<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Little Fighter EMPIRE - Forums - All Forums]]></title>
		<link>http://www.lf-empire.de/forum/</link>
		<description><![CDATA[Little Fighter EMPIRE - Forums - http://www.lf-empire.de/forum]]></description>
		<pubDate>Wed, 10 Mar 2010 07:11:01 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Name That Pic]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4578</link>
			<pubDate>Tue, 09 Mar 2010 15:59:04 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4578</guid>
			<description><![CDATA[Yo may only use pics that were posted on LFE<br />
you may use but are not limited to...<br />
ex: real-life pics, sprite(s) &#x26; bg(s), and random image day<br />
<br />
post a blurry, cut-out, colorless pic <span style="font-size: xx-small;">(<<< be creative, when you are done make sure that u can identify this pic, if not then it's probably unguessable)</span><br />
then the bellow user name's <span style="font-weight: bold;">who</span> or <span style="font-weight: bold;">where</span> that is in the pic...<br />
<br />
<a href="http://e.imagehost.org/view/0932/asfrlstrla" target="_blank"><img src="http://e.imagehost.org/0932/asfrlstrla.png" border="0" alt="[Image: asfrlstrla.png&#93;" /></a> can u guess who this is? <img src="http://www.lf-empire.de/forum/images/smilies/smile1.gif" style="vertical-align: middle;" border="0" alt=":)" title=":)" />]]></description>
			<content:encoded><![CDATA[Yo may only use pics that were posted on LFE<br />
you may use but are not limited to...<br />
ex: real-life pics, sprite(s) & bg(s), and random image day<br />
<br />
post a blurry, cut-out, colorless pic <span style="font-size: xx-small;">(<<< be creative, when you are done make sure that u can identify this pic, if not then it's probably unguessable)</span><br />
then the bellow user name's <span style="font-weight: bold;">who</span> or <span style="font-weight: bold;">where</span> that is in the pic...<br />
<br />
<a href="http://e.imagehost.org/view/0932/asfrlstrla" target="_blank"><img src="http://e.imagehost.org/0932/asfrlstrla.png" border="0" alt="[Image: asfrlstrla.png]" /></a> can u guess who this is? <img src="http://www.lf-empire.de/forum/images/smilies/smile1.gif" style="vertical-align: middle;" border="0" alt=":)" title=":)" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Signature | pro | anime !!!~hot~!!!]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4577</link>
			<pubDate>Mon, 08 Mar 2010 22:52:35 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4577</guid>
			<description><![CDATA[<img src="http://up198.siz.co.il/up3/bjzatmnlig0t.png" border="0" alt="[Image: bjzatmnlig0t.png&#93;" /><br />
what do you think at my Signature? <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" />]]></description>
			<content:encoded><![CDATA[<img src="http://up198.siz.co.il/up3/bjzatmnlig0t.png" border="0" alt="[Image: bjzatmnlig0t.png]" /><br />
what do you think at my Signature? <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wavy Flag tut]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4573</link>
			<pubDate>Mon, 08 Mar 2010 11:58:26 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4573</guid>
			<description><![CDATA[Hi guys i have made one tut wen i went bored so ya here it is . How to create ur own wavy flag. I dunno whether it is very wavy <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" />. <br />
<img src="http://666kb.com/i/bhb79n9gkxdhojcmc.png" border="0" alt="[Image: bhb79n9gkxdhojcmc.png&#93;" />]]></description>
			<content:encoded><![CDATA[Hi guys i have made one tut wen i went bored so ya here it is . How to create ur own wavy flag. I dunno whether it is very wavy <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" />. <br />
<img src="http://666kb.com/i/bhb79n9gkxdhojcmc.png" border="0" alt="[Image: bhb79n9gkxdhojcmc.png]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scavenger Hunting]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4572</link>
			<pubDate>Sun, 07 Mar 2010 22:29:47 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4572</guid>
			<description><![CDATA[Ok basically you scavenger through google or anywhere else in search for the item the above user wants, then u ask what u want to find...<br />
<br />
the only rule is do not make it impossible for user to find<br />
meaning do not make it too explicit or complicated....<br />
<br />
I'd really like to find some bee's trying to sting someone.... <img src="http://www.lf-empire.de/forum/images/smilies/smile1.gif" style="vertical-align: middle;" border="0" alt=":)" title=":)" />]]></description>
			<content:encoded><![CDATA[Ok basically you scavenger through google or anywhere else in search for the item the above user wants, then u ask what u want to find...<br />
<br />
the only rule is do not make it impossible for user to find<br />
meaning do not make it too explicit or complicated....<br />
<br />
I'd really like to find some bee's trying to sting someone.... <img src="http://www.lf-empire.de/forum/images/smilies/smile1.gif" style="vertical-align: middle;" border="0" alt=":)" title=":)" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HighSchool Stereotype]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4571</link>
			<pubDate>Sun, 07 Mar 2010 22:16:09 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4571</guid>
			<description><![CDATA[What high-school stereotype is the person above you?<br />
based on attitudes and participation in Forum<br />
describe or name the person above you...]]></description>
