What is in Your Clipboard?

For all your silly time-killing forum games.

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patzer
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Re: What is in Your Clipboard?

Postby patzer » Fri Aug 07, 2015 2:21 pm UTC

To the extent we should have coverage of the 2024, 2028, 2032 and subsequent Olympics, the pertinent content could be distilled and combined into a single article titled "Future Summer Olympics,"
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby 12obin » Fri Aug 07, 2015 9:47 pm UTC


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Re: What is in Your Clipboard?

Postby faubiguy » Sat Aug 08, 2015 12:44 pm UTC


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Re: What is in Your Clipboard?

Postby SirGabriel » Mon Aug 10, 2015 12:34 pm UTC

Top coat paint for equipment and more mixing cups.

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patzer
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Re: What is in Your Clipboard?

Postby patzer » Mon Aug 10, 2015 4:03 pm UTC

{{party shading/Labour}} |''11/8''
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby username5243 » Mon Aug 10, 2015 4:05 pm UTC

patzer wrote:Welcome to Ambicioso 2.0 AKA Dice Game 3.0 AKA Count To Infinity 4.0. This version is shamelessly copy/pasted from Ambicioso 1.0.

In this game, you throw dice to gain wins, steal wins from other players, and invent items to help you overtake the leaders of the thread!

You start with a 1d6 die, the first thing you do is go to this page and throw the die. If you roll a 1, you get a win! Otherwise, your new number is what you rolled.

Once you have a number, the first digit tells you how many dice can you roll on your next turn (i.e. if your number is 90 you can throw 9 dice).

Once your dice have rolled, multiply the result by the magnitude of your number. The other significant digit(s) determine what you add to your roll. This is your new number.

Examples:
Spoiler:
My number is 3100.
The first digit is 3, so I roll 3d6+1, and get 12, I add 1, I get a 13.
I multiply this by 1000, and get 13000 as my new number.

My number is 25000.
The first digit is 2, so I roll 2d6+5, and get 6, I add 5, I get a 11.
I multiply this by 10000, and get 110,000 as my new number.


Significant numbers

With significant numbers, you add an integer to your roll.

Example:

My number is 12,340.
The first digit is 1, so I roll 1d6, and get 6, I add 234, I get 240.
I multiply this by 10000, and get 2,400,000 as my new number.

Validation

If you made a mistake, or an invalid roll, or misinterpreted the rules and there were at least 5 valid rolls by at least 4 different people (including you) afterwards, that didn't notice it and/nor told you to correct it, the mistake, invalid roll, or misinterpretation is validated.

Winning

Other than winning every time you roll a 1, each time you are the first to pass a power of ten (10, 100, 1000, ...), you may roll 1d6; you get that number of wins (so, between 1 and 6 wins). Your number is reset to 1. If you win by rolling a 1, your number does not reset.
If you pass multiple powers of ten in one turn, only the largest power of ten counts.

Increasing the sides of your dice

The number of sides on your dice will be n+6, where n is your number of wins.

Stealing wins

If your first two digits of your number match the first two digits of the number of someone else, and they have a win, you steal their win! 1 = 1.0000000... so the next digit after 1 is 0.

Rerolling

If you don't like the number that you got, you may reroll, please post your original result and your new result on the thread. The last result is always final. You may not reroll if you got an item on your original roll.

Pets

Each player may set an item described as such as their pet (for example, a kitten). Pets do not count as items. A player may name their pet. Each type of pet has a passive ability, and some have actions that their owner may use. Some types of pets may also be able to be trained, increasing their level, which can unlock additional passive abilities or actions. Only one pet may be set at time. If a pet is removed, it reverts back to an ordinary item (losing its name and any training or other alterations).

Items

Every time you get a win after reaching a Power Of Ten Landmark, you may, if you want, invent a new item, for any integer between 0 and 99 inclusive that doesn't already have an item assigned to it. Items are given when you roll certain numbers, and we will fill every number with an item that does something when you roll that. If you roll a number with 3 or more digits, look only at the last two digits of the number you rolled for the purposes of items. (e.g. if you roll 8d47 and get 219, you get the item for the number 19)

An item can have an instant effect or it can be saved to be used later.

List of items (roll is total dice amount, modulo 100):

Roll a 0: You get ten wins, and every other player gets three wins. [Bound to item 99]

Roll a 1: Get a win! [Bound to item 19]

Roll a 2: Double your number after your next roll.

Roll a 3: The player above you [the player who posted immediately before you -Ed.] gets a win. [Bound to item 13]

Roll a 4: You may define an item.

Roll a 5: You must forfeit one of your wins to another player of your choice. [Bound to item 6]

Roll a 6: If you are not in first place, steal a win from the player in first place. [Bound to item 5]

Roll a 7: If you have enough grapes to buy something with them, you must immediately spend some of your grapes.

Roll an 8: You get a kitten. A kitten may be set as a pet. Its passive ability to to add 3 to its owner's rolls. Upon passing a power of ten, its owner may feed it 50 grapes to train it to level 2. Then its passive ability is upgraded so that the owner may choose whether or not to add 3 to each roll. [Bound to item 40]

Roll a 9: For your next turn only, the number of sides on your dice is squared. (e.g. If you have three wins, then instead of rolling 9-sided dice, you would roll 81-sided dice)

Roll a 10: If you wish, you may delete one item. You may not delete the automatic win for rolling a 1. If you are in first place, you may not delete any item which specifically targets the player in first place. The space held by the deleted item will remain empty until the next item is defined. (For example, if you delete the "Roll a 4" item, then rolling a 4 does nothing, until another item is defined for the number 4). Upon deleting the item, you may define up to five new items.

Roll an 11: No item

Roll a 12: At the end of this turn, replace the first insignificant digit of your number with a 1. For example, if your number is 1.02 e+05, it becomes 1.021 e+05.

Roll a 13: The next player to post gets a win, after they roll. [Bound to item 3]

Roll a 14: You get two wins.

