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Gnuh?

Gnok!
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Gnak!
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Total Members Voted: 0

Voting closed: November 06, 2010, 04:46:33 pm


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Author Topic: Re: Countries @ War: Turn 29 Braaiiiiiiiiiins!  (Read 83470 times)

Iituem

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Re: Countries @ War: Turn 27
« Reply #1110 on: February 16, 2011, 06:47:59 am »

We've pretty much been doing that since Turn 1.  GDI armour, anyone?  I don't think it's that big a deal.

Heck, most of my tech tree's indirectly cribbed from Sid Meier's Alpha Centauri.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Sheb

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Re: Countries @ War: Turn 27
« Reply #1111 on: February 17, 2011, 02:49:12 pm »

Okay, I updated all your techs. Once they've been checked (Yeah, I must have made some mistake) I'll start working on the turn, which should be up by sunday.
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1112 on: February 17, 2011, 03:24:33 pm »

Seems mostly cool.  What's Engineering a pre-req for?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Sheb

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Re: Countries @ War: Turn 27
« Reply #1113 on: February 17, 2011, 03:30:35 pm »

Stuff like Huge Underground Complex and BFLG or Moon Mine. Larger defense (Maginot style) too. I should add that in the OP.
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ragnarok97071

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Re: Countries @ War: Turn 27
« Reply #1114 on: February 17, 2011, 10:45:09 pm »

I ask again: does anyone with more money than thay feel like using want to donate to the "BIG FORKING GUN" Charity? Especially you, Morgan, you're stockholders would feel much more secure if their anti-theft warranty is backed by a giant lunar cannon.
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Phantom

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Re: Countries @ War: Turn 27
« Reply #1115 on: February 17, 2011, 10:49:06 pm »

And later, EFFING WALKING METAL GEARS.
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V-Norrec

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Re: Countries @ War: Turn 27
« Reply #1116 on: February 18, 2011, 03:35:08 am »

Does it come with option of the payee (potentially) me to prevent it from firing on myself for an indefinite (i.e. forever) period of time?  And maybe basic rocket science.

Archangel

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Re: Countries @ War: Turn 27
« Reply #1117 on: February 18, 2011, 04:36:28 am »

I ask again: does anyone with more money than they feel like using want to donate to the "BIG FORKING GUN" Charity? Especially you, Morgan, you're stockholders would feel much more secure if their anti-theft warranty is backed by a giant lunar cannon.
I apologise, but I'm busy with the development of my own superweapon.

While I think of it Sheb, what techs, Pure Science and Applied, are prerequisite for the following:
Multi-Missiles
Cyborgs
Cyborg Commandos
Banshees
Stealth Tanks
Subterranian Flame Tanks
Obelisk of Light
Laser Turret
Mobile Battle Fortress
Plasma Mobile Battle Fortress
Amphibious Plasma Mobile Battle Fortress?

I think the only research goal I'm really giving away is the APMBF, as the rest are all from C&C TS. It's also most likely a very long term one.

EDIT: Also, I take it I'll need to do some research to be able to produce laser equipped ships and aircraft?
« Last Edit: February 18, 2011, 05:08:24 am by Archangel »
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1118 on: February 18, 2011, 08:14:54 am »

I ask again: does anyone with more money than thay feel like using want to donate to the "BIG FORKING GUN" Charity? Especially you, Morgan, you're stockholders would feel much more secure if their anti-theft warranty is backed by a giant lunar cannon.

Tempting.  I may not be able to trust you not to use it on me afterwards, but we could do a technology exchange.  How much cash are you after?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1119 on: February 18, 2011, 10:36:15 am »

I still say telekinesis isn't over powered. It has a lot of bonuses, yeah, but its a horde of small bonuses.
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Sheb

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Re: Countries @ War: Turn 27
« Reply #1120 on: February 18, 2011, 12:48:56 pm »

Archangel, you'd need to research a cyborg tech. (I guess cyborg commando would need cyborgs) multi-missile would need a balistic tech (and a lot of research into efficiency to make it cheap enough to be worth it). You'd need a turrets tech to make a laser version of it. Obelisk of Light would need another laser tech, specially adapted for large fighters. As for stealth, well, that'd be a tech too.

But you can start researching laser tanks, planes or ships immediately.


Johnfalcon, you don't know bout telekinesis' advantage, because it's not in the game. You don't even know if it's possible to research it.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1121 on: February 18, 2011, 12:59:43 pm »

Johnfalcon, you don't know bout telekinesis' advantage, because it's not in the game. You don't even know if it's possible to research it.

It better be, because if RAM can get the Force, I sure as hell should be able to get telekinesis.
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1122 on: February 18, 2011, 06:08:20 pm »

Which you don't know if RAM can get.  I believe Sheb once stated that pretty much impossible techs might feasibly be possible (e.g. Time Travel), but that the base score would be something like -20.  That is - you would need to spend at least 21 turns researching it before it became even 1% possible to get on your turn.

Of course, a Time Travel tech might potentially one-hit-win the game if you were able to construct your time machine in time.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Phantom

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Re: Countries @ War: Turn 27
« Reply #1123 on: February 18, 2011, 06:11:39 pm »

DAMMIT I NEED THE CHRONOSPHERE ASAP!
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1124 on: February 18, 2011, 06:28:33 pm »

It couldn't take forever, seeing as it would have stages of usefulness.
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