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Poll

Did I mess up the turn?

Yes
- 0 (0%)
No
- 0 (0%)
Somewhat.
- 0 (0%)

Total Members Voted: 0

Voting closed: May 21, 2015, 06:53:40 am


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Author Topic: TACTICUS PRIME: Game One (note: currently seeking co.GM)  (Read 8486 times)

Peradon

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Re: TACTICUS PRIME: Game One
« Reply #90 on: May 23, 2015, 07:34:09 pm »

King

Move to (2,3)
Build builder at (3,3)

Builder at (4,2)
Build Turret at (3,2)
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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #91 on: May 23, 2015, 07:58:46 pm »

I assume you just forgot to add my 3 essence?

Mook(11,12): Move to (10,12). Attack any purple in range.
Mook(10,11): Build

Essence Mine: Tap (13,13)

King: Prototype Anti-Building at (11,12) (-2 OE)

Spoiler: Anti-Building (click to show/hide)
I added it, then it got removed by your essence spending.

All of a sudden there's all four actions needed. Crikey, I'm going to update tomorrow.
« Last Edit: May 23, 2015, 08:05:48 pm by FallacyofUrist »
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Kashyyk

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Re: TACTICUS PRIME: Game One
« Reply #92 on: May 24, 2015, 03:58:42 am »

I didn't spend any did I?
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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #93 on: May 24, 2015, 07:24:03 am »

... I just realized that I removed it because I confused you with Maroon, not to mention Maroon didn't spend any anyway. Excuse me.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #94 on: May 24, 2015, 05:05:28 pm »



13F0F000F000FEF
12000000MRKMA00
11F00000000MK0F
1O0000000000000
9*0000F000F0000
8*00000F0F00000
7*F00000F000000
6*00000F0F00000
5*0000F000F0000
4*0000000000000
3*FKB000000000F
2*0TTB00000M0K0
1*F0F000F000FPF
**1234567891111
***********0123

Init:
(Kevak: 31)
(Peradon: 33)
(Hawk132: 9)
(Kashyyk: 65)


I assume you just forgot to add my 3 essence?

Mook(11,12): Move to (10,12). Attack any purple in range.
Mook(10,11): Build

Essence Mine: Tap (13,13)

King: Prototype Anti-Building at (11,12) (-2 OE)

Spoiler: Anti-Building (click to show/hide)

Stuff happens. A lot of stuff happens. (5) The Essence Mine taps, and the Orange King gets 5 Offense Essence added to his Essence Pool. But that's mundane compared to the fighting that's going on now. Or... at least advancement of Mooks. The Mook is not in range of any Purples! But the King makes something that would work a lot better against the Purple King's buildings... an Anti-Building!

Red proceeds to act.
King

Move to (2,3)
Build builder at (3,3)

Builder at (4,2)
Build Turret at (3,2)

Well that's simple enough. Also changed the Turrets a bit, because I realized that they should have one more square of range.
The Red King moves, then spawns another Prototype Builder.
The already existing Prototype Builder builds another Turret.

((Dang, making this thing is lagging my computer.))

Next up it's Purple.

Minetillery targets Orange King.

Purple King moves to (12,9) and  Prototypes to (12,8)


Spoiler: Reaper Conduit (click to show/hide)

The Purple King moves, then creates a Reaper Conduit, which has a Weak Heal ability currently in Flux. ((Must resolve the Flux before using the Weak Heal. I'll explain if you ask.))
If the Mook had an Overwatch ability, it could have attacked right now.
One thing is definitely attacking right now however: the Minetillery. Commentary: I WARNED YOU!!!
(3,3,2,3) The Minetillery fires at the Orange King! (11) The Orange King takes 11 damage!

((On second thought, maybe it's the nerdcore that's lagging my computer. But I need it for my creative juices.))

The Maroon King finally acts.

No one ever told me that the Fonts are considered units. Oh well, another turn semi-wasted.

Maroon King moves one north and prototypes the damn Outpost southwards. Mook lazes about.

Short and sweet. It has been done.

(GM deathmatch sneak peek: (1=true,2=false): (1))

A mechanic I've invented to speed up the game is the Meteor Storm. I shouldn't need to use it yet, but once it's used...

