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Author Topic: The Flying Machine (Move zig!)  (Read 13473 times)

qwertyuiopas

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Re: The Flying Machine (Move zig!)
« Reply #105 on: December 15, 2009, 07:53:08 pm »

I'll just have my dwarves running at 2 on engines, one at the helm, and two sleeping, rotating on a 5 time unit shift, so that there is always a fresh dwarf driving it, and another, and the other two are ready in case extra speed is required. This should set a decent pace that can be maintained as long as supplies last. And head toward the finish at all times (Except when supplies run low, then head for best landing site)
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RAM

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Re: The Flying Machine (Move zig!)
« Reply #106 on: December 15, 2009, 08:05:31 pm »

Maximum Altitude!
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Heron TSG

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Re: The Flying Machine (Move zig!)
« Reply #107 on: December 15, 2009, 09:49:56 pm »

Altitude +4, Fly East x8, Fly North x16

Glyph, are you factoring in weight for that machine?
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Luke_Prowler

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Re: The Flying Machine (Move zig! For great justice.)
« Reply #108 on: December 15, 2009, 10:21:37 pm »

+8 Altitude, 6 East, 10 north.

Incidentally, how did you get 24 speed? 
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GlyphGryph

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Re: The Flying Machine (Move zig!)
« Reply #109 on: December 15, 2009, 11:22:00 pm »

I am, indeed!
Note, my dwarf has decided he does not need 15 days worth of food. So he's turning 10 days of that into gold. If I'm not to the finish line in that amount of time, my ship has blown up and I'll probably need to pay for a giant eagle to try and finish it out. :P

115 lift, 95 speed first turn. (This is speed after weight, else it would be almost 300 480. Kind of a heavy ship)

+10 altitude, 95 north GO!

Also, you haven't told us whether we have to stop at the "Middle" place, or what it is, or even how many tiles it is to it... coordinates of goals would be very nice.
« Last Edit: December 15, 2009, 11:25:12 pm by GlyphGryph »
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Armok

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Re: The Flying Machine (Move zig!)
« Reply #110 on: December 16, 2009, 03:39:33 pm »

I put all power to upwerds movent, lesse if this thing can get of the ground...
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Sensei

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Re: The Flying Machine (Move zig!)
« Reply #111 on: December 16, 2009, 04:33:27 pm »

Yes, you must go to the middle place. You may pass over it, but may wish to stop there for supplies and repairs.
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GlyphGryph

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Re: The Flying Machine (Move zig!)
« Reply #112 on: December 16, 2009, 09:32:36 pm »

Then i go 100 in whatever direction gets me there!

Since the map is not numbered/lettered, could you just give us our coordinates/location of middle coordinates, and the maximum height of mountains that we may encounter on the way?
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Itnetlolor

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Re: The Flying Machine (Move zig!)
« Reply #113 on: December 16, 2009, 09:48:19 pm »

Okay, I have no more work for the rest of the week. I'll try and get my ship submitted ASAP tomorrow. I'm exhausted right now; but I should hopefully join in while it's still early.

Sensei

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Re: The Flying Machine (Move zig!)
« Reply #114 on: December 16, 2009, 11:21:07 pm »

Dang, it just seems like there's no way for me to handle this map. Cropped to the part between the start and middle, then split it into quarters, and it still messed up the page.

So, Pending, I will find a better way. For now I'll just post the areas around where people have moved to.
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andrea

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Re: The Flying Machine (Move zig!)
« Reply #115 on: December 24, 2009, 10:47:32 am »

I wanted to make an airship for this game, but plans were too big and I had no time :(
Maybe I can still make it for next race...
translating it into text may be a pain however.

skaltum

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Re: The Flying Machine (Move zig!)
« Reply #116 on: January 08, 2010, 03:50:56 pm »

bump de bump!
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Sensei

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Re: The Flying Machine (Move zig!)
« Reply #117 on: January 08, 2010, 10:35:58 pm »

Hrm... yeah, the biggest problem with making this run is STILL the map. The speed of these ships requires a board so large I just can't really host it anywhere, to say nothing of the fact that I don't have as much time as I used to.

Alas, it seems like I just plain have trouble managing good forum games.

Mind you, there's still a little hope. If I don't reboot this -something I doubt will happen- we could set up a discussion, like this was originally meant to be, and deliberate over a better set of rules- ideally one in which ten squares a turn is moving really fast. :)
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Armok

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Re: The Flying Machine (Move zig!)
« Reply #118 on: January 11, 2010, 08:55:08 am »

Havie it the same, but divide all speeds by some constant depending on the fastest ship?
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skaltum

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Re: The Flying Machine (Move zig!)
« Reply #119 on: February 15, 2010, 07:14:53 pm »

KA BUMP!
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I just realized, after adding the new body parts to the other races, that I have an entire squad of dwarves with a shield in each hand and swinging their axes with their penises. There's nightmare fuel for those goblins, in more ways than one.

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