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Author Topic: Fiefdoms @ War: Turn 15  (Read 127777 times)

Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1320 on: April 08, 2011, 04:05:26 pm »

Fluff thread... >:(
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Scaraban

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Re: Fiefdoms @ War: Turn 10
« Reply #1321 on: April 08, 2011, 04:06:11 pm »

Wasting an entire turns pay on something that will give him nothing in the end. Thats adwarf for ya, folks.
I don't think you get the idea that its a GAME. The goal is to WIN.
And if it does not do anything, why the fuck are you spending money on it? Why not just do it in an "Other" action and put no money in it?
I am pretty sure the GM will give it anyway without you needing to spend money.

See? This is what I'm talking about.
Also, ever played Dwarf Fortress?
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adwarf

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Re: Fiefdoms @ War: Turn 10
« Reply #1322 on: April 08, 2011, 04:06:33 pm »

Man, if I gave anyone gave your enemy ranged units...


"Hey Dmitri! I bet you 49 pounds that you can't hit that Gnome with a javelin!"
"You sure?"
"Totally!"
*pulls out Javelin Anti-Tank launcher javelin, throws at Gnome Copter and the javelin goes straight through the driver, into the rotors, causing it to crash in the others withing the formation.*

I won't have copters for a while I will have some basic Glider units. The Copters would classify as flying while the Glider units will be counted as buzzing
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Phantom

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Re: Fiefdoms @ War: Turn 10
« Reply #1323 on: April 08, 2011, 04:07:06 pm »

Still, they won't do good against ranged units. Definitely not the mounted ones.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1324 on: April 08, 2011, 04:09:50 pm »

Neh. I think they would never will copters. And if they do, they will be awful pilots. Most likely crashing to everything every five seconds.
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adwarf

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Re: Fiefdoms @ War: Turn 10
« Reply #1325 on: April 08, 2011, 04:11:27 pm »

Still, they won't do good against ranged units. Definitely not the mounted ones.

Quite true both Gliders, and the COpters are very slow compared to Cav Archers plus the cavalry cna turn faster. In the end though its the dice that decide who wins the battle all though mass amounts of units do help.



Neh. I think they would never will copters. And if they do, they will be awful pilots. Most likely crashing to everything every five seconds.
Dude stop
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Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1326 on: April 08, 2011, 07:24:38 pm »

Dwarfy my man. Five hundred bucks for adaptive farming?

Also, Gnoll.. Priest… Guy whose name I don’t remember…. Trade?
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1327 on: April 08, 2011, 07:25:58 pm »

Dwarfy my man. Five hundred bucks for adaptive farming?

Also, Gnoll.. Priest… Guy whose name I don’t remember…. Trade?

Dwarmin?
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Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1328 on: April 08, 2011, 07:42:07 pm »

Thats the bloke.
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adwarf

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Re: Fiefdoms @ War: Turn 10
« Reply #1329 on: April 08, 2011, 07:43:25 pm »

Dwarfy my man. Five hundred bucks for adaptive farming?

Also, Gnoll.. Priest… Guy whose name I don’t remember…. Trade?

700 I spent 525 the first time I tried to research it.
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Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1330 on: April 08, 2011, 07:48:36 pm »

You can sell it to more then one person though. Fact is, you can sell it to four. Leaving you with a profit of 1475 if you sell it at 500.

On the other hand, it does not look like such a hard tech to learn, I am sure that for less then 700 I can get it on my own.
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adwarf

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Re: Fiefdoms @ War: Turn 10
« Reply #1331 on: April 08, 2011, 07:49:41 pm »

Ok then 500 hundred it is modifying my turn to include me selling you the tech.
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Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1332 on: April 08, 2011, 08:26:14 pm »

My turn, was quite frankly, a little borked. It looks like you took my left over money from last turn as this turn. I recalculated my money and came with this, if it is wrong I will fix it. (All my troops were in the wrong place, but that is understandable.)

Spoiler: Turn 10 (click to show/hide)

Also, Adwarf: Although I can not afford it this turn, I am also interesting in infrastructure II.

How does… 600 pounds sound for it?
« Last Edit: April 11, 2011, 01:35:22 pm by Criptfeind »
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CyberGenesis

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Re: Fiefdoms @ War: Turn 10
« Reply #1333 on: April 08, 2011, 08:28:42 pm »

Or, 1 of you can buy it, then undercut eachother re-selling it until it become public domain
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Planet@War: Starting Soon

Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1334 on: April 08, 2011, 08:31:08 pm »

Really, it goes public domain so quick, you could not make very much money at all underselling it.
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