JJJ-thebanisher, The Grandmaster of the Written Word
5/17/2013 1:50 PM
282 wins / 286 losses
I'm 3J, I've been around for awhile, shoot me any questions if you have them.
Play as Mattias, a young boy destined to do great things. Become King, befriend a samurai, get the Destiny sword, gather knights, make a friend in the form of a horse. If that wasn't enouph you also will fulfill a prophecy, meet a water nymph and greet a magician. All here in Mattias, THE one KNIGHT! UPDATES, PLEASE TAKE A LOOK V1. Completed, Many spelling errors. Please ForgiveV2. Eased it up a little bit, changed two restrictions.V3. Changed Description, fixed a few spelling errors.V4. Fixed first of Mining village bugs. (Added link to steps)V5. Fixed the rest of the Mining village Bugs. (Took the price from 7000 down to 1400 and fixed some bad links) and Added some clues and another way to get the Destiny Sword. Thanx March I cant wait to be on the front page.V6. Added tons of pictires fixed some spelling errors and slightly edited the description.V7. A couple more spelling errors fixed, I think from Tidus3?
The ParaplaniacsOne in a million, Few Total.Power, Speed, Intelligence are key.They deliver the desperate hopeEliminate the Engineers of EvilAngels?The Groke don't think so.The Paraplaniacs are benevolent.Aren't they? Special Thanks madglee - TestingSethaniel - TestingAerostar - Came up with the name for the Grokes. First to listen to my idea for the Paraplaniacs.The Matrix & Jumper - Influences. Notes You can save only at Shrines.If you die, your link will be only a number, the higher the number the better you've done.If you find yourself with very few options, try going back to your last shrine and spending your experience differently. Choices in battle are affected by your abilities. A negative score, is a result of screwing all of the known universe. A positive score, is a result in success. Versions 1 - Published.
In a galaxy even further away from the last one, the sith have taken control of the inner thirty five planets and have destroyed the other ourty five hundred. All this in hope of keeping the galaxy entirely to themselves. The sith have fled from the last galaxy when Luke Skywalker destroyed them. Four endings. Author - JJJ-thebanisherIllustrators - Simpsons, somerandomperson (many thanks)Editors - Miccy2000, somerandompersonGame Tester: Somerandomperson, JJJ-thebanisher, Eddy, Canucks.Special thanks to - Alexp, MikeJ & Jedisplurge.com, also starwarss.com (Its meant to have the extra S) has been an amazing help. Any of the score totals could go over by a couple hundred. Best Ending - Saved the jedi monarch and converted the galaxy to a peaceful rule. Destroyed sith mothercruiser. (Will have around 62, 000 points.) Good Ending - Converted Galaxy to a peaceful rule. Destroyed Sith mothercruiser. (Will have around 21, 500) Mediocre Ending - Converted Galaxy to a peaceful rule. (will have around 13, 000 points) Bad Ending - Died or became incapacitated along the way. (Could have next to any amount, but probably not more then 5000, could not possibley be more then 11, 000) version 1 - Completed, edited and some pictures.
Blue versus red in a classic battle of good versus evil and right versus wrong. This is more story than game and a lot more story than anything I've written previously. There is one true ending (marked by a stirring legend), one other really good ending and there are at least two other legitimate endings. All legitimate endings include epilogues. Disclaimers (If you can't cope with the following, don't play it.) Disclaimer: If you don't read the disclaimers, you will look stupid on the comments screen. Disclaimer: Making selfless choices will make the storygame harder, particularly in the first few chapters. Disclaimer: Fourteen year olds were older in olden times. Disclaimer: I don't advocate the use of drugs, particularly by minors. Disclaimer: It is highly suggested that you don't try finishing this in one go. It's truly way too long for that. There are lots of pages and lots of long pages. Save and do this in sessions for proper enjoyment. Only my playtesters are forced to go through this all at once, feel sorry for them :) (If you don't have an account and can't save, make one, this site is ridiculously awesome. Click the login link and hit Sign Up) (Although, if you can finish it in one go then that's fantastic because you won't forget tiny details that are prominent on practically every page.) Disclaimer: It is possible that it might tell you that you are something like sixteen years and twelve(+) months old. Assume that that's seventeen years old, Disclaimer: This storygame might be extremely hard. There will be times when you want to quit, one time in particular, don't. There are provisions in there to save you. Clarification: I'm talking about the maze! Really sorry about that guys, I do regret writing that in. All you have to do is click around for awhile and it will save you, though. Disclaimer: Yes, I am aware of the sexual allusions that are made in many fight scenes. I find it funny when your body is ravished by the sword of a Crimson Knight. I find it even funnier that you're so happy to ravish him back. Disclaimer: The reason it takes so long to