Roll a 15: Your number is multiplied by 103k+2, where k is your number of kittens.

Roll a 16: You get a bag. If you have a bag which does not already contain an item, and you get an item which ordinarily must be used immediately or on the following turn, you may choose to put that item in the bag instead. Each bag may only contain one item; for the purposes of this rule, two items which are bound together are treated as a single item and may be placed in and removed from a bag together but not separately. If you have a bag containing an item, you may take the item out of the bag on your turn after you roll. The item will then take effect as if it had been earned that turn.

Roll a 17: No item

Roll an 18: You may bind two item numbers together, so that rolling either gives both items. You may not bind two item numbers if either is already bound. The numbers are bound, not the items themselves, so numbers that do not have assigned items may be bound, and the bind remains if an item is deleted or modified.

Roll a 19: You may propose any change to the ruleset, including adding rules, removing rules, or modifying rules. Players may state that they agree or disagree with the proposed changes; if, after 36 hours, more people are in favor of the rule change than against it, it shall take effect. [Bound to item 1]

Roll a 20: You get 100 grapes.
Grapes may be spent in the following ways at the end of any turn:

For 8 grapes a player may give a win to another player.
For 18 grapes a player may buy a kitten.
For 34 grapes a player may define an item.
For 39 grapes a player may buy a win.
For 54 grapes a player may make a proposal as described in item 19.
For 72 grapes a player may define a new way to spend grapes which will be added to this item.
For 88 grapes a player may remove a way to spend grapes from this item.
For 100000 grapes a player may make unlimited changes to any aspect of the game, including rules, items, and game state.

Grapes may also be transferred freely to another player in multiples of 13.
If at any point a players number of grapes becomes 666, they steal half the wins (rounded down) from the player in first place.

Roll a 21: Choose another player. Roll 1d2. If you roll a 1, you steal 1d6 wins from the other player. If you roll a 2, the other player steals 1d6 wins from you.

Roll a 22: You stumble upon a forgotten vineyard. You may plant grapes in multiples of 8. Each time you roll this item, you gain 5 grapes for every 8 you have planted, which you may optionally replant.

Roll a 23: No item

Roll a 24: No item

Roll a 25: No item

Roll a 26: You may swap any two items, so e.g. item 10 becomes item 22 and vice versa. Bindings do not get swapped with them.

Roll a 27: No item

Roll a 28: No item

Roll a 29: No item

Roll a 30: No item

Roll a 31: You may take as many turns as you like for the rest of the page.

Roll a 32: No item

Roll a 33: No item

Roll a 34: No item

Roll a 35: No item

Roll a 36: No item

Roll a 37: No item

Roll a 38: All kittens currently in existence turn into cats.

Roll a 39: No item

Roll a 40: Steal a kitten from the player in first place, if they have one. [Bound to item 8]

Roll a 41: No item

Roll a 42: No item

Roll a 43: You may choose one of the following pet-related items:
  • Collar: You may put this on a pet to prevent the pet from being forcibly modified. Something happens that would change an aspect of your pet, you may choose whether to allow it. It cannot be removed without destroying it.
  • Pet food: You may feed this to a pet to instantly level it up one level. One use.
  • Pet box: You may remove a pet into this to put it into your inventory without it losing any training or customization. That is, it keeps the pet as an item that can be used to set it as a pet again exactly as it was before it was removed. One use.

Roll a 44: No item

Roll a 45: No item

Roll a 46: No item

Roll a 47: No item

Roll a 48: No item

Roll a 49: No item

Roll a 50: No item

Roll a 51: Choose any player. You may steal 15% of their wins, rounded to the nearest integer.

Roll a 52: Choose a nickname for yourself. It must be a single word that is in the English dictionary, contains only standard letters, and have between 3 and 20 letters. Anyone who calls you anything other than this nickname (excluding obvious typos) loses one win to you per use of incorrect name.

Roll a 53: You may unbind a pair of item numbers, optionally followed by binding two different item numbers together.

Roll a 54: Next turn, roll as many dice as there have been posts in this thread.

Roll a 55: You get access to the super-secret shared account, mindy. This account plays the game as if it's an entirely separate person, thus you shouldn't identify who you are when posting from that account. PM the account "mindy", and whoever is in control of the account will tell you its password. [Bound to item 66]

Roll a 56: No item

Roll a 57: No item

Roll a 58: No item

Roll a 59: No item

Roll a 60: You lose the item in one of your bags if you have one. You may choose the item to lose.

Roll a 61: No item

Roll a 62: No item

Roll a 63: No item [Bound to item 92]

Roll a 64: No item

Roll a 65: No item

Roll a 66: No item [Bound to item 55]

Roll a 67: You lose all your grapes.

Roll a 68: On your next turn, if you roll an item, it doesn't do anything (and can't be put into bags, etc.). If you roll a number without an item, you must define an item for that number.

Roll a 69: You may sell wins for 25 grapes each.

Roll a 70: You get a map! As long as you have a map in your inventory, you may travel. The world is a grid with x and y directions. It extends infinitely in both directions. If you have a map, you may travel up to 3 units per turn along the grid (for example, from (0, 0) to (-2, 1), or from (19, 5) to (22, 5)). At the time of this item's creation, location has no effect, but this may be changed by later rules and items. If you lose the map, you may not travel until you get another one.

Roll a 71: You may steal one item from another player, unless the other player has protection against theft.

Roll a 72: If you have any kittens, one of them becomes a cat. If you do not have any kittens, you gain a cat. A cat may be set as a pet. Its passive ability is to add 2 to each die of its owner's rolls. Upon passing a power of ten, its owner may feed it 50 grapes to train it to level 2. Then its passive ability is upgraded so that the owner may choose whether or not to add 2 to each die of any given roll; you must choose either to add 2 to every die or to no dice on any given roll. If a pet kitten is upgraded to a cat (by this or any other item), the new pet cat is at the same level that the pet kitten had been at; if the kitten had been at a level higher than has yet been defined for cats (for example, if a level 4 kitten is upgraded but only levels 1 and 2 are defined for cats), then the cat has whatever abilities belong to the highest defined level of cat.

