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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48659 times)

Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #195 on: April 16, 2012, 02:53:13 pm »

Ebbor, could you give me the specifics about the research options I suggested recently?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #196 on: April 16, 2012, 03:02:32 pm »

Armour piercing rounds:
Research cost: 0/50
Able to ignore up to 10% of a targets armor.

Zombiestudy:
Research costs: 0/50 ( Basically you just get fluff about how the zombies work and such)
Do some general studies about the zombies and infection. Might not give any short sighted advantages. But might open up for other interesting research opportunities.

Antizombie turrets:
This depends on how your Zed killing turrets work. They could be many cheap turrets, or a few splashdamage ones( Think flamethrower) or something else entirely.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #197 on: April 17, 2012, 07:44:15 am »

Ghazkull, do the turn. D:
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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #198 on: April 17, 2012, 10:41:26 am »

yeah sorry...

Grunt Squad moves to Adwarfs Sniper squad into the second floor and defends them against Zombies coming in too close,
Vanguard Squad moves into the first floor of the Mining Facility and defends it against incoming Zeds.
APC's continue evacuation

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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #199 on: April 17, 2012, 03:16:42 pm »

yeah sorry...

Grunt Squad moves to Adwarfs Sniper squad into the second floor and defends them against Zombies coming in too close,
Vanguard Squad moves into the first floor of the Mining Facility and defends it against incoming Zeds.
APC's continue evacuation


Woho, now we just have to wait....
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #200 on: April 17, 2012, 03:24:13 pm »

yeah sorry...

Grunt Squad moves to Adwarfs Sniper squad into the second floor and defends them against Zombies coming in too close,
Vanguard Squad moves into the first floor of the Mining Facility and defends it against incoming Zeds.
APC's continue evacuation


Woho, now we just have to wait....
Till tomorrow. Update then.
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #201 on: April 17, 2012, 03:59:37 pm »

Ok then, since I have the time, I'd like to designate my research as:

Cost Efficiency- reduces the amount of funds needed to do anything. More research levels reduce cost further.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #202 on: April 18, 2012, 07:57:57 am »

Ebbor, nao you are online! NAO GIMME UPDATE!
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #203 on: April 18, 2012, 01:40:28 pm »

Ebbor, nao you are online! NAO GIMME UPDATE!
Updates coming soon.

Dammit: Igm.ie is down. Update will be picture less
« Last Edit: April 18, 2012, 02:10:02 pm by 10ebbor10 »
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #204 on: April 18, 2012, 02:10:03 pm »

WOOH

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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #205 on: April 18, 2012, 02:37:54 pm »

Turn One: Miniturn Two

Spoiler: Campaign map (click to show/hide)
Spoiler:  Mission 1 (click to show/hide)

Spoiler:  Mission 2 (click to show/hide)

Spoiler:  Mission 3 (click to show/hide)


Mission 1:


Units:Fortis
Verticopter One (30/30hp, 8/10 fuel)
Verticopter Two(30/30 hp, 8/10 fuel)
Locus mecha squad *5(8/8 health)
Razorback(50 health 13/15 fuel )

Issuing new directives

Locus squad 1: Relocate from V8 to V9. Board Verticopter 1.
Locus squad 2: Relocate from U12 to U10. Board Verticopter 1
Locus squad 3: Relocate from V12 to V10. Board Verticopter 1

Direct Engineer located at V8 to board Verticopter 1

Verticopter 1: relocate from U9 to K12

Locus squad 4: descend to ground level, relocate to O17
Locus squad 5: Relocate to N17
Locus squads 4,5: Target post-organic entities at O21 Error:There's a wall in the way.
Locus squad 5: Descend to ground level.

Razorback: Relocate from P12 to K14.
Razorback: Target post organic entities at D15All zeds eliminated

Units: Evilmahardja
M-51(20/20 hp 9/10 fuel)
M-53(20/20 hp, 8/10 fuel)
M-54(20/20 hp 7/10 fuel, 25/25 capacity)
Ironclaw (10 hp)
Ironclaw(10 hp)
Redfang alpha(15 hp)
Redfang beta(15 hp)

Orders:
"This is Noskovr to Ironclaw, all units direct fire to E15, lets kill these bastards." E15 cleared, firing at D15. 6 Zeds elimanted.

"This is Redfang Alpha, taking out the last target at K6, and moves toward the perimeter, engineers, follow us for escort." Target eliminated

"This is Redfang Bravo, killing the last hostiles in the building, coordinates H18. All Engineers, move to the perimeter for repairs." Done   

Locust M-54 Get back into position and pick up the last 25 survivors. Done
Locust M-52 Return to base with the survivors, do not return to the mission afterwards.