travel around the country (in the magnitude of months) is due to your oath to help the community and thus the frequent stops you must make. This also explains why Crimson Knights get ahead so easily. Disclaimer: The fight scenes are as 3J as ever. Disclaimer: If things seem linear to you. They aren't. Lots of options are based on random events, your own abilities, past actions, and many other things. Disclaimer: There are long patches of story. Deal with it. Disclaimer: For you Thelemites out there, this is obviously not an actual representation of Thelema in any way shape or form, I understand that most of it probably doesn't check out with Thelema, This is a work of pure fantasy and I hope you enjoy it anyway :) Disclaimer: This disclaimer will put you into a paradox: When making character forming decisions, if you choose unbalanced and lopsidedly powerful/weak character traits, you could find yourself in a much more difficult storygame than if you were balanced BUT you will also possibly have the opportunity (if you play your cards right) to see the most epic pages in the storygame. Choose wisely. When building a character, remember that ether is more easily attained throughout the storygame than combat is. Disclaimer: There are literally an insane amount of scripts going on at all times, if you get to a reset game link or anything like that or you reset it yourself. Close the window and re-open it or things will be messed up. Special Thanks 1. The Community of CYS for putting up with my huge 1year+ state of writer's block. Alexp for keeping the site up. I Love You, Alex. (In a macho, I'm the man, kinda way). 2. Anubis and Darthvader_13 for playtesting this thing. 3. Anubis's mom and madglee for appearing in the storygame, in one way or another. 4. Endmaster for inspiring certain aspects of the way that this is written and the time period it covers. 5. Aleister Crowley for his works of Thelema, The A.:.A, and most importantly, his Initiatory Structure and his law: "Love is the Law, Love Under Will." 6. Carlos Castaneda who's books inspired the character Tom Wan. 7. The Icelandic people for having such awesome names. (No, this isn't random). 8. My body and it's capability to write 80-100+ pages in a day and sleep less than I probably should.
G(l)aile is a young man, living in the outskirts. His father is a wealthy merchant in Sanctum. He plans on setting out to see his father, but many things turn up and his adventure goes rotten. Hunt for your food, collect ten different weapons each with a generic set of uses in the game,complete difficult puzzles, defeat trolls, persuade orcs, complete quests, evade or hunt massive tribes of wandering cannibals, combat shadows, save your father, find out a long dead truth about your family and yourself and destroy the tower -- pillar of evil. All here in the Tower. Special Thanks madglee - Thank you for helping me with editing, providing support and testing. Actually you've tested my game a BAZILLION of times, and I thank you so much. Your pinpoint editing skills have come in more then handy. You rule dude. Actually you go beyond that, you just plain KICKASS!Exiled Phoenix - You really supported me and gave me great compliments that helped me keep going.Havacoman - No matter what are differences are, you kick ass at pictures.Weedy - Thanks for some of the item pictures man. Table of Contents -- Chapters The OutskirtsThe Road to SanctumThe City of SanctumThe Mountain passThe FringesOrc HighwayTroll CanyonCannibal CreekShadow TerritoryThe Tower. Tips and Hints Visit everything you can before leaving an area, always upgrade your statistics if you can. If you don't you may find yourself stuck. READ EVERYTHING. Also visit libraries for important tips on the game. Getting the most weapons as you can is essential as well. Endings There are three/four endings. One of them you don't get to leave comments on. Death - No commenting.Bad - Commenting (Score in the negatives)Medium - Commenting (Score in the positives)Good - Commenting (Score over 100 Grand) Do not say this in your comments PLEASE!!!! I realize that not every link displays a page number. This is because, previous page links, next chapter links, and links that have nothing to do with the story get nothing. DO NOT BASE YOUR COMMENTS ON THIS!!!! I also realize that its very possible to cheat in many parts of the game. Deal with it. Cheaters will be cheaters. I also also realize that sometimes when you die or win a battle, the events will be hazy. There are two reasons for this, one I cant reveal as it partains to the story. However battles in this game are not "hollywood-ised". Often people die without knowing what happened. Suddenly your laying there with blood pooling from your arteries and you have no idea what happened. That happens quite a bit in the game. Length The length in this game varies based on your difficulty level and your choices. It can be anywhere from a length six to a length eight. The JJJ Challenge If you either beat this game with the best ending I will send you (via e-mail) a formatted strategy guide of the tower including how to get the best possible score, in the making, secrets of the game, complete walk through, and most importantly G(l)ailes epilogue.