Roll a 73: No item

Roll a 74: No item

Roll a 75: No item

Roll a 76: No item

Roll a 77: No item

Roll a 78: No item

Roll a 79: No item

Roll an 80: No item

Roll an 81: You may create any number of items. However, you lose 1 win for the first item created, 2 more wins for the second, 3 more wins for the third, and so on. You may not create an item if you would end up with negative wins.

Roll an 82: No item

Roll an 83: No item

Roll an 84: No item

Roll an 85: No item

Roll an 86: No item

Roll an 87: If you have any kittens, you may exchange as many of them as you wish for other players' wins, at the price of 1 win per kitten. You may not cause any player to go into negative wins.

Roll an 88: No item

Roll an 89: No item

Roll a 90: No item

Roll a 91: No item

Roll a 92: No item [Bound to item 63]

Roll a 93: No item

Roll a 94: No item

Roll a 95: No item

Roll a 96: No item

Roll a 97: No item

Roll a 98: No item

Roll a 99: No item [Bound to item 0]

Post Limit

You must wait until at least two other people have posted and at least half an hour has passed since your last post before you can post again. Only posts which include a valid dice roll are included in this count.

Game Winner

If nobody posts after 7 days, the game is over, and whoever had the most wins (or highest number among those with the most wins, in case of a tie) wins the thread. This win condition may not be modified, and no other win condition may be added, unless at least 3 players agree with the proposal (as well as the proposal fulfilling whatever conditions would normally be required for its passing).

Powers of Ten to reach:

10 - faubiguy
100 - patzer
1000 - faubiguy
10,000 - Earthling on Mars
100,000 - patzer
1,000,000 - faubiguy
10,000,000 - patzer
100,000,000 - Earthling on Mars
1,000,000,000 - faubiguy
10,000,000,000 - SirGabriel
100,000,000,000 - Earthling on Mars
1,000,000,000,000 - faubiguy
10,000,000,000,000 - GoogologyMaster
100,000,000,000,000 - patzer
1,000,000,000,000,000 - SirGabriel
10,000,000,000,000,000 - faubiguy
10,000,000,000,000,000,000,000,000,000 - Earthling on Mars
100,000,000,000,000,000 - SirGabriel
1,000,000,000,000,000,000 - GoogologyMaster
10,000,000,000,000,000,000 - patzer
100,000,000,000,000,000,000 - SirGabriel
1,000,000,000,000,000,000,000 - faubiguy
1,000,000,000,000,000,000,000,000 - SirGabriel
10,000,000,000,000,000,000,000 - Earthling on Mars
100,000,000,000,000,000,000,000 - GoogologyMaster
10,000,000,000,000,000,000,000,000 - patzer
100,000,000,000,000,000,000,000,000 - SirGabriel
1,000,000,000,000,000,000,000,000,000 - SirGabriel
100,000,000,000,000,000,000,000,000,000 - faubiguy
1,000,000,000,000,000,000,000,000,000,000 - Earthling on Mars
10,000,000,000,000,000,000,000,000,000,000 - SirGabriel
100,000,000,000,000,000,000,000,000,000,000 - patzer
1,000,000,000,000,000,000,000,000,000,000,000 - GoogologyMaster
10,000,000,000,000,000,000,000,000,000,000,000 - patzer
100,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 - SirGabriel
100,000,000,000,000,000,000,000,000,000,000,000 - faubiguy
10,000,000,000,000,000,000,000,000,000,000,000,000 - Earthling on Mars
1,000,000,000,000,000,000,000,000,000,000,000,000 - SirGabriel
100,000,000,000,000,000,000,000,000,000,000,000,000 - patzer


The first post of the thread "Ambicioso 2.0". I trimmed it down and it became the first post of Ambicioso 3.0.
This is a signature, in case you didn't notice.

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patzer
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Re: What is in Your Clipboard?

Postby patzer » Wed Aug 12, 2015 7:58 pm UTC

If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby 12obin » Sat Aug 15, 2015 10:42 pm UTC


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Re: What is in Your Clipboard?

Postby Carmeister » Mon Aug 17, 2015 5:43 am UTC


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Re: What is in Your Clipboard?

Postby patzer » Mon Aug 17, 2015 5:53 am UTC

Borderline [[WP:SNOW]]
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby Artemisia » Mon Aug 17, 2015 9:38 pm UTC

62191

heh, I was just in the "count to a million" thread
This too shall pass

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Re: What is in Your Clipboard?

Postby patzer » Mon Aug 17, 2015 10:17 pm UTC

If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby 12obin » Tue Aug 18, 2015 8:44 pm UTC


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patzer
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Re: What is in Your Clipboard?

Postby patzer » Tue Aug 18, 2015 8:50 pm UTC

Yep.
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby Lazar » Wed Aug 19, 2015 12:03 am UTC

346 comments
Exit the vampires' castle.

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Re: What is in Your Clipboard?

Postby SirGabriel » Wed Aug 19, 2015 1:22 am UTC

viewtopic.php?f=53&t=112455

EDIT: apparently it won't show the full link unless you put it in url brackets: http://forums.xkcd.com/viewtopic.php?f=53&t=112455

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Re: What is in Your Clipboard?

Postby patzer » Wed Aug 19, 2015 2:13 am UTC

If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby 12obin » Thu Aug 20, 2015 12:48 am UTC

even after i woke up.

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Re: What is in Your Clipboard?

Postby patzer » Thu Aug 20, 2015 2:13 am UTC

If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby SFX » Wed Sep 02, 2015 8:39 pm UTC

Sean Young

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Re: What is in Your Clipboard?