			<content:encoded><![CDATA[What high-school stereotype is the person above you?<br />
based on attitudes and participation in Forum<br />
describe or name the person above you...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Puerto Rico: The Board Game]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4570</link>
			<pubDate>Sun, 07 Mar 2010 21:17:12 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4570</guid>
			<description><![CDATA[<span style="font-size: x-large;"><span style="font-weight: bold;">I always accept sign-ups</span></span><br />
<br />
---Queue for GAME 2---<br />
Phil<br />
Nave<br />
...<br />
-----------------------<br />
<br />
(Yes I know there've been a lot of new forum games popping up lately <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /> this is a bit different though) (game created by Andreas Seyfarth)<br />
<br />
(If you know the board game Puerto Rico, you can skip the rules part: It plays exactly like the board game.)<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: x-large;">Puerto Rico</span></span></span><br />
is a competitive game for 3 - 5 players (I could allow more for exceptions).<br />
The goal is to have the most victory points at the end of the game. (Aka more than the others.)<br />
<br />
<div><div class="spoiler_header"> Short Rules and Gameplay (quoted from Wikipedia) <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
Each player uses a separate small board with spaces for city buildings, plantations, and resources. Three ships, a trading house, and a supply of resources and doubloons are shared between the players.<br />
<br />
The resource cycle of the game is that players grow crops which they exchange for points or money. The money can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.<br />
<br />
The game has a three-layered turn structure: during each round, every player chooses a role (Captain, Mayor, etc.), and whenever a role is chosen, every player can take the action appropriate to that role (though the player who chose it gets a small additional privilege). The right to start a round, to choose roles within a round, and to take the action for the chosen role, all pass to the left.<br />
<br />
Players get victory points for owning buildings, for shipping goods, and for manned "large buildings." Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game.<br />
<br />
The game ends if:<br />
<br />
   1. Mayor is selected and there are not enough colonists to refill the colonist ship<br />
   2. Captain is selected and the last VP chip is given to a player. (Additional chips are to be used once the supply is exhausted)<br />
   3. Builder is selected and at least one player has built their 12th city space.<br />
<br />
In each case, players finish the current round before the game ends. The winner is the player with the most victory points. In the event of a tie, the player with the most goods plus money is given the tie-breaker. If a tie still exists between players, those players tie.</div></div>
<br />
<span style="text-decoration: underline;">Important:</span><br />
Anywhere I mention "each player", it means one player after the other, starting with the one who chose this role/whatever.<br />
A "manned" building or plantation means there is a colonist on it. A building or plantation that is not manned does not give you its ability/bonus.<br />
<br />
<div><div class="spoiler_header">Main Rules <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">The game consists out of many rounds.<br />
One round consists out of every player taking a role and finishing the action.<br />
The "Governor" is a random person in the beginning; then it gets passed on to the next player after each round ends. The Governor starts the round by choosing a role. After he chooses the role, he starts with doing the role action (and privilege), then each player does the action. Then the next player in turn chooses a role. That continues until every player has chosen a role. Then the next round starts (with the governor being passed on).<br />
<br />
There are buildings and goods that help you to get victory points.<br />
<br />
Goods can only be produced if you possess the respective manned plantations and buildings. Buildings also need to be manned to give you the bonus.<br />
<br />
Each player has 12 building spots and 12 plantation spots free. Whenever he buys a building or gets a plantation, he needs to occupy a spot for it. Buildings and plantations can NOT be removed after acquired.</div></div>
<div><div class="spoiler_header">The Roles <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">There are <span style="text-decoration: underline;">7</span> different roles. Each player chooses one of them in every round. Depending on the role, <span style="text-decoration: underline;">every</span> player does the action of that role, but the person who chose that role will gain a <span style="font-weight: bold;">privilege</span>.<br />
If a role has already been taken in the current round, you cannot take it anymore.<br />
At the end of each round, each of the <span style="text-decoration: underline;">unused</span> roles (3) gets an extra doubloon on it (means next time you choose it you get a doubloon) to make it more attractive to the player.<br />
The Prospector role is not available in 3 player games. In 5 player games, it is available twice.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Settler:</span></span></span> Each player takes a plantation from the open ones.<br />