You will need the password from the end of the first "Tower" to play this game! (The one in invisible text between two brackets on the last page). Don't worry; if you forgot it and can prove you beat the game by having a comment of over 100,000 score, then I will tell you the password. What happened to Glaile post death? Can't give away much because it can ruin the Tower I! This will be the introduction to the land of Serennia. Think about it like the Hobbit to the Lord of The Rings. STORY: 0 - Arrive from Far Land (Everywhere) View http://www.myadventuregame.com/story/All_About_Serennia.aspx for more about the timeline. Special ThanksSir_Lancegalawain - Excellent support and quest writingmadglee - My most trusted advisor (And Goddam can he ever write :D Go mommy Go)Solostrike - ScriptingJava - Pics and Some proofreading (on mine because Lance's work is usually without error)October - Some Editing.DarthVader_13 - Testing.Commentors (fans) - Thank so much Authors Note I would have liked to keep Lance as co-author but his life became busy and he could not help me in the end. Thank you for writing the quests you did! You were my number one special thanks.
Articles Written8 Steps to Writing an Epic
I figure I may as well pass some of my knowledge on.Going Advanced
A bit about navigating the advanced editor and learning about what you can do with the power. A game already published.How to write a quiz with the advanced editor.
You must have seen the massive amounts of quizzes that have been added to the site? Yet, you wonder how you make some of the ones that are impossible to cheat on. Find out here.Members to Seek Out
A list of members that anyone can look to for help.Trophies
The lowdown on all trophies.Web Parts.
A brief explanation of web parts.
Recent PostsLC Game Thread 4 on 4/26/2013 5:28:50 AM
Not to mention that I've still created something that is WAY too much work. I need to go even further with automation.LC Game Thread 4 on 4/26/2013 5:27:40 AM
He definitely didn't. I asked him for advice on something and he gave me a clear, concise and excellent answer. Unfortunately, he was correct and it's bugging me haha. I'll actually post what he wrote. (Sorry, Turtle if you didn't want any of that information to be public but nothing you wrote puts you behind, I promise, and I think your message is important for people to see as they might be able to contribute to the vision!) "Honest question, do you think the game would be better served by letting people make decisions without warning them of the potential results? As in, do you think the game is logical enough that people could have a good shot at determining consequences without me warning them?" Short answer: No. I don't think the game is logical enough that people have a good shot at determining consequences without you. Long answer: I think the game isn't as logical as it could be, at least for new players (like me, I suppose). And I'll tell you why. Let's start with the very beginning. Turn 1, Year 0. I started off in a wooded area. Cold, snowy in the winter. Nice or even warm in the summer. I had a town with a courthouse, a garrison, a theater, and even a money-lender. I thought I had a clear picture in my mind of what 100 people living in the forest would look like (especially with those buildings). Maybe a small town, a few wooden houses, a fireplace in each one keeping the folks warm, a dirt road to the center of town where the few larger civic buildings dominated the rural "skyline". But then reality hit. It wasn't until turn 40 that I learned Spears and had hunting enabled. Forty years of just foraging in the forest! I had somehow built a theater and courthouse while getting by on nuts and berries. It gets better. It wasn't until a century later, in Year 140, that I had invented Sewing. So these people of mine, living in a temperate region, had lived through 140 winters without sewn clothing! I didn't have Tanning, either, so they couldn't have worn leather. Even if they wore the bloody skins of the animals they killed with spears, my people were still naked for the 40 years it took me to learn Hunting. Now, when I think back to it, I retroactively picture my "garrison" and "theater" as just lean-tos in the primitive circle of wooden shelters that was my "city". My people, for the first 5-10 turns of this game, didn't wear anything but mud and tree leaves. It got cold for them in the winter, no doubt. This wasn't some rustic rural village but a bunch of primitive barbarians living in a filthy wilderness camp. This is why I pictured this setting was something like 8000 BCE Africa. Back when simple things like "clothes" were unheard of, let alone "Planting" and "Hunting". But, back to your question. Starting this game off with no real description of the sheer poverty my people were living in made any initial choice seem like a blind jab into the darkness. There was no information to make any logical decisions. The false idea that I had real buildings, a real garrison and courthouse (with a judge and a bench and a gavel and everything!) made it even harder to make a logical choice. Why research Needles when I already have the technology to build a theater? Didn't Needles come thousands of years before Theaters? There's the logic problem. Without help from you, what was I supposed to do? For another example, look at iron mining. When I first discovered iron, my people (half-naked spear-chuckers that they were) simply picked up rocks here and there and brought them the 30km back to the "city" (which was just a bunch of log cabins with maybe one or two stone huts; again, this is what I see it as now, not what I thought at the time or how it was ever described to me). I tried to research Mining but was told that wasn't a technology. 