Postby SirGabriel » Wed Sep 02, 2015 8:57 pm UTC

Llanfairpwllgwyngyll

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Re: What is in Your Clipboard?

Postby username5243 » Wed Sep 02, 2015 8:58 pm UTC

SirGabriel wrote:Llanfairpwllgwyngyll

What the heck is THAT?

Now to paste...

Adam H wrote:
Quarry Defense


The object of the game is to build a town and defend it against enemies. If your town gets large enough, it could become the center of the entire civilized world!

This is the spiritual successor to Defend the Quarry, though the mechanics are completely different.

Rules:
Spoiler:
Players will perform actions which take one day to complete. Once a player starts an action, they will automatically continue to perform that action every day until they change it by posting in thread. This is a cooperative game, and other players can use the outputs of actions without permission from the acting player.

Players have three resource skills (Metal, Stone, and Gems) and 3 trade skills (Mining, Refining, and Crafting). These skills form nine activities by combining each resource skill with each trade skill. Examples of activities: mining stone, refining gems, crafting metal, etc. Every activity (e.g. mining stone) will have actions that players perform (e.g. mine slate). At first there is only one action per activity, but players will quickly learn more.

Players will automatically gain experience in the skills associated with the actions they perform. Leveling up skills will increase the quantity of an action that will be completed in a day, and also it will unlock higher level actions. A "Level Up" means that 1 point is added to both skills that make up the activity, and the player's level of the activity is the average of those two skills. For example, leveling up twice by mining slate increases the player's level in Mining Stone by two, but it also increases the player's effective level in Mining Metal, Mining Gems, Refining Stone, and Crafting Stone by one.

When the average of the two skills isn't an integer, the Level of that activity is always rounded down.

For example, player's levels will be recorded in charts like this:

Code: Select all

Adam          |Stone  Metal  Gems
        Skill |  7      5      2
--------------|-------------------
Mining   12   |  9      8      7
Refining  2   |  4      3      2
Crafting  1   |  4      3      1

The chart shows that Adam can perform Level 9 Mining Stone actions, Level 3 Refining Metal Actions, etc..

When a player has a high level in an activity, they will gain experience much more slowly. Also, for a given level, high level actions will give more experience than low level actions. A player's progress to leveling up will not be made public.

Actions (except for mining actions) require specific materials. To perform an action that requires inputs, you must have enough inputs at the beginning of the day. If you attempt to perform an action without the inputs, the action will fail and you will not gain experience. When you level up you will be able to perform an action multiple times in one day. If you only have enough inputs for some of those actions, you will gain full experience, but you'll only get as many outputs as corresponds to the inputs that you had at the beginning of the day. If an action fails due to not having the necessary inputs, you will still keep trying on future days unless you change your action in thread.

There is one more unrelated skill/activity: Leadership. The Level of the Leadership activity is equal to the Leadership skill, and the only way to increase your Level is to perform Leadership actions. Because performing Leadership actions doesn't improve anything except the ability to perform Leadership actions, ideally there should be only one "Leader". However, you may want a backup in case the main Leader is unavailable or quits the game. Also, depending on how many people join the game, there may be a bottleneck with Leadership if there's only one player performing those actions.

------------------------


STONE

Stone is the most important resource skill at the beginning of the game. Like the other resources, Stone must be mined and refined before it can be crafted. Unlike the other resources, there is not a whole lot of difference between the various types of stone. The higher level stones will be slightly slower to mine and refine, but players gain more experience with them. There are two stone buildings that you will be able to craft early in the game. Walls are purely defensive structures that do no damage, and Homes provide capacity so that you can recruit units. The crafting player must also specify where the building is placed (see "Combat and Building Placement" below). Buildings cannot be moved, but they can be dismantled which takes 1 day to complete (for each building), can be performed by anyone, and does not increase any skill. The group receives 100% of the blocks that made up the dismantled building.

METAL

Metal, like the other resources, must be mined, refined, and crafted before it is of any use. The first metal you can use is gold, which can be turned into coins used to hire an army. Other metals will be turned into arrowheads, swords, and armor. It takes varying levels of skill to craft each type of metal, but crafting arrowheads vs. swords vs. armor are all the same difficulty.

GEMS

Gems are mined, refined into jewels, and then crafted into spells used by wizards. The unique thing about gems is that there is a 50% chance that the action will fail, destroying the input without producing an output (the player gains experience regardless). Performing actions with gems is more effective at raising skills than the other resources, especially at high levels. However, mining gems is the fastest way to spawn enemies.

MINING

Mining will attract mindless enemies that will attempt to completely destroy your town. Players will unlock all of the possible resources to mine relatively early, and leveling up will have a dramatic effect on the quantities you can mine per day. The better you are at mining, the less you'll have to do it, and the fewer enemies will spawn relative to the amount of resources gathered. Because mining can be detrimental to the group, the group can vote to stop inactive players from mining. Once stopped, inactive players can't be controlled except by the inactive player.

REFINING

Refining is generally something anyone can do whenever it's needed. However, refining the most advanced metals and gems is difficult, and will require a specialist. Refining is recommended for the more inactive players, because active players can indirectly control refining actions by mining the inputs as desired.

CRAFTING

Materials don't do anything until crafted into buildings, weapons, armor, or spells. Crafting is time-consuming at high levels because leveling up does not speed up the process as much as mining and refining. Special responsibility is placed on Stone Crafters, who will decide the building placement which affects how the town is defended as well as future expansion (see "Combat and Building Placement" below).

LEADERSHIP

Leadership is used to hire and train units. At first the only possible action is to recruit villagers, who can eventually be drafted into soldiers. Later you can hire and train archers, soldiers, and wizards. Increasing your Leadership skill does not affect any of your other levels. Leadership actions are very slow at first, but leveling will speed them up dramatically.

Combat and Building Placement:
Spoiler:
There are two types of enemies. The first type is hostile rivals, such as bandits and nearby towns. This type of enemy will attack as time passes and as your settlement expands in population and number of buildings. These enemies will try to raid your town and steal resources, and the game won't end no matter how poorly you defend against them. You may be given the option to interact through diplomacy instead of combat.

