destroy the fort! page 13

1249 posts

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Send in a group of engineers to manufacture turrets to help defend the fort.

 
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Place landmines around the fort.

 
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Put some jet packs underneath the fort and turn them on. The fort is now a sky fort.

 
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Originally posted by GottaAskTheMan:

Add a second shield.

Done.

Originally posted by GotterakaThing:

Send in a group of engineers to manufacture turrets to help defend the fort.

Manufacturing begins.

Originally posted by afklol:

Place landmines around the fort.

Done.

Originally posted by GottaAskTheMan:

Put some jet packs underneath the fort and turn them on. The fort is now a sky fort.

The fort is too heavy for your jet packs to lift. It has been slightly shaken and has lost 3 units of HP.

Daily Trigger
Radioactive material: 1 unit of HP removed.
Upgradable Healing Machine: 2 units of HP and 1 unit of shields added.

Fort
HP: 93 90 89 91 units
Shields: 5.5 6.5 units
(De)Buffs:
Compact Health Pods: Would have added an extra 14 units to the HP, but are broken.
Coverage: Divert up to 3 units of damage from HP to shields from each attack.
Radioactive material: Removes 1 unit of HP every day.
Wood panels: Provide protection.
Plasma cannon: Attempts to shoot at things approaching. Attached to Compact Healing Pods.
Regenerative shields: Reduce the damages of the next 7 attacks to the fort by 1 unit each.
Upgradable Healing Machine: Add 2 units of HP and 1 unit of shields up to a maximum of 10 units every day. Has 4 units of HP and 2 units of shields for itself.
Hell dogs: Will try to bite anything that approaches.
Second shield: Takes damage. It has 3 units.
Turret: Still under construction.
Land mines: Will explode when touched.

 
Flag Post

Upgrade second shield. (Also know as energy shield in FTL. FTL FTW)

 
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Overcharge the plasma cannon.

 
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Originally posted by GotterakaThing:

Overcharge the plasma cannon.

Wait…

UR GONA XPLODE TEH CANON? :O

Add an auto-overcharge proof system to the plasma cannons.

 
Flag Post
Originally posted by GottaAskTheMan:
Originally posted by GotterakaThing:

Overcharge the plasma cannon.

Wait…

UR GONA XPLODE TEH CANON? :O

Add an auto-overcharge proof system to the plasma cannons.

No it’s going to overheat the cannon when it’s fired. It’ll do twice the damage but put it out of commission until it cools down.

 
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I throw a block to the land mines, exploding them.

Then, I kill the dogs with snipers, machine guns or whatever else is in a gun store.

After that, I launch 100 hydrogen bombs to the fort and everything around it.

Finally, I drill a few times under the fort. Adds Instability debuff: With every action, there’s a 20% chance that the ground under the fort crumbles, shaking the fort and making it lose 5 HP. Ignores shields.

 
Flag Post
Originally posted by GotterakaThing:
Originally posted by GottaAskTheMan:
Originally posted by GotterakaThing:

Overcharge the plasma cannon.

Wait…

UR GONA XPLODE TEH CANON? :O

Add an auto-overcharge proof system to the plasma cannons.

No it’s going to overheat the cannon when it’s fired. It’ll do twice the damage but put it out of commission until it cools down.

Oh. So what I did makes it sure hat it can’t explode, and a shorter cool down.

Fix CHPs

 
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Explode them again with 10 grenades.

 
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2012 posts, hamuka!

Stabilise the fort by building the foundation with stone.

 
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I drill into the core of the Earth, spraying a lot of lava into the fort.

Adds Heat Wave debuff: Melts some parts of the fort, making it lose 3 HP every day.

 
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damn you guys are doing good since i left well i guess thats my only unretarded move too you guys

 
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I begin working on the development of an artificial auto-regenerative mutative virus. The plan is to use it to resurrect any deceased troops.

 
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i combine 5 atomic bombs 50 nukes and a tomahawk adding a nucelear reaction to the fort making the sheild weaker because many of the forts men died

 
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I summon a zombie herd to attack the fort.

 
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Summons an army of 2000 giants to attack the fort “DIEEEEE!!!!”

 
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summons an anti-giant sheild on fort

 
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Summon a forest of Trents to defend the fort.

 
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Upgrade the shield so it is undead-proof. In other words, it turns all undead that pass the shield to resurrect and help defend.

 
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I don’t think plop will update anytime soon. Can i host?

 
Flag Post
Originally posted by GottaAskTheMan:

Upgrade second shield. (Also know as energy shield in FTL. FTL FTW)

It takes 2 more units of damage now.