Back at the base, Vladimir orders the civilian personnel to examine the newcoming survivors for any infection bites. The clean survivors will begin digging a moat around the perimeter.No getting free workforce.

This is HQ for whoever is working at the breach. Are you still alive down there? Our scans show that the streets are swarming with Zeds.

Mission 2


Units: Doomblade
UFO One(20/20 hp 8/10 fuel   0/25) One turn till back
UFO two(20/20 hp 8/10 fuel    0/25) one turn till back
UFO three(20/20 hp, 8/10 fuel 0/25) One turn till back
UFO four(20/20 hp 9/10 fuel)
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)

UFO 4: pick up Green Men, squad two, and move to rooftop at T23.
Green Men, second squad: deploy at T22 from UFO 4 and fire on the zed goup at S21. 4 Zombies down
Little Green Men: fall back to C4 and fire on the zed group at B7.  zombies eleminated
Green Men, first squad: fall back to C4 and fire on the zed group at C8 2 zeds down.
UFO 1-3: once fully loaded with survivors, return to base and check again for infection. Have the Green Men back at base guarding. Done

Units: Donut
Rofl-1(20/20 hp 9/10 fuel 25/25)
ROfl-2(20/20 hp 9/10 fuel 25/25)
ROFl-3(20/20 hp, 9/10 fuel 20/25)
ROFL-4(20/20 hp 9/10 fuel 25/25)
Swiftfoot Agents(20 hp)
Hardfoot Agents(30 hp)

Roflcopters 1-2 should help citizens at M25 and 3 should take the 20 civs at F2. And finally, no4 go to the 105 at Q2.

Hardfoot go to the zed at O9 and spray their faces off.
Quickfoot go to N9 and kill zed there. 9 Zeds eliminated
EDIT: Quickfoot should also carry a specimen back to the roflcopter helping civs at Q2 for autopsy.Helicopter personnel informs you that they areto avoid contact with both living and dead Zeds



Mission 3



Units: Adwarf
APC 1 (hp:40 fuel: 14/15)
APC 2 (hp:40 fuel: 14/15. 20/20)
APC 3 (hp:40 fuel: 13/15. 0/20)
Black raven specs ops
Black raven sniper squad

Deployment:
Sniper Squad (M7, Third Floor)(Normally your are supposed to arrive from the edge of the map, but wathever.)
Spec Ops Squad (K13, Second Floor)
APC 1 (L12)
APC 2 (L14)
APC 3 (D16)

Orders:
Spec Ops Squad cover the APCs belowOrders understood,firing. 4 Zeds killed.
APC 1 continue keep Zeds at bayUnderstood, firing.4 Zeds down.
APC 2 begin loading mineral crates, and moving those out Copied sir. Note: the 4 crates shown on the map count as a single crate
Sniper Squad finish destroying closest zed forces (Dead Silent)2 Zeds down.
APC 3 Begin evacuating civies, capacity is loaded take them to the escape pointMoving on. we'll be back at the start if the next turn.


Units: Ghazkull
APC 1 (hp:40 fuel: 13/15 0/20) (1 turn travel left) Now at base
APC 2 (hp:40 fuel: 13/15 0/20) (1 turn travel left )
APC 3 (hp:40 fuel: 13/15 0/20) (1 turn travel left)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch (1 st floor)

Grunt Squad moves to Adwarfs Sniper squad into the second floor and defends them against Zombies coming in too close, Movespeed=3. On our way,sir. One zed encountered and killed sir.
Vanguard Squad moves into the first floor of the Mining Facility and defends it against incoming Zeds.Done sir
APC's continue evacuationOn our way sir.


This is command. The strange biosigns we're speaking about have arrived.

Heavy zombie
Health: 50
Armor: 5
Speed: 4
Range: 1
Damage: 10
Abilities:
-Throw
Description:A larger then normal zombie.Extremely muscled and has been mentioned to lift and throw heavy weights.

Adwarf ( The black ravens)
Spoiler (click to show/hide)
20 civilians

Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25) (8 turns left)
Produce two Salcar Sentry Guns Turrets build and awaiting pick up at base.

Research:
Allocate when earned.

