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VERTi60

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Everything posted by VERTi60

  1. I got Yuri working from cncnet finally.
  2. So in case Kam's game won't start for another week, I'm prepared to run the next APB Mafia, (even with low pop so it's faster) before Orange can get his game checked and make ready for Oct.
  3. Since it's rather quiet on the Mafia front, the next RA: APB Mafia is here, once again, to fill the void before other games are ready. This time, prepare for a new shocking experience! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (if requested, we can play smaller version games on W3D Discord, live). Unlike some other themed mafia games, I usually don't have much trouble with them and since there were no additional lore, video or GFX work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. So if you feel like and request I can usually always run them. Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for days and 24 hours for nights where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The sixth RA: APB Mafia forum game version will start next Friday, 6th of October at 10 PM UTC/GMT (subject to change based on feedback), provided we'll get enough signups (at least 7 bare minimum). Update: You can check the online counter when the game starts Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Signed Players (or who confirmed already): OrangeP47 Alstar Nodlied Mojoman Killing You Jeod ChopBam FRAYDO Misa (minimum 7 players, max 20) Game Progress: Day 1 Night 1 Chat (W3D TS) Game Progress: If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: We have finally new (building) options available! Thanks to the engineering marvels of our glorious war machine, we have finally mastered the power of lightning! Although Allies were also busy. Thanks to Einstein's research, we will have to face the Allies in the shroud. Check out or new Tesla units as well Gap generator units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Some of the units that used be custom are now classic. Some classic units (e.g. Soviet Officer/Kapitan) have changed! As you can see, both Soviet Tesla Coil and Allied Gap Generator, are pretty powerful additions, but require a Power Plant to run. Since there's only Soviet Power Plant, Allies will have to rely that they will not destroy it, but Soviets will also need it in order to maintain a powerful defense mechanism running - which can work as well during the day and night. This interesting relationship triangle will introduce several strategies for players, and even though the Power Plant doesn't have much to do, it will be crucial to the game's outcome nonetheless - either tricking the Allies or actually helping them (depending whichever unit is in game). These new vehicle units are basically passive role blockers. While the Tesla Tank can protect itself only, the MGG can chose which unit will be protected. This can create chaos, since it will be hard to determine what actually happened. Since there is no limit to how many units will get blocked, and whether the protected unit is actually Tesla Tank or something else that was covered in shroud. Shock Trooper is now a classic role. Since he's basically the role blocker, I have finally made a change to the Officer/Kapitan role - the interrogation will no longer block the target. Instead, the interrogation will now reveal a unit/role type. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  4. I can't run SW for some incompatible reason and I think YR an C&C3 didn't work either for me last time either. I have AoE2HD on steam and played openra b4 (I guess it just needs an update)
  5. That's what hurricanes are good for.
  6. Good luck cat5niss hurricaneen! Hope you'll be a better tribute than voe was
  7. Ok registered. Since it's your first game host you might want to grab a comod as well or at least check the game setup with a mod.
  8. Ok from now on if you want to have a game hosted, please register it here and I'll update the thread. That's how we did it on BHP back then when we have many games in queue. Simple rule is, don't register multiple games at once and wait until games in queue are finished. If a game is not hosted/played, the next one in queue is asked to post a signup thread. Here's how you do it: I'm planning to host another RA: APB Forum Mafia, here are the necessary details: Game name: RA: APB Forum Mafia VI GM: VERTi60 Co-GM: N/A Type: Battle action RA:APB flavor Mafia Min. Players: 10 Date when game is ready: asap
  9. Also if people have time now (I see many online) We could play another :D
  10. We've played 2 games, 4 players + 1 NPC bot (RNG actions). Result? A tie. One Convoy truck saved, one destroyed. Allies lost two of their spies. Details will be available tomorrow. Thanks for everyone who showed up! :D
  11. It's almost time, so if you see this, we're waiting in ts.w3dhub.com teamspeak server.
  12. Yea that's understandable, usually we don't wait that much anyhow.
  13. Once again, we're playing a live chat mafia on teamspeak. Usually we wait from 15 min up to max 1 hour for players to gather but not more. So far we have Nodlied, Choppy, Irish, possibly KY available. Would be nice if we have some more, this is the reason we don't have these too often.
  14. Reminder - we're playing TeamSpeak chat mafia game on Friday. Send me your role requests if you haven't done so, even if you want a random role.
  15. I haven't done a Robocraft C&C build in a long time, but since Megabots are back in the game and with the new introduction of Mega Rail Gun, there was simply no bigger desire for me than to finally make my own version of Mammoth Mk. II, including all it's main and secondary weapons. It has fully operational (and very accurate to the source as well) Mega Rail guns, chin cannon and a pair of SAMs, all working nicely. If you like it, please rate it on RobocraftGarage too.
  16. Yea if I was investigated the game would end due to WT. And I kinda knew that so it was all or nothing ;p
  17. Yea hope it works out. We dont have these chat games too often.
  18. Sorry to hear that. We knew her very well from all the barfs on TS :D
  19. BUT YOU CAN SURE CON-CANE HIM! TEHEHEHE Well I would never pull the gun shenanigans if it wasn't unlocked. So first voe unlocked the gun because of the derped WT and I thought I could use it, then he locked it, so I had to bluff. When I bluff shot Retal, voe unlocked the gun. SO it was a bit of a roller coaster and I didn't know how exactly the gun worked until FRAYDO attempt. So to be fair non of the actions were fake but the first shot I thought would be. Also Chaos! I wanted to use the grenade at you one phase but kinda forgot I didn't use it. It was because Jeod did the same and I thought he found something on you So if you would get the KY's result the game could have also end a lot earlier too
  20. You should always think and decide logically in these games. Do you think I would've been jumping up and down, weaving gun and calling you idiots if I was scum? Do you believe scum is trying to look scummy like this? Scum usually always play active but at the same time they try to lay as low as possible (look at Orange and CK, they appeared to be active but had very low participation in all conflicts). Also you should judge by actions and known facts, not by player reactions (which I like to do for the dramatic effect anyway, or simply trolling players - I mean trolling cat5, jeod or voe is always the best fun). As I've said and proven to be right, the scum hunting was a lot easier solution then collecting evidence. First of all we didn't know how the evidence system works, and even though I've tried to figure it out by the end to pinpoint last scum it was still non conclusive, and it was mainly a work of coincidence. Hence I was pushing to lynch the most scummy targets first.
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