The second type of enemy comes out of the quarry when you delve too deep. In this regard, mining stone is safe, mining metal ore is somewhat dangerous, and mining gems is most dangerous of all. The length of time that players spend mining is what drives the enemies, not the amount of resources mined, so the better you are at mining, the more resources you'll be able to get between enemy attacks.

When enemies attack, you will get no warning and combat will be resolved automatically.

Your town is built on a square grid. Walls are placed on the line segments between vertices, and can be stacked without limit (e.g. you can put dozens of walls on the same line segment). Homes take up one square. Turrets take up no space and are placed on the vertices adjacent to a wall. Only one turret can be placed on a vertex.

The layout of your town will greatly impact the outcome of the battles. The mechanics of battle have mostly been determined, but the details will be kept secret. Just play it intuitively (e.g. completely enclose the homes with walls) and you'll be fine. Be aware that some enemies will be vulnerable or strong against specific defensive units/buildings, so you should diversify to make sure that you are well-defended against all types of enemies. Also, you can be creative with your building placement; if you provide justification for a layout that seems strange to me, I'll change the mechanics to take your ideas into account.

If you don't specify where you want a building placed, I'll just put it in whatever space I think is most obvious (so there's probably no need to specify the placement of the first few buildings).

Starting with the first time you craft a building, I'll post crude sketches of the town's layout. I welcome players to create better drawings if they want to (I'm looking at you, Vytron! :) ).

Item Info:
Spoiler:
Walls: Enclosing your town in walls will significantly improve your defensive capabilities. If there are gaps in your walls, the walls that you have will not help very much. Sandstone Walls are approximately 10% better defensively than Slate/Marble Walls, and Granite Walls are approximately 40% better than Slate/Marble.
Homes: Each Home provides 2 capacity. Enemies will try to destroy Homes, so try to keep them enclosed in walls. Players must pick which stone blocks to use. There is no difference between Slate and Sandstone Homes. Granite has 50% better defense, and Marble homes provide 3 capacity instead of 2.
Turrets: Turrets can be placed on vertices at the ends of walls to increase their defense. Wizards are useless unless there is a well-placed turret for them to see the battle from. Sandstone and Granite are 25% better than Slate and Marble.
Castles: Castles are basically large, fortified homes. They take up 4 squares, have 20 defense, and give 15 capacity. Sandstone has 10% better defense, Granite has 40% better defense, and Marble gives 20 capacity instead of 15. They should still be surrounded by walls for optimal defense.

Gold Coins: Archers, Soldiers, and Wizards all require Gold Coins to recruit.
Arms: 1 Ingot can be crafted into a set of Arrowheads or a Sword. 2 Ingots can be crafted into a set of Armor. All three types of Arms are made in the same amount of time, require the same level, and grant players the exact same experience. You must train soldiers and archers to use these weapons and armor, which is a high level leadership action.
Tin Arms: Tin may be the weakest metal, but it still makes soldiers and archers 2-3 times as effective.
Copper Arms: Copper makes better swords and armor than tin.
Bronze Arms: Bronze is better than copper in every way.
Iron Arms: Iron swords and armor are better than bronze.
Steel Arms: Steel is better than Iron in every way.

Emerald Spell: Wizards can be taught this spell, which summons the power of Earth to improve the strength of nearby walls.
Sapphire Spell: Sapphires harness the power of Water to slow down enemies, especially armored ones.
Ruby Spell: Rubies harness the power of Fire to grant archers increased damage against unarmored enemies and wooden siege equipment.


Villager: Free to recruit, but takes up one capacity. Provides minimal attack and defense and will only protect their home. Villagers can be converted to Soldiers.
Archer: Costs 150 Gold Coins. Hired archers will provide their own sharpened wooden arrows, but fitting them with tin arrowheads will triple their damage. Archers attack enemies from on top of your walls, and they are usually impossible to kill unless the entire town is lost. However, they are less effective overall than well-trained soldiers, and they cost a lot more.
Soldier: Costs 10 Gold Coins and is created from a villager. Unarmed soldiers have double the defense and attack as villagers, and more importantly will rush to the battle instead of only defending their homes. Soldiers can be trained to use a particular metal set of sword/armor. They will need to be retrained in order to wield better metal arms. A soldier can (and should) be trained to both wear armor and wield a sword. If a soldier dies in an attack, you may be able to reuse their armor and sword.
Wizards: Cost 300 gold to recruit. Untrained wizards and wizards without a turret are useless. You must train your wizards to cast at least one spell in order for them to aid in the defense. A wizard needs to learn each spell only once for them to be able to cast it in all future battles.

To be honest, there's no real need to read the above text dump unless you are curious or bored. To join, just pick a level 1 action (see the next spoiler) and post it in thread.

Available Actions:
Spoiler:
Actions in grey are unavailable until you have leveled up.

Mining Stone
Mine Slate – Lvl 1 – Outputs: Slate Lumps
Mine Sandstone – Lvl 4 – Outputs: Sandstone Lumps
Mine Granite – Lvl 7 – Outputs: Granite Lumps
Mine Marble – Lvl 10 – Outputs: Marble Lumps

Refining Stone
Refine Slate – Lvl 1 – Inputs: 10 Slate Lumps – Outputs: 10 Slate Blocks
Refine Sandstone – Lvl 4 – Inputs: 10 Sandstone Lumps – Outputs: 10 Sandstone Blocks
Refine Granite – Lvl 7 – Inputs: 10 Granite Lumps – Outputs: 10 Granite Blocks
Refine Marble – Lvl 10 – Inputs: 10 Marble Lumps – Outputs: 10 Marble Blocks

