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Jehosaphat

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Everything posted by Jehosaphat

  1. Wait, what turn is it? I confused nao.
  2. Which side of Deck E are you entering your drones in, Dusty?
  3. If anyone's messing around on Deck B, remember that my flame barriers are 1/0/1.
  4. Hey, my sections of the ship are all peaceful at the moment. I partially owe that to Dusty and his barriers. Keeping people attacking him out of my area.
  5. It's 50 because Pyronites can eat almost anything. So currently, they're eating.... well, you dun wanna know.
  6. Wait, food doesn't come out of the 120 per turn either? ...... *insert long string of expletives here*
  7. I'll be non-aggression towards you, Archi. Alright, I get 540 credits again. Once again, spending 50 on food and 80 to maintain the flame barriers. So I have 490 left, and 730 in storage. I pay 200 to Mather to let me use some of his tech rooms, so I now have 1020 credits in total. I buy an oiled sword and 3 flares and give them to Pyronites. I now have 1 Flame-Sword Pyronite, 4 Flare Pyronites, and 195 normal population. I'm left with 30 credits, which go into storage. (Do barrier maintenance costs come out of the 120 I can spend per turn in my lab?)
  8. I can haz credits nao. 540, minus 50 for food, minus 80 for flame barriers = 410. Building 3 turrets near the elevatorthingo in my territory on Deck B costs me 45 credits, so I'm down to 365. No acts of aggression at the moment, but man, having only 1 tech room really stinks.
  9. Archi, I put the turrets on Deck E, not Deck B. And retech, they can eat almost anything. Heck, if they kill a drone, they could eat it. (Probably end up with indigestion afterwards...) So food is a bit cheaper. And remember, we're all supposed to have 200 people by default. Or did I misread the first page? *goes back and looks*
  10. So, I have 540 credits. I spend 50 on food, so that leaves 490 for other stuff. I use my power room to disable the northwest barrier on Deck B. I then send 15 Pyronites each to the southwestern blue and orange rooms on Deck B. I then put up two flame barriers on Deck B in the corridors between where Mather and the Licht are and where I am, costing me 80 credits. I then set up 3 turrets near the northwestern turbolift on Deck E. I now have 365 credits (Flame barriers cost 40 each, turrets cost 15 each.) I'm saving these credits for later use. I have my people abandon the medical bay on Deck E after the one on Deck B has been claimed, as it is hopeless to attempt to keep.
  11. Hmm, this shall be interesting then. And I didn't know how to do the weapon prices, thanks for clearing that up. And the swords are mainly offense, but they do have a range modifier, so they still count twice. Can power rooms shut down barriers? Open techs: EMP swords: +2 to offense, EMP effect, costs 40 credits Flame Walls: Puts a barrier up, but covered in fire. The barrier then has +1 offence and +1 range towards anything that comes near,even turrets. Costs normal cost of a barrier + 40 per turn, and the fire effect takes 1 turn to activate. Temporal Field: Allows 1 person/creature to move up or down a floor, at the cost of 200 credits and a turn of immobility for that person/creature. Turrets: Shoots stuff it doesn't know. Credit stealer: Gives me 1 credit for every drone I kill. Food Pack: Essentially just a great deal of food in a small pack. Can heal for some races, for others is just useful if a group is cut off. Gravity Boots: Allow the user to temporarily become much lighter than they usually would be. Does not work with Magnetic Boots. Magnetic Boots: Allow the user to stick to the floor in case of a loss of gravity. Does not work with Gravity Boots. Death Disks: A disk filled with explosives and a detonate-on-impact trigger. Costs 60 credits and is not reuseable. Black Pepper Spray: Can be used as a painful distraction to organics, and a blinding agent to robotics. One-use, costs 10 credits. Do I need to come up with stats for the Pyronites then?
  12. So I figured I'd get some rooms before they all get snapped up. Name: Pyronites Advantages: Extremely quick, extremely difficult to kill by physical means, can throw fire, can eat almost anything, expel a blinding light from themselves Disadvantages: Small, expel a blinding light from themselves (can be bad and good), need food frequently, very slow reproduction rate 10 Techs: Closed Flares: +3 to ranged, cost 10 credits Oiled Swords: +6 to close range/melee, cost 30 credits Plasmacides: Cost 50 credits and kill 1 Pyronite, but annihilates almost everything within 6 yards. Open None at teh moment
  13. Successful bandos trip was successful. you can also get lulz from the pm.
  14. Guess where I'm going.... yep, east again. I have a new army, don't I?
  15. What I do whenever I get that is just click the arrow near the Back button, then pick a couple pages back from the tif page that made it pop up. I once clicked on it accidentally, and my computer asked me to download something. I hit no, and used the back-button trick.
  16. I'll join once I'm done with school for the semester. So in a couple weeks.
  17. Keep movin east.
  18. I find it ironic that the only people supporting abortion are people who weren't aborted...
  19. Just for the record, the tasks everyone thinks are TzHaar are actually "volcanic creatures." Meaning it could be something else as well...... fire giants maybe?
  20. ANOTHER goal? So that makes 80+ Herblore, 80+ Prayer, and now 75 Slayer. And that's to go along with my other goals of 76 Fishing, 70 Farming..... OVERLOAD ALERT! *shuts down*
  21. Moving east again.
  22. Multiple ores/rock, bars/ores and items/bars, pls! ...Seriously, that's not a bad idea.
  23. Wow, canadiansmurf hates an update. I'm shocked. [/sarcasm]
  24. Your nonexistent wish is granted, but it is nonexistent, so nothing really happens. I wish I had a scythe.
  25. You have a house in ScapeRune?!?

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