
regabond: -1 for ACU action, ends at the beginning of turn 6
Mazrix: -1 for ACU action, ends at the beginning of turn 7


Possibilities
WNxWolfinator: Can build a hydrocarbon plant (-1 for hard access)
DeadMG: can build a hydrocarbon plant

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 PostPosted: 06 Aug, 2009 
 
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Turn 5 commences, the maps of the end of turn 4 will be uploaded soon. I'll post the current status at the first page as well.


7649-XV25L & shadowstorm11 are now in the game!

EDIT: New maps, the previous ones are deleted BTW.

Mazrix
Image

7649-XV25L
Image

regabond
Image

DeadMG
Image

WNxWolfinator
Image

CommanderDude
Image

shadowstorm11
Image

You might notice that the maps have changed a little bit, but that's because the whole map wasn't completed while I made the maps of turn 3.

I hope that I can make a real supcom map from the sketch I've got now. then I can also make the bases more detailed.

Again: Small dots represent the ACUs, big dots represent the buildings (DeadMG, I forgot about your Hydrocarbon plant in the open spot).

CommanderDude, your hill has changed a bit, now it has got grass.


7649-XV25L, if it is possible, could you please change your name, it is very hard to remember and irritating (sorry) to type. Since I've got to do that for about 6 or 7 times in one turn, I would like a different name.

If you really want to keep it, I'll not insist.
If you can't change it in the profile menu, but you can think of another name, just type it in a reply, then I'll use that name for the rest of the RTD.

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 PostPosted: 06 Aug, 2009 
 
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Just nickname him whatever you feel like, and if he refuses to respond to that name, he dies :)


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 PostPosted: 06 Aug, 2009 
 
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I'm going to build an engineer, build an air factory, and SCOUT MOAR

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 PostPosted: 06 Aug, 2009 
 
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no engineers they aren't needed


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 PostPosted: 06 Aug, 2009 
 
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Eco: Build air scouts
Army: Scout with ACU
Eco: Upgrade Eco

Just shorten it to XV.


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 PostPosted: 06 Aug, 2009 
 
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Oh I forgot about my turn, heh.

I pair up one tank with one scout and send them in all directions to scout. I continue teching my eco to T2. I continue build my army as well.


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 PostPosted: 06 Aug, 2009 
 
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I construct some Fighter/bombers (Corsairs)
I try to climb back up (darn!)
I'll start teching my Economy.

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 PostPosted: 06 Aug, 2009 
 
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Eco 1 : Build ze hydro
Eco 2 : Tech eco roll
Combat 1 : My ACU goes into the water and scouts for moar islands

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 PostPosted: 06 Aug, 2009 
 
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Ok, I've read everything, but It'll take some time before I'll do the rolls. I've had a busy day, which included working from 17:30 to 22:30, at my uncles restaurant. Aslo, we've got to wait for the others (shadowstorm and CommanderDude, looks like the UEF are a bit slow :D )

DeadMG, engineers are not required in the game, so you can choose a new third action (either economy or army).

Also, where do you want that air factory to be built? at the new spot at the beach, or at your old base?

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 PostPosted: 06 Aug, 2009 
 
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Quote:
(shadowstorm and CommanderDude, looks like the UEF are a bit slow)


UEF are just improperly trained, and therefore, are slackers.
:D (No offense to UEF players, that was a joke)

EDIT EDIT: Nvm, you're already trying.


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 PostPosted: 06 Aug, 2009 
 
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I scout with my ACU. I build an air factory. I build Tanks!


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 PostPosted: 06 Aug, 2009 
 
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I expand my economy?
I build tanks
I scout with my ACU


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 PostPosted: 07 Aug, 2009 
 
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Ok, I've read everything, but I have to update the maps, which I will tomorrow (sorry I'm tired and writing down everything took a lot of time). Now I'm going to do something else.

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 PostPosted: 07 Aug, 2009 
 
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At my base. In that case I want to also build an air scout.

