I thought we were supposed to round down.
As far as I can tell, the only thing that explicitly rounds in only one way is damage reduction, which rounds to the lower whole number.
Aerial Torpedoes x2 vs PD Lasers: 14+20 (34) vs 17+20 (37), reroll miss
ClF^3 Torpedoes x4 vs PD Lasers: 3+14 (17) vs 1+20 (21), reroll miss
Turn 8Event roll: 10!
A volcano erupting on the surface hurls a number of massive rocks skywards, and both Fluxxstone and the Devastator Airship are hit by two rocks each, the first one shattering to pieces on impact. The rest of the rocks and debris and ash just go up, and then back down without hitting anything.
4 Castle Integrity damage to each, you also gain 1 Massive Volcanic Rock as an item.The
Laputa chicken siege, like most
sieges has gotten to that point where while they
could rush in, it'd be costly. So instead, they wait outside the walls of the inner castle. Laputa 1.5 news continues to ramble throughout the radio waves in the meantime as the sun rises and the wind stays the same. As predicted earlier, the evil doom clouds leave as soon as the sun arrives.
Krarkkus, apparent master of distance vision, manages to pick out a few details about the fighters. The slower, red one seems to highly favor projectile weaponry, as well as fire. The other one appears to have more variety, but seems to favor guided projectiles only somewhat less than the red one. Both could be deflected or tanked with armor.
The
Fluxxstone looks down at the wreckage of Castle Arrip as it slowly and floatily sinks towards the surface (except for the engine, which straight up falls), but theres not a whole lot to scavenge from it unless you want rope. So instead, the Fluxx is queried about image projection. Eventually, after several failed attempts (and a few explosions, but not enough to impact the place as a whole), a large projector is constructed somewhere onboard, and is given a large-scale sad face to project in the general direction of Dr. Coggington. The skything then ponderously and slowly makes its way towards the southern shenanigans, not approving of the wind's direction at all but eventually making it to L7.
The inhabitant of
Kolima work on implementing hammer time as the sun rises. The mirror is quite a bit more notable in the sunlight, so some more covers are added to make sure nothing catches on fire accidentally, and from the looks of things it seems like you could land on the neighboring skycastle now pretty stably.
Safely, on the other hand...
Dr. Coggington is exceptionally magnificent now. Also
huge! He promptly moves south with his newly expanded everything, reaching P5-R7. The few idle cogs available attempt to estimate the location of the comet arrival, but end up with a rather useless estimate and need additional data. The best they've done so far is 'Not likely to be in the top left quadrant of the map.'
Hive Cruiser Aeros Beta sets down on the island, and picks up...something. A very
odd transmission from
below (but not directly under) the ship is about all you can figure out of it before it fades away, and work is started regardless. A much less cryptic and quickly read message from the Devastator Airship is also received. A Forager squad is formed and sent out, Burrow and Assimilation Crystals are formed.
+1 new growth, 10/13 Growth used this turn.Message to Unit location E14. Your behavior matched heuristic analysis for infection. Major matching traits : Rapid Changes/Adaption , Infection of surroundings. Failed Match: Hostility to cleansing operation. Please confirm you're not infected.
The
Devastator Airship, after arguing with a spacial flux for awhile while Alzeran passed by it, manages to finish its argument without exploding from the flux effects, and looks a bit better in fact. So instead, it FIRES ZE MISSILES, and the poison canisters, and the blink drive, and even prepares the flamethrowers just in case.
Heaven's Acropolis takes the new hostile signatures as a sign there will be no surrender, and prepares accordingly while targeting recalibrates post-blinkswap. The capacitor is engaged in engines and structural repair as well. Theres also an unusual signal sitting beneath the flying fortress that bears investigation after battle.
Castle Zipworld has an interesting object show up on its laborious quest to fight the wind and head east: A
Gigantic Fan. It is quite possibly big enough to shove the entire place forward, but no one is strong enough to swing it, let alone pick it up. A crane is brought over to pull it off the ground (another warp crystal was hidden under the fan!), and the castle struggles into C17 before the warp decides otherwise and warps to E18 instead, which puts it in range of the Airship!
Note: Any further away and you start getting long distance penalties that actually would effect the outcomes significantly.
---Hit---
Aerial Torpedoes x2 vs PD Lasers: 17+20 (37) vs 16+20 (36), hit!
ClF^3 Torpedoes x4 vs PD Lasers: 9+14 (23) vs 19+20 (39), miss.
Drone Squadrons x4 vs Blaze Protocols: 18+15 (33) vs 2+16 (18), hit!
Artillery x4 vs Blaze Protocols: 13+18 (31) vs 19+16 (35), miss.
Warp Cannon vs Retribution Capacitors: 17+10+6 (Crystal boost) (33) vs 13+20 (33), tie.
Tiebreaker: 20 vs 16, Attack succeeds.
---Speed---
Aerial Torpedoes (2+20, 22) vs Drone Squadrons (13+10, 23) vs Warp Cannon (16+10, 26)
Warp Cannon hits first, Aerial Torps are last.
---Crit---
Warp Cannon: 9, no crit
Drone Squadrons: 15, Crit!
Aerial Torpedoes: 7, no crit
---Damage---
Warp Cannon: 10 damage minus 2/3rds from retribution capacitors = 3 integrity damage to retribution capacitor via WAR ROOM!
Drone Squadrons x4: 12,14,12,1 x2 = 78 damage minus 2/3rds from blaze protocols = 26 damage! 8 integrity damage to blaze protocols destroys them, 16 castle integrity damage, and 2 castle structural damage!
Aerial Torpedoes x2: 7,2 = 9 damage minus 2/3rds from PD lasers = 3 integrity damage to the point defense!
---Other---
Poison Gas Specialization vs Damage Control Drones: 3+16 (19) vs 14+5 (19), Gas mostly contained. -1 pop to Acropolis.
Castle Zipworld powers up the Warp cannon, and with a thunderous boom and a crack of warp energy, punch the Devastator Airship with an entire War room! As impressive (and unexpected) as getting hit with a building is however, Heaven's Acropolis' attack is no slouch either. As the artillery deals with miscalculated targeting and slams, the drones are under no such issues! Using secondary targeting systems while the systems link back up, they lock back on to the Devastator Airship, and the machineguns they're equipped with tear through the fire and the flames and carrying on to the fuel lines powering them, blowing them up for heavy damage to the Devastator Airship!
...meanwhile, the aerial torpedoes get revenge on the PD lasers, but don't destroy them. What
does cause damage is the poison cloud the airship left behind, but thats eventually contained and purified by capacitor-boosted damage control, and their related drones.
Krarkkus: #555555, a gray
Laputa: Purple
Castle Zipworld: #7F0000, dark red
Dr. Coggington: Purple, yellow trim
The Fluxxstone: #0f6e63, greenish
Heaven's Acropolis: #FFCC00, yellow
The Devastator Airship: Red
Kolima: #40824C, earthy green
Hive Cruiser Aeros Beta: #FF7F50, coral
I didn't know what to use for the bonus for adding the crystals Shadestyle, so I added 2 per crystal. Too low/high?
Also, I will sort out your increased stats later when I'm not so tired, RAM. Feel free to suggest ideas about that if you want though, since you're the first to try and succeed in eating an entire island.
Note that one cannot consume the entirety of the biggest island. (for reasons no one has found yet.
)