06-7-2013, 07:02 PM | #61 | |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG XCV Postgame
oh. OH. question.
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06-7-2013, 07:52 PM | #62 |
Sectional Moderator
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Re: TWG XCV Postgame
you win as a team
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06-7-2013, 08:00 PM | #63 |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG XCV Postgame
good, then I don't have to redo my tags for history of TWG. ty
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06-7-2013, 08:36 PM | #64 |
FFR Player
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Re: TWG XCV Postgame
No fojar
Please specify order of actions in a clear ordered list |
06-7-2013, 09:54 PM | #65 | |
TWG Overlord
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Re: TWG XCV Postgame
Did anyone notice the n1 phase?
Bullshit I tell you =/
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06-7-2013, 09:56 PM | #66 | ||
TWG Overlord
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Re: TWG XCV Postgame
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James did, and that is the major distinction. If James had not asked for a replacement, he would be being banned too.
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06-7-2013, 10:43 PM | #67 | |
FFR Player
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Re: TWG XCV Postgame
Fun game overall but I'd like a game that involves AIM this time around. Maybe a bit faster paced, too.
Freaky's a fucker.
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06-8-2013, 10:56 AM | #68 | ||
BuMP it
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Re: TWG XCV Postgame
whatever
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06-8-2013, 11:59 AM | #69 |
FFR Player
Join Date: Oct 2012
Age: 30
Posts: 3,799
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Re: TWG XCV Postgame
This might give me some motivation to fix up my game big time x.x
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06-8-2013, 12:13 PM | #70 |
八一
Join Date: Aug 2004
Location: Xinjiang, PRC
Age: 31
Posts: 2,904
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Re: TWG XCV Postgame
incase anyone still cares, i have a friend working together with me on this http://playtwg.com/twg/game/3/play/2
should be able to deploy a manhunt in a week. i think it needs a good 12 hours of development before i can deploy. it's hard to do, because every role needs to be manually coded |
06-8-2013, 01:46 PM | #71 | |
The Worst
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Re: TWG XCV Postgame
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it works in chains, so if nothing interacts, everything happens at the same time. if x guards y and z kills y, then the guard works. if w kills x, x guards y, and z kills y, then first w kills x, because there's nothing stopping him from doing that, which prevents x from guarding y, which means that z can kill y. basically you just go back until there's nothing modifying and operate from there. but next time i'll do natural action resolution from mafia scum so people wont be confused.
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06-8-2013, 01:48 PM | #72 |
The Worst
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Re: TWG XCV Postgame
similar thing happened day two, but it kept V alive.
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06-8-2013, 01:49 PM | #73 |
The Worst
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Re: TWG XCV Postgame
i hate AIM games because activity sags
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06-8-2013, 02:13 PM | #74 |
FFR Player
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Re: TWG XCV Postgame
The only thing determined from n1 is that doctor can't save if he was killed first by wolves
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06-8-2013, 02:31 PM | #75 | |
TWG Overlord
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Re: TWG XCV Postgame
Yes, But I'm more valuable!
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06-8-2013, 06:05 PM | #76 |
The Worst
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Re: TWG XCV Postgame
them's the breaks kiddo
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06-9-2013, 12:31 AM | #77 |
FFR Player
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Re: TWG XCV Postgame
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06-9-2013, 04:33 AM | #78 |
FFR Player
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Re: TWG XCV Postgame
Actually, for a long time manti was often a D1 lynch solely on the basis that he wasn't wolfed at the start of the game.
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06-9-2013, 10:42 AM | #79 | |
FFR Player
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Re: TWG XCV Postgame
Good times, good times.
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♥~Chu |
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06-9-2013, 11:31 PM | #80 | |
FFR Player
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Re: TWG XCV Postgame
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Think of a guard as being more like a miracle paramedic. Blue actions happen last all the time iirc. The crux of this issue is this: does the SK have the ability to kill a wolf and influence the wolf's ability to kill a third party? From your reply, I gather you are operating under a ruleset such that the SK killing a wolf actually would affect the wolf action. Which, if I can get some backup here, is not how purple kills are supposed to work. |
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