'How was that logical?' I asked myself. Carving was a technology, Acting was a technology, but Mining wasn't. I had to read the forums to get the idea to learn Pick Axes. I didn't have to research Paintbrushes to get Art or Pencils to get Writing so why do I have to learn Pick Axes to get Mining? Then I thought, 'well, I did have to research Spears to get Hunting.' (And is what my people doing now even considered mining? It doesn't say on my Stockpile that Pick Axes unlock "Mining"? It just says that Pick Axes increase Plenty. So am I still just foraging the surface like always only now with Pick Axes in hand?) Anyway, it seems that sometimes I can learn a technology straight (like Acting) and sometimes I have to instead research a tool (Pick Axes) to unlock a technology. There doesn't appear to be any logic behind it so a player (like me) might have a lot of trouble figuring out just how to get what he or she wants. And by "might" I mean "does". I know that in the game I want to build a school. For that I'll need Public Education. But for some reason I'll need Companies and a Middle Class to get Public Education. Those second two are concepts way, way removed from the great-grandchildren of the inventors of The Wheel. We're talking seven or eight thousand years! So in this game I can't build a school for my version of Plato to teach my version of Aristotle until I invent my version of the East India Company. Without you telling me that Public Education requires The Middle Class, I would never had guessed it on my own. Not in a million years. I mean, after I learned that my people were less advanced than the Flintstones, I wanted to get some real Tech Might to improve things. That's where the idea for a school came from. I pictured a clearing in town where the kids (and adults) all stood around and listed to the Learned Aristocrat or Sonist Priest give a lesson on this or that. But that isn't a thing in this game. I've got to go from no education whatsoever to a fully funded Western Educational System. Now, I can hear what you might say. It isn't a big jump like that. I am too imagine that the minor education system I have now somehow grows into Public Education when I spend the Tech Might. But that is inconsistent with the rest of the game. When I discovered goats I didn't learn one technology to unlock everything goat-related. I've got to research Goat-Domestication, Milk, Cheese, Wool-Clothes, and who knows what else. That's decades and decades of my Aristocrats obsessing a little too much about sheep. The same with learning Needles then Sewing then Tanning then having clothes available. Decades of cold, cold winters. Thinking too much about goats as the Aristocrats try to figure out how to stay warm. But there is no "Outdoors Learning Circle" tech followed by "Organized Learning at the Temple" followed by "State-Funded Public School". It's just no education techs at all and then BAM, public education (which require, for some reason, Companies and The Middle Class; those no doubt require all sorts of technologies, too). If, earlier in the game, I figured out that I need four different technologies to get all I could out of my Goats then I'd assume that I'd need four or five techs to get the most out of my schools (School Building, Professional Teachers, Chalk, Dorms, etc). But, no, I just need Public Education. Without any consistency it makes it hard to come up with things without your help. These examples are mostly tech-related, I know. But that's where I find the most logical inconsistencies are found. For a non-tech logical problem, I'd have to say the Ruins. I mean, are they giant metal towers, demonic structures from our nightmares, or just plain old stone and grass ruins? Would it appear as if we could build them or are they so far more advanced than we could ever hope to imitate? I just discovered ruins along a river and all I know is that they are built into the riverside. That doesn't tell me if I'm looking at the ruins of a crashed alien spaceship or the Roman Coliseum or an old abandoned port city. So I have no information to make a logical choice (so far, my logical choice is to avoid them because it isn't worth it to explore when there are other, more interesting things to do in the game). I wouldn't be able to make any decision about the ruins without your help (like... do I attack the ruins? Do I study them with archaeologists? Can I forage and salvage the ruins? I don't know so I'm just going to ignore them). I need you, the GM, to tell me what I can do with ruins (and since you've said nothing I've pretty much done nothing). There are three solutions/advices I can offer (not that I have any idea if they'd be good or not; probably not). 