Interpret this, good sirs. repeat(1dx):(1d13,1d13):(1d20)

Now then, on to the statuses. Excuse me.
« Last Edit: May 24, 2015, 06:02:35 pm by FallacyofUrist »
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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #95 on: May 24, 2015, 06:03:30 pm »

Crikey, this is complicated.

Spoiler: Faction Red (click to show/hide)
Spoiler: Faction Maroon (click to show/hide)
Spoiler: Faction Purple (click to show/hide)
Spoiler: Faction Orange (click to show/hide)

Essence Tables:

***R   M   P   O
OE 17 *0  *0 17
DE 10 *0  *0 10
ME 10 10  10 10
AE 10 *6  *0 13

Spoiler: Font Status (click to show/hide)
Now on to the Bestiary... at least there's only one unit I need to add- wait, two. Dangit.

And another thing... there's a sentence I would like somebody to say in this thread. It begins with "Well," and ends with "quickly." The first person to say that sentence earns 3 Arcane Essence.
« Last Edit: May 24, 2015, 06:26:40 pm by FallacyofUrist »
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Kashyyk

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Re: TACTICUS PRIME: Game One
« Reply #96 on: May 24, 2015, 06:15:51 pm »

Well, that escalated quickly.

Mook(11,12): Attack Purple King
Mook(10,11): Move to (9,11). Attack Purple King.

Anti-Building: Attack Minetillary

King: Prototype Medic at (12,11)

Essence Mine: Tap (11,13)

Spoiler: Medic (click to show/hide)
« Last Edit: May 24, 2015, 06:49:22 pm by Kashyyk »
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Hawk132

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Re: TACTICUS PRIME: Game One
« Reply #97 on: May 24, 2015, 06:18:12 pm »

Maroon King moves one west and taps into the Defense Font.

Mining Outpost taps the Offense Font.

Mook continues being lazy.
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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #98 on: May 24, 2015, 06:26:11 pm »

Eh. I'll do the Bestiary later. It should be easy, and I'm going to have a lot of time to spare tomorrow- it's Memorial Day.

Kashyyk has earned 3 Arcane Essence!
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~Neri

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Re: TACTICUS PRIME: Game One
« Reply #99 on: May 24, 2015, 06:34:05 pm »

Explain the Flux?
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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #100 on: May 24, 2015, 07:26:28 pm »

The base cost of an Ability is not the only cost. There are two Ability Cost Points you have to account for before using the ability- well, only two for Weak Heal and Leap, other Abilities may have more. There are three options you have for getting rid of an Ability Cost Point- one, turn it into a turn of cooldown, two, turn it into an in-unit cost of one Essence of that type, which means you have to spend that much of that Essence type every time you use the ability, or three, spend 5 Essence of that type to get rid of the Ability Cost Point entirely. See the Mod Shop for my earlier explanation and Abilities reference.

So until you take care of the Ability Cost Points, the Weak Heal is in a state of flux- I don't know what you're paying extra to use it.
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~Neri

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Re: TACTICUS PRIME: Game One
« Reply #101 on: May 24, 2015, 07:44:49 pm »

Turn cooldown works.

Also.

King is prototyping to (9,13)

Both the Reaper Conduit and Minetillery target the Orange King.

Spoiler: Fuckyouicus Spire: (click to show/hide)
« Last Edit: May 25, 2015, 02:05:10 pm by Kevak »
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FallacyofUrist

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Re: TACTICUS PRIME: Game One
« Reply #102 on: May 24, 2015, 08:22:19 pm »

Actually it would be two turns cooldown.

And that Spire wouldn't work, units can only preform one Action per turn aside from a Move Action... unless of course you want to negotiate a modifier for multiple Actions.
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Would you like to play a game of Mafia? The subforum is always open to new players.

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Re: TACTICUS PRIME: Game One
« Reply #103 on: May 24, 2015, 08:28:46 pm »

I'll negotiate a modifier for multiple actions. Sorta assumed you just needed to pay for multiple actions. Whacha have in mind?
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Peradon

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Re: TACTICUS PRIME: Game One
« Reply #104 on: May 24, 2015, 10:13:41 pm »

Builder at (3,3)

Move to (4,3)
Build turret at (5,3)

Builder at (4,2)

Move to (5,2)
Build at (4,2)

King
Move to (3,4)
Spoiler: Prototype Anti-King (click to show/hide)
« Last Edit: May 25, 2015, 04:34:19 pm by Peradon »
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