Thanks, I did, but I pushed it a bit hard at the end. I played volleyball in 33deg heat and didn't drink enough water (but too many cocktails). I've only just recovered from the severe dehydration!
Looks like SF is experiencing its usual summertime lull, quiet forums and not many games. Everyone is out enjoying the summer! I've just got back from a week in Mallorca, that's why I was a bit slow in taking turns in the last few days.
Thanks Dijon.<br />I just watched the replay. That was an extremely lucky reaction shot through your defensive wall.<br />It really is all about those engineers isn't it.<br />Mine were exhausted most of the time! ha ha<br />That was great game chaps.<br />A real resource management puzzle especially towards the end.
Hi Apologies. My son has set up a bunch of games by mistake<br />I had intended for him to play against the AI but he got a bit carried away. I'm teaching him about the game step by step.<br />Sorry to waste your time. Love the game
I see! Thanks Steve. Think I was just unlucky in the moments I had and got explosions more rarely. I don't know why I had an idea they exploded 100% of times at least if caught in the ground zero of the explosion, like for example the death grenade.
I've just discovered that in the Android , the incendiary grenades *do* have a 50% chance of exploding just like other grenade types. For some reason I missed them out in the PC client. (Does anyone use the PC client?)
Anhhh ok! I definitely noticied that nerve grenades always explode.. incendiary never do, and the "regular" just sometimes. Would be logical that they all explode when affected by a death grenade being carried by the soldier? I don't know if makes sense or other players agree.
@Steve, returning to this topic, I'm trying to understand what types of "other" grenades carried by a soldier, are triggered, after his death grenade explodes. Apparently some are effected by an explosion, while others stay unaltered.
I've started a new thread on this to make it more visible:- <a href="http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276">http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276</a>
Interesting idea. But wouldn't the the next 3 players be able to also annihilate the others on their "first" turns? Maybe everyone should have reduces AP's on their first turns to get into position?
I'm not sure blocks in the centre area would have helped in this situation? Or do you mean the "centre top", "centre bottom" etc...?<br /><br />I've thought before about reducing the APs for the player who goes first, as they often have an advantage. It would give the other players chance to at least move their units before a sudden slaughter. I might test that out.
Close fight, in the end I was wary of going close for the sure hit with Sterner, thinking there could be the kamikaze grenade, but according to the movements, there wouldn't be enough AP for a grenade to be primed then switch to main weapon, unless it would have been primed many turns ago :D
I'm against a lower budget for weapons, tight as it is. Be no fun. I reckon Steve more walls, blocks. Might be fun with more structures. Could do a CC/ close combat version as well with low credit. But original Battle Royal needs guns and things that go bang.
can the first move be made with a limited number of action points? it wouldn't leave chance for a big attack, and would allow all the players to get ready, at least throw smoke grenades. The second option is to limit the budget for weapons. now very rarely anyone buys a heavy laser or a knife. limited budget wouldn't ruin this map
Can you turn off all campaign games off please Steve. But an END to it.<br /><br />I'm off. Wake me up when you get another campaign going with rules in place, so we don't have to go through this pantomime again, and Xeno-phon is the bad guy. Thanks folks, love you all. Au revoir.
Congratulations Omni Corp. Every mission hard fought.<br />Thanks everyone for making my first campaign a memorable one.<br />And special thanks to my own faction. It's been a pleasure battling alongside my fellow astro miners.
Well, it looks like the campaign is over for another year, but it's been a great one. Technically there's until the end of today to finish, but Omni Corp have 36 sectors, 25 more than the next faction, and they also have 3 corners, so there's no way another faction can win by the end of today. So congratulations to Pete and Xeno for being the 2022 Campaign Winners! Well played everyone, and thanks for joining in!
I've moved you back into into Marsec. It looks like it took you straight out again after I'd added you since it thought you still hadn't logged in for a week. Hopefully it should be sorted now.
I was briefly in Marsec, attached a few sectors, then logged in to see if I had a turn and all my attacks had disappeared?. But I was getting a ?join a faction? message?. So I clicked that and now I?m in Omnicorp.<br /><br />Dunno what?s going on!
Ah, it looks like there's an old feature that removes players from factions that don't log in for 7 days. Let me know which faction were you in and I'll re-add you. The campaign ends Tuesday night.
Hi Thrash, I've started a new thread for this to avoid spamming everyone else: <a href="http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31221#pid24203">http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31221#pid24203</a>
The Hit & Run missions are a bit problematic, especially since both sides could have a different number of troops. If the winner is based on the number to escape, then the player with the most troops will usually win. I think thats why it's based on the most kills.
Steve, have the votes come in on allowing people to join after the campaign has started? I really did think you had agreed it was a no after previous debates on this issue. Feels like Deja Vu once again, once again.<br /><br />I think we can safely say that Omni Corp has won. Peter and I stand victorious.<br /><br />Or has the chubby woman not stop singing.
I think I'm going to set the minimum number of units for the Hit & Run missions to 4. At the moment, the advantage is to send in the minimum number of units, as it makes it harder for your opponent to find you, and you have less units to lose. Also, once you've killed the same number of units as you have on your side, you can't lose, as your opponent can't killed more.
There's quite a few games that are on the 3-day cancel limit. I've not turned on the "auto-force cancel" feature, but since there is only 9 days of the campaign left, I'll be turning it on later today to speed things up. Please take your late turns as soon as you can!
It said my opponent was the "Human Defenders" so I assumed I was attacking, brought equipment to attack and now find I'm actually defending. The wording needs to change, how can the attackers be called defenders.