1. Come up with a... I dunno what you'd call it. A "central numbers theme"? There are two types of numbers and figures in your game: actual numbers that represent exactly what it is (I have 200 Swords or 400 Aristocrats) and numbers that are just amorphous variables (Tech Might of 2, Deer Plenty of 33, Heath Capacity 9001). I see one as Solid and the other as Squishy. Making logical choices, as a player, is hard when I've got to work with both of them. I have a Plenty X of Fish. That isn't an exact number. So I don't know how many Fish I have. Do I have a lot? Am I swimming in an ocean of Fish? Is Fish rare in my town? Am I getting close to a shortage? Dunno. It is just some abstract number with no tangible feel to it. I don't know how many barrels of Fish I can store in a warehouse if all I have is a Plenty. I don't know how much Currency it would cost to buy all of the Fish in my city. I don't know anything, really, about the Fish situation. So I cannot make any sort of logical decision based upon that. I need you to hold my hand and tell me that I don't need to worry about the Fish. Or, of course, you can get rid of all the crunchy, Solid numbers. Instead of 667 Soldiers in town I could have a Plenty 3 of Soldiers. I could have a population of 7 (not how many people, but a formula computing several variables into a close approximation of what my city's population really is). 7 could mean thousands or dozens, depending upon this and that. Plenty 1 could feed a Population of 1, for example. Instead of Plenty 1 provides +1000 to Food Capacity which allows for a thousand people. I'd suggest going all Solid numbers (knowing exactly how many tons of Iron I have, how much a ton of iron costs, how many people it takes to mine that much iron, how many days it will take that many people to mine that much iron, etc) or all Squishy numbers. Mixing them means I've got 100 Basic Bows but a weird, fuzzy number of deer I can hunt down (that depends upon population and distance and all that other stuff). Since this would require extensive rewrites of your code, I don't see this happening at all. 2. Very similar to the above, but dealing with research. Players should research only "Tools" or "Concepts". I either have to learn Iron Mining or I have to learn Pick Axes. I have to learn Farming or The Plow. Archery or The Bow. Hunting or Spears. Pick one side and stick with it all the way through. Am I inventing a physical tool or am I discovering a new concept? When someone asks what they need to build swords you can tell them "Swords" or "Iron Working". If they want to build a stone road tell them "Hammer and Chisel" or "Masonry". They want to make boats? "Canoes" or "Boat-building". But whatever you do, pick one or the other and stick with it. This will make researching things a lot easier, I think. Either this is a game of invention, where we build new tools (this would work well with a game of "Solid" numbers). Or this is a game of discovery (where we uncover new concepts and let the amorphous blob of Aristocrats and Economic Might turn our concepts into hidden, fuzzy tools and inventions in the background where we and our City Reports can't see). Me? I like the concept one the best. I like to say "discover Iron Working" and let the Aristocrats determine that I need anvils, hammers, heated coals, bellows, and all the rest. It is so much easier than trying to invent each and every one of those tools separately just to get a small increase of yield with each one (like I see Feanor doing with the Milk, Cheese, and Wool Clothes; just learn "Goat Stuff" and get it all in one go!). 3. Finally, this may be the easiest way for you to help players make logical choices in the game. And by easiest I don't mean easy. This will require work, too, but just no coding or rewriting scripts. Be much more descriptive, especially in the Turn Reports. Tell the player what the people of his cities are wearing, eating, doing. Describe what the buildings are made of. Are they all wooden huts, deerskin tepees, stone cottages, or dugouts in the dirt? This is a good way of indicating technology level (is there a shortage of corn in town? Are there a hundred boats in the harbor or just four? Are the slaves building a new extension on an Aristocrat's palace with their bare hands or do they have trowels and shovels?) Instead of not mentioned it at all (outside of the Cities Report) maybe you could give a general feel of the morale of the people. After all, what does Morale 22 even mean? Happier than 21 but not as happy as 23? But, like, what is the suicide rate of a Morale 22 nation? Are these people living in abject misery, hating life with every breath? Or