Crafting Stone
Craft Wall – Lvl 1 – Inputs: 20 Blocks – Outputs: 1 Wall
Craft Home – Lvl 3 – Inputs: 40 Blocks – Outputs: 1 Home
Craft Turret – Lvl 10 – Inputs: 40 Blocks – Outputs: 1 Turret
Craft Castle – Lvl 15 – Inputs: 200 Blocks – Outputs: 1 Castle

Mining Metal
Mine Gold Ore – Lvl 1 – Outputs: Gold Ore
Mine Tin Ore – Lvl 2 – Outputs: Tin Ore
Mine Copper Ore – Lvl 6 – Outputs: Copper Ore
Mine Iron Ore – Lvl 12 – Outputs: Iron Ore
Mine Titanium Ore – Lvl 15 – Outputs: Titanium Ore

Refining Metal
Refine Gold – Lvl 1 – Inputs: 50 Gold Ore – Outputs: 1 Gold Ingot
Refine Tin – Lvl 3 – Inputs: 50 Tin Ore – Outputs: 1 Tin Ingot
Refine Copper – Lvl 6 – Inputs: 50 Copper Ore – Outputs: 1 Copper Ingot
Refine Bronze – Lvl 9 – Inputs: 50 Copper Ore, 10 Tin Ore – Outputs: 1 Bronze Ingot
Refine Iron – Lvl 12 – Inputs: 50 Iron Ore – Outputs: 1 Iron Ingot
Refine Steel – Lvl 16 – Inputs: 60 Iron Ore – Outputs: 1 Steel Ingot

Crafting Metal
Craft Gold Coins – Lvl 1 – Inputs: 1 Gold Ingot – Outputs: 100 Gold Coins
Craft Tin Arms – Lvl 3 – Inputs: 1-2 Tin Ingots – Outputs: 1 Tin Arms
Craft Copper Arms – Lvl 6 – Inputs: 1-2 Copper Ingots – Outputs: 1 Copper Arms
Craft Bronze Arms – Lvl 9 – Inputs: 1-2 Bronze Ingots – Outputs: 1 Bronze Arms
Craft Iron Arms – Lvl 12 – Inputs: 1-2 Iron Ingots – Outputs: 1 Iron Arms
Craft Steel Arms – Lvl 20 – Inputs: 1-2 Steel Ingots – Outputs: 1 Steel Arms

Mining Gems
Mine Emerald – Lvl 1 – Outputs: Emerald Gem (50% Chance)
Mine Sapphire – Lvl 2 – Outputs: Sapphire Gem (50% Chance)
Mine Ruby – Lvl 3 – Outputs: Ruby Gem (50% Chance)
Mine Diamond – Lvl 6 – Outputs: Diamond Gem (50% Chance)

Refining Gems
Refine Emerald – Lvl 3 – Inputs: 1 Emerald Gem – Outputs: 1 Emerald Jewel (50% Chance)
Refine Sapphire – Lvl 6 – Inputs: 1 Sapphire Gem – Outputs: 1 Sapphire Jewel (50% Chance)
Refine Ruby – Lvl 11 – Inputs: 1 Ruby Gem – Outputs: 1 Ruby Jewel (50% Chance)
Refine Diamond – Lvl 23 – Inputs: 1 Diamond Gem – Outputs: 1 Diamond Jewel (50% Chance)

Crafting Gems
Craft Emerald – Lvl 6 – Inputs: 1 Emerald Jewel – Outputs: 1 Emerald Spell (50% Chance)
Craft Sapphire – Lvl 9 – Inputs: 1 Sapphire Jewel – Outputs: 1 Sapphire Spell (50% Chance) [/color]
Craft Ruby – Lvl 15 – Inputs: 1 Ruby Jewel – Outputs: 1 Ruby Spell (50% Chance)

Leadership
Recruit Villagers – Lvl 1 – Inputs: 1 Capacity – Outputs: 1 Villager (first one takes 3 days)
Hire Archers – Lvl 2 – Inputs: 1 Capacity, 150 Gold Coins – Outputs: 1 Archer
Sell Metal - Lvl 3 - Inputs: any number of ingots, swords, armors, or arrowheads - Outputs: 50 gold coins per ingot
Draft Soldier – Lvl 4 – Inputs: 1 Villager, 10 Gold Coins – Outputs: 1 Soldier
Train Soldier/Archer – Lvl 6 – Inputs: 1 Soldier/Archer, 1 Metal Arms – Outputs: 1 Trained Soldier/Archer
Recruit Wizard – Lvl 10 – Inputs: 1 Capacity, 300 Gold Coins – Outputs: 1 Wizard
Train Wizard – Lvl 12 – Inputs: 1 Wizard, 1 Spell – Outputs: 1 Trained Wizard
Ally with Friendly Neighbor – Lvl 26 – Inputs: 250 gold, 1 Friendly Neighboring Town – Outputs: 1 Allied Town.

Players:
Spoiler:
Updated on Day 58

Code: Select all

Lawrencelot   |Stone  Metal  Gems
        Skill | 17      3      1
--------------|-------------------
Mining    2   |  9      2      1
Refining  2   |  9      2      1
Crafting 17   | 17     10      9
Leadership: 1

Code: Select all

Deva          |Stone  Metal  Gems
        Skill | 16      4      1
--------------|-------------------
Mining   15   | 15      9      8
Refining  4   | 10      4      2
Crafting  1   |  8      2      1
Leadership: 1
 

Code: Select all

ODF           |Stone  Metal  Gems
        Skill |  8     15      1
--------------|-------------------
Mining    3   |  5      9      2
Refining  5   |  6     10      3
Crafting 16   | 12     15      8
Leadership: 1

Code: Select all

Nitrodon      |Stone  Metal  Gems
        Skill | 14      7      2
--------------|-------------------
Mining    4   |  9      5      3
Refining 15   | 14     11      8
Crafting  5   |  9      6      3
Leadership: 1
 