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 PostPosted: 07 Aug, 2009 
 
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I've been pretty busy the last few days, and I will be away from Monday until Friday, so turn 6 will probably have to wait for a week (sorry, but I am not going to rush it this weekend, I feel that I need some rest).

Anyway, here is turn five!

Turn 5
Rolls

DeadMG wants to build an engineer, but engineers don't exist in the game! Also, one of DeadMG's actions is reserved for teching the economy.DeadMG rolls a 3 for teching and this will turn into a 5 because of the bonus (hydro+huge economy). DeadMG has finished his teching, with a 13/12 end result. For the first next economy roll, he gains a +1 bonus for excess mass.

DeadMG also wants to build an air factory. He rolls a 2 and the +2 bonus gives him a 4. A good success. Now DeadMG has got an air factory in his base and it gives one air scout.

Finally, DeadMG goes scouting again. He rolls a 3! With this normal success, DeadMG does not find something useful, but he gains a lot of intelligence. Where he goes, he sees that the beach turns out to be a bit wider.

7649-XV25 wants to build some air scouts. Perhaps that's useful with a jester (range can be used)? XV rolls a 6! He also gains a +1 from his hydro plant, turning the total into a 7!
He doesn't get SOME air scouts, but MANY. Those air scouts are pretty good now they're fresh from the factory, so for the first next turn, scouting with them will give a +1 bonus. Additionally, XV gets two more Jesters. The group of Jesters is "normal".

XV also scouts with his ACU. He rolls a 3. With this normal success, he does not find anything in particular, but he sees some hills. Walking alongside the hills, he finds the end of the beach (see map
).

Lastly, XV wants to upgrade his economy. He rolls a 2 and this becomes a 3 because of the hydrocarbon plant bonus. The economy grows from "normal" to large. The economy can now sustain the build of more types of units in a single roll.

regabond pairs up one tank with one scout. This leaves him a couple of spare tanks that remain in the base. The scouts and tanks that are paired are going to scout in every direction (5 scouts -> 5 directions). regabond rolls a 5 on scouting. Impressive. The auroras go pretty far (see map).

regabond continues teching his economy. He rolls a 4 and gains a +1 bonus from the hydrocarbon plant that makes the total a 5. Before this action, the economy teching was complete for 7/12th. regabond has now got the mass for the last 5/12th, completing the teching.

regabond wants to continue building his army. Having a newly built T2 economy, he's got a +1 bonus for building T1 stuff, additionally, one hydrocarbon plant is sufficient to give another +1 bonus while building T1 units.
regabond rolls a 6! This becomes an 8! OMG!!! Too bad that you didn't ask for some units explicitely. Now you'll not get a "large army" of that, but a "large army" in total. The army consists of every T1 land unit available. A small group of auroras, a small group of scouts, a small group of artillery and a small group of anti air. The total is large, and pretty good to do anything.

The ACU's regeneration system has finished repairing the ACU's foot, at the beginning of the next turn (turn 6), regabond has no penalty from an ACU action anymore.

Mazrix wants to build some Cybran T2 corsairs. Having a T1 economy, he gets a -1 penalty, but the +1 bonus from a "huge" economy compensates for that. A single hydrocarbon plant does not give a bonus. Mazrix rolls a 4, the -1 and the +1 even each other out, so it remains a 4. Mazrix has got three corsairs now ("small" group).

Mazrix tries to climb back up, he rolls a 2 and gets a -1 penalty for his ACU because of the damage it's got. With the second 1, he continues falling down! Falling in the water beneath the cliffs, Mazrix's ACU is damaged even more (another -1 penalty, this remains for turn 6 and 7).
He can't try to climb up the cliff again, he has to go around, via the bottom of the sea :twisted:

Lastly, he wants to tech his economy. Rolling a 4 with the T1 economy, he gains a +1 bonus from the hydrocarbon plant and another +1 bonus from the "huge" economy. Having 6 in total, he is now half way through the teching (6/12)

WNxWolfinator wants to build a second hydrocarbon plant. The plant is hard to access, so he gets a -1 penalty, which is nullified by the +1 bonus from his first plant. his economy is huge, so he gains another +1 bonus. The roll gives a 2, making the total a 3. A normal success, the hydrocarbon plant is built.

