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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26857 times)

ggamer

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Re: Fallen Imperium - Turn 3
« Reply #225 on: June 03, 2011, 06:14:33 pm »

I'll put my turn up tomorrow. Just got back from practice, and I am really fucking tired.

Criptfeind

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Re: Fallen Imperium - Turn 3
« Reply #226 on: June 03, 2011, 11:20:11 pm »

Hey, evilcherry, can I buy frigates off of you?
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Criptfeind

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Re: Fallen Imperium - Turn 3
« Reply #227 on: June 03, 2011, 11:27:12 pm »

Spoiler (click to show/hide)
« Last Edit: June 05, 2011, 03:11:12 pm by Criptfeind »
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Nirur Torir

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Re: Fallen Imperium - Turn 3
« Reply #228 on: June 04, 2011, 08:36:35 am »

-Move to Planet 24 (9,1) attack, take over (Battle should be 90 thousand of my troops at 80% loyalty vs. 62 thousand of theirs).
Spoiler alert! Annexation successful.

Rule fix - (civilians killed = soldiers killed * 100).
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Vanigo

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Re: Fallen Imperium - Turn 3
« Reply #229 on: June 04, 2011, 07:49:45 pm »

Criptfiend, you haven't rounded your population properly. It should be 5557.4 million to start, and 341.1 million more from growth, for a total of 5895.5 million. (Your figure is off by over 300,000.)
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Criptfeind

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Re: Fallen Imperium - Turn 3
« Reply #230 on: June 04, 2011, 10:24:12 pm »

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Vanigo

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Re: Fallen Imperium - Turn 3
« Reply #231 on: June 04, 2011, 10:36:13 pm »

Uh, because I missed one of the sevens in there? You're right, it would be 5557.7 -> 5895.8. You're still rounding wrong, though; we're supposed to round down to the nearest 100,000.
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Criptfeind

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Re: Fallen Imperium - Turn 3
« Reply #232 on: June 04, 2011, 11:34:48 pm »

Re-hil-ly?

Why are we rounding down again? I must have missed that part.
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Nirur Torir

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Re: Fallen Imperium - Turn 3
« Reply #233 on: June 05, 2011, 06:44:38 am »

Mostly so I can fit all the information nicely on the map, while there's not much reason to track population to hundredths of usable population.

Ggamer, it's the day after tomorrow.
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Criptfeind

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Re: Fallen Imperium - Turn 3
« Reply #234 on: June 05, 2011, 03:10:45 pm »

Blargh. Fiiiiiine yes.
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Nirur Torir

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Re: Fallen Imperium - Turn 3
« Reply #235 on: June 05, 2011, 09:27:47 pm »

Ggamer, you're at risk of being replaced.
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ggamer

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Re: Fallen Imperium - Turn 3
« Reply #236 on: June 05, 2011, 09:28:58 pm »

bluh, turn coming nao.

ggamer

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Re: Fallen Imperium - Turn 3
« Reply #237 on: June 06, 2011, 12:08:42 am »

Or possibly several hours later. but meh.

Spoiler: SOD Turn 3 (click to show/hide)

There. bam.

Nirur Torir

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Re: Fallen Imperium - Turn 4
« Reply #238 on: June 06, 2011, 09:28:14 am »

Spoiler: Cloaking (click to show/hide)

Spoiler: New Strike Craft Rules (click to show/hide)

Evilcherry:
Research I researched. Research modifier from science set to 1.1.
Production I researched. Production modifier from science set to 1.1.
Strategic Anti-Planetary Missiles I researched. These missiles are built and move much like standard ships, but cannot be retargetted after launch. They may only hit their target, be destroyed by defenders, or self-destruct harmlessly in space. Due to their size and using all fuel after launch for more speed, stealth, and impact strength, they cannot hit ships. May be launched from planets or ships designed to carry them. As they use all their fuel before approaching their target, they are far more difficult to detect then ships moving at the same speed.
  New design: MM Retribution - 2000p - 3 engines / 1 HP / Stealth I / Strategic Anti-Planetary Missile - Deals 25 points of environmental damage in a random direction (12.5 against a size 5, 2.5 against a size 10. Rounds down.) Kills 0.5% of population for each point of environmental damage. Destroys 0.5 manufactories per million population killed. Reduces loyalty by 5% per 1% of population killed. Required tech: Strategic Anti-Planetary Missiles I.
  New subsystem available: Strategic Missile Launch Tubes. (Think subs armed with nuclear missiles. These are the only way to transport strategic missiles.)

Vanigo:
DD Trader constructed.
All three counts and the freighter are at the homeworld.
Meteor sighted!
It had elements long-thought lost! The research potential for them occurring naturally was grand!
It flew into a star before its course could be altered, completely destroying it!
Clearly, The Divine is upset to flaunt potential knowledge, only to obliterate it!
Loyalty reduced by 30!


Neyvn:
Production II researched. Production modifier from science set to 1.21.

Criptfeind:
Production I researched. Production modifier from science set to 1.1.
Research I researched. Production modifier from science set to 1.1.

Ggamer:
Ground Attack I researched. Marine attack increased from 5 to 6.
Production I will be assimilated after next turn.
Rounding error detected in population report. It's 5609.7 million.
Production boom!
Production points for next turn increased by 5%, to 5985.


Battle results:
  Criptfeind
    Planet 24
      Planet successfully captured!
      90,000 troops successfully killed all 62,000 enemy troops while losing 39994 troops.
      10.1 million civilians killed.
      20 manufactories destroyed.
      Environment changed by -2, to 286.
      Loyalty changed to 36%.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)
« Last Edit: June 06, 2011, 09:43:48 am by Nirur Torir »
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Criptfeind

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Re: Fallen Imperium - Turn 4
« Reply #239 on: June 06, 2011, 01:05:39 pm »

Evil. Cherry. Can I buy frigates plox?
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