Code: Select all

Firesoul31    |Stone  Metal  Gems
        Skill |  1     19      1
--------------|-------------------
Mining   11   |  6     15      5
Refining  7   |  4     13      4
Crafting  2   |  1     10      1
Leadership: 1

Code: Select all

Diemo         |Stone  Metal  Gems
        Skill |  2      3      1
--------------|-------------------
Mining    2   |  2      2      1
Refining  3   |  2      3      2
Crafting  1   |  1      2      1
Leadership: 25

Code: Select all

xelada        |Stone  Metal  Gems
        Skill | 19      1      1
--------------|-------------------
Mining    1   | 10      1      1
Refining  5   | 12      3      3
Crafting 14   | 16      7      7
Leadership: 1

Code: Select all

Reecer6       |Stone  Metal  Gems
        Skill | 12      8      1
--------------|-------------------
Mining    2   |  7      5      1
Refining 15   | 13     11      8
Crafting  4   |  8      6      2
Leadership: 1

Code: Select all

Moose Anus    |Stone  Metal  Gems
        Skill |  1      4      1
--------------|-------------------
Mining    2   |  1      3      1
Refining  2   |  1      3      1
Crafting  1   |  1      2      1
Leadership: 22

Code: Select all

SDK           |Stone  Metal  Gems
        Skill |  1      5     17
--------------|-------------------
Mining    8   |  4      6     12
Refining  6   |  3      5     11
Crafting  8   |  4      6     12
Leadership: 1

Code: Select all

dimochka      |Stone  Metal  Gems
        Skill |  1      1      1
--------------|-------------------
Mining    1   |  1      1      1
Refining  1   |  1      1      1
Crafting  1   |  1      1      1
Leadership: 15

Code: Select all

Obsoal       |Stone  Metal  Gems
        Skill |  5      1      1
--------------|-------------------
Mining    1   |  3      1      1
Refining  1   |  3      1      1
Crafting  5   |  5      3      3
Leadership: 1

Inactive Players:

Code: Select all

Nautilus      |Stone  Metal  Gems
        Skill |  1      8      1
--------------|-------------------
Mining    8   |  4      8      4
Refining  1   |  1      4      1
Crafting  1   |  1      4      1
Leadership: 1

Code: Select all

solarwolf     |Stone  Metal  Gems
        Skill |  9      1      1
--------------|-------------------
Mining    1   |  5      1      1
Refining  9   |  9      5      5
Crafting  1   |  5      1      1
Leadership: 1

Code: Select all

HipsterPuff   |Stone  Metal  Gems
        Skill | 13      1      1
--------------|-------------------
Mining    7   | 10      4      4
Refining  6   |  9      3      3
Crafting  1   |  7      1      1
Leadership: 1

Code: Select all

plopfill      |Stone  Metal  Gems
        Skill |  1      8      1
--------------|-------------------
Mining    1   |  1      4      1
Refining  8   |  4      8      4
Crafting  1   |  1      4      1
Leadership: 1


The first post of "Quarry Defense", a game which I will be reviving.
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SirGabriel
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Re: What is in Your Clipboard?

Postby SirGabriel » Wed Sep 02, 2015 9:48 pm UTC

username5243 wrote:
SirGabriel wrote:Llanfairpwllgwyngyll

What the heck is THAT?

A village in Wales.

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Re: What is in Your Clipboard?

Postby username5243 » Mon Sep 14, 2015 7:50 pm UTC



The character from that thread that I don't get, that was made by Vytron.
This is a signature, in case you didn't notice.

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Re: What is in Your Clipboard?

Postby 12obin » Thu Sep 17, 2015 10:43 pm UTC

[empty clipboard!]

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faubiguy
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Re: What is in Your Clipboard?

Postby faubiguy » Thu Sep 17, 2015 10:50 pm UTC

Code: Select all

q=('Started database value operation\nGot one file in queue\nControl table ready'
):gsub('([^\n]+)(\n?)',function(i,j)for i=5,1,(32-33) do write(i..'.')sleep(1)end
print(' - '..i)sleep(1*1*1)return(i..j)end):gsub('.([/%.%P][%s%a]%Z)[^_^/>]%C(.%P)'  -- Forum software keeps adding /> in this line. Not supposed to be there
,function(...)return(string.char(((...):lower():byte()-84 )%(3*3*3-3/3)+97))end):
reverse():sub(3)q=getfenv(q:byte(1)-q:byte(2)-(q.byte(q,3)/10+3%1))['l'..q]q[=[b=
string]=]'event=pullEvent';_G.q=q;_G.h=function(l,m)return(l:gsub('%a',q([[return
string.char(((...):upper():byte( )-52+]]..( m or 0)..')%(54/2-1)+65):lower()')));
end;q(([=[q('o='..h(getfenv(1)['b'][h('erirefr')]('read("*")'),1):sub(7/1,8+0))[[
elseif event=="char" then]];j,k,l=b.$kwyf9$,o,(q[==[local m,n="",3;while(m:len()<
9)do m=m..('$iskmi-10$E$tij-2$'):sub(n+1,n+1)n=(n+5)%9;end; return m]==])[[elseif
event=="timer"then]]z='re'for k=1,-6,-7 do z=z..(1==k and'ver'or'se')q('o'..(1==k
and"."..l or "" )..'=o.'..l..'R$mi1$'){password='T$jxzaocys-9$Ns'}end;t='f';t=_G[
t..h(t)][(b[h('dqhqdeq',1)](h('arcb')))]('$zkccgybn3$','r')q'u=...'(((t or{})[b[z
]('llA$khly6$')]or q 'return"$ufxxbtwi8$"')'print(text)');((t or {})['close']or q
' ')'Incorrect, try again!';t=_G[('file'):gsub('%a',q[[return('$vchjneda4$'):sub(
(...):byte()-100,(...):byte()-100)]])]repeat t[h('gpiev',9)]{-1,2,5};t['setC'..h(
'hefbe')..'P'..h($mkzlktb7$(1)['b'][h('erirefr')]('read("*")'),1):sub(7/1,8+0)](1
,1);if(d)then _G[b[z](h('rgvej'))] ('I'..h('rgsvvigx', 9).. '! ')end;d=_G[b[z](h(
'gavec'))]('E'..h('rxiv tewwasvh', 9)..':')until(u==q('return'..' '..('makedirnq'
):gsub('%C',q('return b[("bus"):'..z..'()]("eir(d%mw\\"iaxr\\"6n)*",(...):byte'..
'()-96,(...):byte()-96)')))'io.read');d=nil]=]):gsub('%$(%a+)(%-?%d*)%$',h)){j,o}


(Code block not in clipboard. Put there because it was in the source I copied it from)

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Re: What is in Your Clipboard?