Originally posted by GotterakaThing:

Overcharge the plasma cannon.

Done.

Originally posted by GottaAskTheMan:

Add an auto-overcharge proof system to the plasma cannons.

Done.

Originally posted by hamuka:

I throw a block to the land mines, exploding them.

BOOM! Done.

Originally posted by hamuka:

Then, I kill the dogs with snipers, machine guns or whatever else is in a gun store.

You have heavily injured them. They will be recovering and unable to do anything for 3 days.

Originally posted by hamuka:

After that, I launch 100 hydrogen bombs to the fort and everything around it.

You take out 3 units of shields. (Regenerative shields reduced it and counted down.)

Originally posted by hamuka:

Finally, I drill a few times under the fort. Adds Instability debuff: With every action, there’s a 20% chance that the ground under the fort crumbles, shaking the fort and making it lose 5 HP. Ignores shields.

Done, but slightly lesser.

Originally posted by GottaAskTheMan:

Fix CHPs

They have been partially repaired.

Originally posted by hamuka:

Explode them again with 10 grenades.

Done. With them down, the plasma cannon re-attaches to the shields.
Also, Instability activates. 3 units of HP lost.

Originally posted by GottaAskTheMan:

2012 posts, hamuka!

Stabilise the fort by building the foundation with stone.

Instability reduced.

Originally posted by hamuka:

I drill into the core of the Earth, spraying a lot of lava into the fort.

Adds Heat Wave debuff: Melts some parts of the fort, making it lose 3 HP every day.

Not so fast. Your drill is still descending and should finish 2 days later.
Also, Instability activates. 1 unit of HP lost.

Originally posted by Kipdon:

I begin working on the development of an artificial auto-regenerative mutative virus. The plan is to use it to resurrect any deceased troops.

Done.

Originally posted by KBXD:

i combine 5 atomic bombs 50 nukes and a tomahawk adding a nucelear reaction to the fort making the sheild weaker because many of the forts men died

You took out 2 units of shields. (Regenerative shields reduced it and counted down.)

Originally posted by wercooler:

I summon a zombie herd to attack the fort.

The plasma cannon shoots some of them down. You took out 1.5 units of shields. (Regenerative shields reduced it and counted down.) With the shields down, the plasma cannon falls off again.

Originally posted by calebmock:

Summons an army of 2000 giants to attack the fort “DIEEEEE!!!!”

1 unit of second shield lost (has been partly countered by the following). (Regenerative shields reduced it and counted down.)

Originally posted by DarkEvilSoul:

summons an anti-giant sheild on fort

Done.

Originally posted by afklol:

Summon a forest of Trents to defend the fort.

Done.

Originally posted by GottaAskTheMan:

Upgrade the shield so it is undead-proof. In other words, it turns all undead that pass the shield to resurrect and help defend.

Done.

Originally posted by thijs956:

I don’t think plop will update anytime soon. Can i host?

You are wrong.

Daily Activation
Radioactive material: 1 unit of HP lost.
Upgradable Healing Machine: 2 units of HP and 1 unit of shields added.
Turret: Nearer to completion.
(It appears the formatting stops working at some point. The rest has been moved to another post.)

 
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Fort
HP: 91 88 85 84 83 85 +7 units
Shields: 6.5 3.5 1.5 0 1 units
(De)Buffs:
Compact Health Pods: Would have added an extra 14 units to the HP, but are partially broken and only have half the effect.
Coverage: Divert up to 3 units of damage from HP to shields from each attack.
Radioactive material: Removes 1 unit of HP every day.
Wood panels: Provide protection.
Plasma cannon: Attempts to shoot at things approaching. Attached to Compact Healing Pods shields. Overcharged: More powerful but have to cool down (reduced by auto-overcharge proof system).
Regenerative shields: Reduce the damages of the next 7 6 5 4 3 attacks to the fort by 1 unit each.
Upgradable Healing Machine: Add 2 units of HP and 1 unit of shields up to a maximum of 10 units every day. Has 4 units of HP and 2 units of shields for itself.

 
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(continued)

Hell dogs: Will try to bite anything that approaches. Recovering and unable to do anything for 3 more days.
Second shield: Takes damage. It has 3 5 4 units.
Turret: Still under construction, but almost finished.
Land mines: Will explode when touched.
Instability: With every action, there’s a 25% chance that the ground under the fort crumbles, shaking the fort and making it lose 3 1 units of HP. Ignores shields.
Trents: Will try to hit anything that approaches.
Shield undead-proofing: Turns all undead that pass the shield to resurrect and help defend.