Wolfinator continues teching his economy. He rolls a 4, the huge economy gives a +1 bonus and the two hydrocarbon plants give a +2 bonus in total. The new number is 7. Starting this turn on 5/12th, his teching is now complete.

Lastly, wolfinator wants to continue scouting. He rolls a 1 and falls down, into the water, at the side of the island he just arrived from. As if that isn't enough, the Seraphim War leader demands the annual tribute for membership in the Seraphim army. Wolfinator has got no money, so he has to give his ACU firing arm instead. It'll take three turns before that is returned and he can go into combat with his ACU again (so you won't be able to fire at enemies for turn 6, 7 and 8).

CommanderDude goes scouting with his ACU. He rolls a 5 and finds a new spot for a hydrocarbon plant, and some stones. Reclaiming the stones, he gains a +1 bonus for the first next economy roll. A second hydrocarbon plant can be built.

CommanderDude also builds an air factory! He rolls a 4, with a total bonus of +2 (hydrocarbon plant and reclaiming), the total becomes a 6! Not only he's got an air factory now, but also a small army of interceptors.

CommanderDude wants to build Tanks! and rolls a 3. He doesn't build Tanks! though, the mass goes to teching his economy. A bonus of +1 is applied because of the hydrocarbon plant. The total is 4 and the progress is at 10/12th.

shadowstorm11 wants to expand his economy (expand -> upgrade). He rolls a 5 and the hydrocarbon plant gives a +1 bonus, making the total a 6! His economy grows from "normal" to "very large" and cannot be damaged by a bad roll in the next turn. shadowstor11 can build 3 types of units (sea/land/air) in a single roll if he wants to. He's got to build the required factories first though.

shadowstorm11 wants to build tanks as well, rolling a 5 and gaining a +1 bonus from the hydrocarbon plant, he now has got a 6. This gives him a "normal" group of tanks, and some scouts, so that the tanks can see what they're firing at.

Lastly, he wants to scout. He rolls a 3 and explores the area (see map)


Status

Mazrix:
Economy: T1, Huge, 1 hydrocarbon plant
Army: "small" group of T2 fighter-bombers (corsairs)
ACU: Heavily damaged. No upgrades, at the bottom of the sea.
Factories: T2 air
Location: Base is in the green field
Pending: Teching economy 6/12

7649-XV25L:
Economy: T1, large, 1 hydrocarbon plant
Army: Many air scouts, normal group of Jesters
ACU: No damage, no upgrades, at the end of the beach
Factories: T1 air
Location: Base is at a wide beach

WNxWolfinator:
Economy: T2, Huge, 2 hydrocarbon plants
Army: none
ACU: Missing firing arm, no upgrades. In the water
Factories: T1 air
Location: Base is at the primary army, a small economy base is at the second island
regabond:
Economy: T2, large, 1 hydrocarbon plant
Army: A large group of "everything", small group of "auroras" (free action to join these two in one army). 5 pairs of aurora+scout.
ACU: No damage, no upgrades, in the base
Factories: T1 land
Location: at a beach

DeadMG:
Economy: T2, huge, 1 hydrocarbon plant
Army: An air scout
ACU: No damage, no upgrades, at the beach (see map)
Factories: T1 land
Location: base is in the forest

CommanderDude:
Economy: T1, normal, 1 hydrocarbon plant
Army: "small" group of interceptors
ACU: No damage, no upgrades, at a second hydrocarbon spot
Factories: T1 land, T1 air
Pending: teching economy 10/12

shadowstorm11:
Economy: T1, very large, 1 hydrocarbon plant, cannot be damaged by a bad roll for the next turn
Army: "normal" group of tanks
ACU: No damage, no upgrades, away from the base
Factories: T1 land
Location: Base is at a wide beach.