Possible buildings:
Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Ghazkull
Spoiler (click to show/hide)

60 civs

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Doom blade: The green men:
Spoiler (click to show/hide)

Build perimiter fence at coordinates I1, J1, and K1. 8 miniturns left

75 survivors

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Evil Mahardja, The Spetnaz guards.
Spoiler (click to show/hide)
Building radar station. 2 miniturns left.
45 survivors

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Perimeter upgrade (click to show/hide)
Spoiler: Watchtower (click to show/hide)
Spoiler: Barracks (click to show/hide)

Hephaestus Automated Security
Spoiler (click to show/hide)


Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)
Spoiler: Wharf (click to show/hide)

Donut

Swift ops.
Spoiler (click to show/hide)
Please supply coords for perimeter (Price is per perimeter tile)
Building mineshaft: 7 miniturns left.

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)


-Name Mercenary Company: The Black Ravens
-Name PC: Alfred Nimar
-Funds: 3.800
-Research points: 32
-Base Smuggler's Nest
   -Resources stored:34/100
   -     Fuel stored:50/50
-Hero unit:
Spoiler: Alfred, the Deadeye (click to show/hide)

-Merc company units


Special structures:

Spoiler: Hunter Mines (click to show/hide)

Governement support units:

Spoiler: APC (click to show/hide)
]

-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 100
-Research points: 1
-Base: Cargo Airport
   -Minerals stored: 300/300
   -     Fuel stored: 150/150

Hero Units:



Special structures:
Spoiler:  Trench System (click to show/hide)

Governement support units:

Spoiler:  APC (click to show/hide)
-Name: The Green Men
-Leader Name: Nieren
-Funds: 150
=Research points: 19
-Base: Civilian Airport
   -Resources stored:97/100
   -Fuel stored:50/50
-Hero unit:

Spoiler: Nieren (click to show/hide)

-Merc company units
Spoiler: Green Men (click to show/hide)

Spoiler: Little Green Men (click to show/hide)

Special structures:
Spoiler: Prefab Fortifications (click to show/hide)

Spoiler (click to show/hide)

Governement support units:


The Spetsnaz Guards
-Name ”Papa Bear” Vladimir Baikov
-Funds: 1.000
-Research points: 33 (Current project moat: 0/50)
-Base: Military airport
   -Resources stored: 80/100
    Fuel stored: 48/50


”Papa Bear” Vladimir Baikov

The Spetsnaz Guards


Spoiler: Ironclaw (click to show/hide)

Spoiler:  Red Fang (click to show/hide)


Special structures
 
Spoiler:  Advanced Barracks (click to show/hide)

Governement support units:

[/quote]
-Name: Hephaestus Automated Security
-Name PC: AI Command unit C1043-S ‘Arbiter’ (I see what you did there. :D)
-Color: Orange
-Research points: 27
-Funds: 400
-Base:  Seaside Airport
   -Resources stored: 100/100
   -     Fuel stored: 50/50

-Hero unit:

- Merc units



Special structures:



Governement support units:
Spoiler:  Verticopter (click to show/hide)

Merc Company Name: Swift Ops
PC Name: John Richards
Funds: 300
Research pioints:9
Base: Abandoned Mine (Waiting for that thing :3) You will get that one quite soon, possibly tomorrow, when I start the turns and such. Is it good if it's completly underground ?
   -Resources stored: 100/100
   -Fuel stored: 50/50
-Hero unit:
Spoiler:  "Quick" John (click to show/hide)

-Merc company units
Spoiler:  Swiftfoot Agents (click to show/hide)

Spoiler:  Hardfoot Agents (click to show/hide)

Special structures:
Spoiler:  Mining Shaft (click to show/hide)

Spoiler:  Electro-Fence (click to show/hide)
Governement support units:


« Last Edit: April 19, 2012, 02:54:54 pm by 10ebbor10 »
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #206 on: April 18, 2012, 03:23:28 pm »

I can't really craft a new turn without knowing where the zombies are. If you can't post pictures on the web, can you post the coordinates for where the zombies are, and how many there are?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #207 on: April 18, 2012, 03:26:13 pm »

I can't really craft a new turn without knowing where the zombies are. If you can't post pictures on the web, can you post the coordinates for where the zombies are, and how many there are?
Unfortunately, I left the pics on my other computer, so I can't acces them. I'll upload them tomorrow, and hopefully fix ghazkulls, adwarfs turn too.
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #208 on: April 18, 2012, 03:32:50 pm »

Also, have you considered editing the thread title?

Anyways, how much is that cost efficiency research?
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #209 on: April 18, 2012, 03:34:00 pm »

Also, have you considered editing the thread title?

Anyways, how much is that cost efficiency research?
Turns isn't done yet, so No.

0/200 for a 10% cut.
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