are they in a constant state of unending joy? I have no idea. It is just a number, not a description. Take, for example, Feanor and the proposition I made to enslave his people. He wouldn't have needed you to tell him that selling his people into slavery is bad if every Turn Report since our first contact you mentioned that the people not only live in fear of the plague (-X Morale) but in fear of the kingdom to the south (-X Morale). You'd mention, when new immigrants came into his cities, that they came because they were unhappy in Banteay and never wanted to go back. With better descriptions (instead of a simple "+114 people in Numenor") he'd have more information to make a logical decision. You wouldn't have to tell him (unless he was really dense) that sending people who just fled a terrible regime back to where they just fled from (in exchange for coin, no less!) would be a bad idea. He'd have a gut feeling from the descriptive turn reports that my kingdom was not a nice place and his people want to stay away. I know writing all of that for every player every turn would be time prohibitive. It'd be like writing those battle results but for every player, every turn. Still, I thought I should throw it out there. Well, that's pretty much what I've got to say to answer your question. Turned into quite the essay, didn't it? Unfortunately, I don't think the game is logical enough to allow inexperienced players to make unassisted choices. Maybe some tweaks in the code to make the stats more uniform in their function, maybe picking a unifying theme for your tech tree, and maybe giving players a deeper understanding of just what kind of kingdom they are running and what is going on in that kingdom. Maybe these things in an updated version of Continent would mean you'd be able to stop hand-holding the players. I don't expect a point-by-point reply to this. Way too much, you know? But you asked and you wanted an honest reply so there it is. Don't get me wrong, though: I still love this game and very much want to play it. But you can't improve the game without some honest critical analysis, right? PS: This may seem like an odd request, but here me out. After this game is over, if you ever decide to run a Continent game again, would it be possible for me to help out? Not as a player, though, but on the GM side of things. You see my third suggestion up there? The one where I said to be more descriptive? I'd love to do that part of a game. You get the Orders, run the numbers in your Magical Game Engine, and then send a bare-bones turn update to me for each player. Then I PM the other players with a more detailed, player-specific turn update. One with all the flourish and jazz that might help them better understand their world. I'd even RP the NPCs, if there were any, and things like that. Hell, I even thought that it'd be cool if the players, if they want to talk to each other, would have to do so by PMing me. That way players could talk to each other but never know if it was Ugilick or Cool or an NPC barbarian tribe that they were talking to. It'd make the turns longer but the game would, I dunno, come alive more. Plus, I'd like to learn more about the GMing side of forum games and going in as a co-GM for a game this complicated would really give me some experience. Just a thought. I know it'll be many months before a new game starts.LC Game Thread 4 on 4/26/2013 4:33:10 AM
Hey guys, I just finished exams and I'm dead. My last one didn't go very well so I've just been relaxing and trying to de-stress. Sorry I haven't been keeping up with things, I've been having serious doubts about the quality of the game. Turtle brought up some extremely good points/inconsistencies and now that I'm aware of them, they are really getting to me. I'm deciding on what to do.LC Game Thread 4 on 4/19/2013 4:35:31 PM
Okay, he didn't. Not his fault though, he thought I'd short-changed him on his last turn.LC Game Thread 4 on 4/19/2013 4:31:53 PM
Just wrote a physiology final this morning. Only one more (Linear Algebra) which is on Tuesday. I havent' checked my PMs yet but if Ugi sent me his turn in the past couple days, I'll advance it :)LC Game Thread 4 on 4/13/2013 11:52:32 PM
I came down with some nasty cold today and have been rather unable to study properly. The stuff I'm doing right now is math-heavy and I feel so foggy. I took advantage of the situation and dealt with all of the PMs I had. :)LC Game Thread 4 on 4/12/2013 6:29:12 PM
Wrote a physical chem final today, studying for that was a real fucker. I'll see about doing the turn tonight or tomorrow :)LC Game Thread 4 on 4/9/2013 10:50:29 PM
Whew, just in time!LC Game Thread 4 on 4/9/2013 9:53:09 PM
Okay, I'm taking a study break until 7:50. I'll see how far into the next turn I can get in that time.Zombie City Survival! on 4/7/2013 10:58:18 PM
Welcome to what happened to me in Crescent and Arc! BZ, you need to code, sir. My 300 pages or whatever in LC took a shit-tonne of work but it makes it somewhat manageable (though that's getting a little out of hand too!)