Bonuses:
Mazrix: +1 from 1 hydrocarbon plant (only when building T1), +1 from huge economy (always)
7649-XV25L: +1 from 1 hydrocarbon plant (only when building T1)
WNxWolfinator: 2 hydrocarbon plants -> +2 when building T1, +1 when building T2
regabond:+1 from 1 hydrocarbon plant (only when building T1), Aurora range bonus because of scouts.
DeadMG: +1 from 1 hydrocarbon plant (only when building T1), +1 from huge economy (always)
CommanderDude: +1 from 1 hydrocarbon plant (only when building T1)
shadowstorm11: +1 from 1 hydrocarbon plant (only when building T1)

Penalties:

Mazrix: -1 for ACU action, ends at the beginning of turn 7, -1 for ACU action, ends at beginning of turn 8 (so turn 6 has got a -2 for ACU action).
WNxWolfinator: Cannot fire in turn 6, 7, 8


Possibilities
DeadMG: can build hydrocarbon plant.
CommanderDude: can build hydrocarbon plant.

Maps

Mazrix
Image

XV
Image

regabond
Image

DeadMG
Image

Wolfinator
Image

CommanderDude
Image

Shadowstorm
Image

If scouting continues like this, people will soon meet each other, then I will have a map for two players, as soon as they have met.

Edit, a fail with the maps, working on it now
Edit2, the maps no longer fail

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Last edited by Plasma_Wolf on 08 Aug, 2009, edited 2 times in total.

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 PostPosted: 07 Aug, 2009 
 
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"Damnit this thing, can't it do anything right?"

Dunno if I can do this but:
I stay at the bottom of the sea, letting my ACU to start fixing itself a bit

I roll out more Corsairs, and tech my economy some more

My current corsairs may patrol close around my base in a circle

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 PostPosted: 07 Aug, 2009 
 
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I build an air factory
I upgrade my tech? (teching mexes?)
And i build some artillery from my land factory


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 PostPosted: 07 Aug, 2009 
 
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Eco 1 : Now that my T2 eco is done, I immediately start upgrading my eco to T3
Eco 2 : I'll also build a naval factory ( if I get any excess stuff just use it to build subs )
Combat 1 : My ACU scouts to the north of my island for any other interesting stuff


Also, if you have to go away for a week I'll volunteer to take over.

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 PostPosted: 07 Aug, 2009 
 
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WNxWolfinator wrote:
Also, if you have to go away for a week I'll volunteer to take over.

err, conflict of interest?


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 PostPosted: 07 Aug, 2009 
 
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Is there still space? can you add me in? I must tell you now i'm not playing to win if i get in...


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 PostPosted: 08 Aug, 2009 
 
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spuddyt wrote:
Is there still space? can you add me in? I must tell you now i'm not playing to win if i get in...


Sure, do you mind that I'll make you a Seraphim Commander. Then we can make four teams of two (of course, you'll have to find each other first.

You can choose any factory, I'll put you on an island or something, so I'd not recommend to build a land factory.

Mazrix wrote:
I stay at the bottom of the sea, letting my ACU to start fixing itself a bit


You can do this but it is no "dice" action. During the time that regabond had a damaged ACU, he didn't do anything with it either.

So you can choose a new "army" action, patrolling is no dice action either. Just a free action. Somewhat the same as just letting them sit in your own base.

Wolfinator, you may take it over for that time, but as long as I'm still here, I'll make the actions. Of course, don't give yourself an advantage over others.

I've read the stuff and I'll do the rolls today. If this turn does not end before I'm going to leave, I'll PM it all to Wolfinator.

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Last edited by Plasma_Wolf on 08 Aug, 2009, edited 2 times in total.

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