Author Topic: What Could Possibly Go Wrong 2: Failroad Tycoon  (Read 7842 times)

Offline Hearteater

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #15 on: November 16, 2012, 04:53:57 pm »
I'm currently trying to decide between 9/9 w/ Trains 10, and 8/8 w/ Trains 10.

Offline keith.lamothe

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #16 on: November 16, 2012, 05:32:41 pm »
I'm currently trying to decide between 9/9 w/ Trains 10, and 8/8 w/ Trains 10.
I'd actually be interested to see 7/7 or even 6/6 vs two Train-10 Train Masters.  I don't think it'd be winnable unless you went with some turbo-hyper-cheese for a quick win.

It does depend on the map, though.  Starting from the corner of a crosshatch or the end of a snake is a lot different than starting from the middle of an X.

On the other hand, if you play vs two Train-10 Train Masters, even on 1/1 from a position that no trains will ever path through your planets, that first cargo-spawned HK mkI is still going to kill you.  Whether it happens within the first hour depends a lot of the map type (average distance between stations), random rolls in deciding how many cargo trains are included in the first few groups, and random rolls in deciding which stations to go to.  But eventually those HkIs are gonna start coming out, and it's all aboard the pain train.
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Offline Aklyon

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #17 on: November 16, 2012, 06:07:34 pm »
This won't matter much to me, since I will need to test out 10 anyway :) .
One does not simply "test" intensity-10 Astro-Trains.

;)
But we did. We totally did. Thats what this thread did before the discussion.

Offline keith.lamothe

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #18 on: November 16, 2012, 06:12:12 pm »
This won't matter much to me, since I will need to test out 10 anyway :) .
One does not simply "test" intensity-10 Astro-Trains.

;)
But we did. We totally did. Thats what this thread did before the discussion.
It was tested, yes, but it was not simply tested.  It also bathed in the subatomic particles that are all that remains of Minotaar's base.

Several times.
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Offline LordSloth

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #19 on: November 16, 2012, 08:09:00 pm »
After a game with similar settings, I have to conclude:

Astro Trains work on 5 player co-op. Died before the hour was up, AIP up over 1000, as the last HW went down with cores.

Offline keith.lamothe

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #20 on: November 16, 2012, 08:24:01 pm »
After a game with similar settings, I have to conclude:

Astro Trains work on 5 player co-op. Died before the hour was up, AIP up over 1000, as the last HW went down with cores.
How did the AIP get that high?
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Offline Faulty Logic

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #21 on: November 16, 2012, 08:51:59 pm »
I would guess by means of someone hitting the 0 key one too many times.

Else, nukes.
If warheads can't solve it, use more warheads.

Offline LordSloth

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #22 on: November 19, 2012, 05:28:58 pm »
Not exactly. The mk1 nuke only went off with the last planet.

What did contribute was the chain of command cores getting popped over and over again between the golems and hunter killers and mkv guardians.

Offline keith.lamothe

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #23 on: November 19, 2012, 05:31:35 pm »
What did contribute was the chain of command cores getting popped over and over again between the golems and hunter killers and mkv guardians.
Oh, right.  All the AI sees at that point is "ooh! Pinata!"
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Offline Dichotomy

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #24 on: November 22, 2012, 01:10:40 am »
This was hilarious. I don't think it is remotely possible to win with those opening settings. Even just 10/10 with the autoAIP. And then we get to the trains, and I chose my sig well.
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Offline Minotaar

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #25 on: November 22, 2012, 03:58:34 am »
This was hilarious. I don't think it is remotely possible to win with those opening settings. Even just 10/10 with the autoAIP. And then we get to the trains, and I chose my sig well.

Heh, without the trains that would probably be an easy game. The disgusting things one can pull off with Spirecraft make the 50-minute H/K justified.
I am already plotting my revenge, though.  8)

Offline Mánagarmr

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #26 on: November 22, 2012, 09:29:04 am »
The Pain Train is quite appropriate.
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Offline KDR_11k

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Re: What Could Possibly Go Wrong 2: Failroad Tycoon
« Reply #27 on: November 22, 2012, 01:50:07 pm »
Even just 10/10 with the autoAIP.

Even 7/7 will be tricky at that magnitude of AIP over time.