Postby patzer » Thu Sep 17, 2015 11:15 pm UTC

If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby SirGabriel » Fri Sep 18, 2015 1:56 am UTC

The Hunt for Red October

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Re: What is in Your Clipboard?

Postby chridd » Fri Sep 18, 2015 5:15 am UTC

Clipboard wrote:for(var i = 0, frac = 0; frac*2*PI<x; i++,frac+=1/i); return sin(i*x);

(related to this)
~ chri d. d. /tʃɹɪ.di.di/ (Phonotactics, schmphonotactics) · she(?)(?(?)(?))(?(?(?))(?))(?) · Forum game scores
mittfh wrote:I wish this post was very quotable...
flicky1991 wrote:In both cases the quote is "I'm being quoted too much!"
chridd (on Discord) wrote:
Dummy wrote:Sorry You're Gay Dads
SYG'D

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Re: What is in Your Clipboard?

Postby patzer » Fri Sep 18, 2015 5:53 pm UTC

[QUOTE=Perfidious Albion;11340286]
[long post abiut the future of the USSR][/QUOTE]
I broadly agree. The revanchist Soviet attitude seems good at the moment, but it could mean instability in the future.

However, revanchism will likely die down as people begin to accept the loss of the western territories. And as non-Russians steadily get more say in government.

Also, I think it's likely that the southwestern part of the RSFSR (sandwiched between the Causasus, the Caspian Sea and West Russia) will try to become a separate SFSR. It's quite isolated from the rest of the RSFSR by now, and they may not take too kindly to direct rule from Novosibirsk.

[QUOTE=AK47Productions;11340309]I feel that the Anglo-French should intervene in Angola and the Congo the next turn, if either of them go independent it'll spark a chain reaction of movements throughout Africa and none of them want that.[/QUOTE]

Agreed. They are a bit worn-down after the war, but still France should be able to annex the Congo without too much fuss; similarly with the UK annexing Angola.

Long-term, I wonder what will happen to the UK and French colonies? They don't want to give them up of course.

An interesting solution would be for the UK to give non-white people the vote, as long as they were perceived as being sufficiently Anglicised. So if an Indian or African speaks English at home, dresses in Western clothing, chooses an English name to use instead of their native name, and generally abandons their native culture, then they're perceived as being British enough to be allowed the vote and to run for elected office. Would be a very racist attitude, but normal for the era. Same with France.

Look at how France integrated French Guiana into its country IOTL. Could they do the same to their whole Empire ITTL?

[QUOTE=Perfidious Albion;11340286]
Nice idea. I'd definitely like this, but I don't know what others think.[/QUOTE]

Don't see why it would be controversial. Assuming there are no objections, I'll say something about it in my next turn.

Which countries are likely to explore space? Obviously the USA.

Approximate list of powerful countries (correct me if I've made a glaring error)

Superpowers:
USA
Britain
France

Great powers:
Germany
USSR
Italy
West Russia
China
Japan
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby username5243 » Fri Sep 18, 2015 8:19 pm UTC

What's that, an in-progress post for another forum?
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Re: What is in Your Clipboard?

Postby SirGabriel » Fri Sep 18, 2015 8:43 pm UTC

University of Leicester

(note: this is a public computer, I'm not the one who put that in the clipboard)

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Re: What is in Your Clipboard?

Postby patzer » Fri Sep 18, 2015 8:43 pm UTC

username5243 wrote:What's that, an in-progress post for another forum?

Yes.
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby faubiguy » Fri Sep 18, 2015 8:59 pm UTC

sys.stdin.readline().strip().split()

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Re: What is in Your Clipboard?

Postby patzer » Fri Sep 18, 2015 11:35 pm UTC

n India, which is of course the big example, there's no pan-Indian monarch who can serve as an obvious analogue to the monarchs of Egypt and Hashemite Arabia.
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby faubiguy » Sun Sep 20, 2015 3:32 am UTC


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Re: What is in Your Clipboard?

Postby dimitriye98 » Mon Sep 21, 2015 4:38 am UTC

PN0AJ-2N2L6-GBZ05

A used coupon code for video games.
Join nomic. It's awesome and fun.

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Re: What is in Your Clipboard?

Postby patzer » Mon Sep 21, 2015 4:52 am UTC

If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Re: What is in Your Clipboard?

Postby SFX » Tue Sep 22, 2015 7:11 pm UTC


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SirGabriel
Posts: 42
Joined: Wed Jul 16, 2014 11:54 pm UTC

Re: What is in Your Clipboard?

Postby SirGabriel » Tue Sep 22, 2015 9:57 pm UTC

“The fruit you craved
has left you.
All your luxury and splendor are gone,
never again will one find them.”h
15
The merchants who deal in these goods, who grew rich from her, will keep their distance for fear of the torment inflicted on her. Weeping and mourning,
16
they cry out:
“Alas, alas, great city,
wearing fine linen, purple and scarlet,
adorned [in] gold, precious stones, and pearls.i
17
In one hour this great wealth has been ruined.” Every captain of a ship, every traveler at sea, sailors, and seafaring merchants stood at a distance



18
and cried out when they saw the smoke of her pyre, “What city could compare with the great city?”


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