<span style="font-weight: bold;">Privilege:</span> The settler can take a quarry <span style="text-decoration: underline;">instead</span> of a plantation.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Mayor:</span></span></span> Each player receives colonists and can rearrange them on their field.<br />
<span style="font-weight: bold;">Privilege:</span> The mayor gets one extra colonist.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Builder:</span></span></span> Each player is allowed to (but doesn't have to) buy a building.<br />
<span style="font-weight: bold;">Privilege:</span> The builder pays a doubloon less for the building.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Craftsman:</span></span></span> Each player produces goods depending on the manned plantations they have.<br />
<span style="font-weight: bold;">Privilege:</span> The craftsman can produce one additional good (from the ones he produced).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Trader:</span></span></span> Each player is allowed to sell one of their goods to the trading house and earns money.<br />
<span style="font-weight: bold;">Privilege:</span> The trader receives an extra doubloon for selling a good.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Captain:</span></span></span> Each player has to ship their goods onto the transport ships. (More detailed explanation later.)<br />
<span style="font-weight: bold;">Privilege:</span> The captain receives an extra victory point (minimum of 1 shipment).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Prospector:</span></span></span> No action for the other players.<br />
<span style="font-weight: bold;">Privilege:</span> The prospector gains a doubloon.</div></div>
<div><div class="spoiler_header">The Phases for each Role <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;"><span style="text-decoration: underline;">Settler Phase:</span></span> There should be ({amount of players}+1) open plantations to pick from. Those plantations are of a random goods type.<br />
The settler himself starts with picking a plantation. He can take a quarry instead of a plantation. Also, anybody with a manned constable hut (see Buildings) can take a quarry instead. At the end of the Settler Phase, the left open plantations are removed and new open plantations are opened.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Mayor Phase:</span></span> There's a colonist ship. The minimum amount of colonists on that ship equals the amount of players. (The game also starts with {player amount} colonists on the ship.)<br />
Each player (cycle) gets one colonist from the ship until there are no more left. Then the mayor gets an extra colonist. After that, everybody rearranges the colonists on his playfield as he sees fit.<br />
Then the colonist ship is refilled: It contains as many colonists as many FREE BUILDING SPACES there are. But the minimum amount is the amount of players, as we know.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Builder Phase:</span></span> The builder starts with buying a building. He of course requires the amount of doubloons of how much the building costs.<br />
The builder pays a doubloon less for the building (0 is allowed, while a negative number does NOT get you more doubloons), additionally to the manned quarries he possesses (means for each manned quarry you pay a doubloon less (building level restriction, check buildings)). Then each player buys himself a building (max 1 building per Builder Phase, and you're not forced to buy any although it is recommended).<br />
NOTE: Level 4 Buildings require TWO building spaces.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Craftsman Phase:</span></span> Each player receives goods respective to their manned plantations and buildings. They gain one good for each respective plantation and respective building they have manned (except for corn, which only needs a manned plantation). (A production building with more colonist space needs one manned plantation for each space to get those goods!) The craftsman himself can choose to get an extra good of any of the good type he produces.<br />
<div><div class="spoiler_header">Example <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">That means if you have a normal indigo plant with 3 spaces and two indigo plantations, you manned both your indigo plantations and all 3 spaces of your indigo plant, you'd only get 2 indigo goods.</div></div>
There's only a limited amount of each good type though.<br />
(If you possess a factory and produce 2 or more types of goods, you'd get doubloons now.)<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Trader Phase:</span></span> There's a rule: There are only 4 good spots available. The trading house does NOT accept two of the same goods, so if you want to sell coffee but there's already coffee in it, you cannot sell it (except you possess an office).<br />
Each player can only sell ONE good at max. They are also allowed to sell corn while not gaining anything, possibly to prevent a future player to make money from it.<br />
The trader gains an extra doubloon for anything he sells.<br />
When all the 4 good spots are occupied, the Trader Phase is over and the trading house is emptied for future trades.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Captain Phase:</span></span> This is by far the most complicated phase. The Captain Phase is the main phase to gain victory points.<br />
Some rules apply:<br />
<br />
1) There are 3 transport ships. Each ship has a limited amount of good spaces.<br />
2) Each transport ship only takes one TYPE of goods. So if there's one god of corn on it, you cannot load indigo on it.<br />
3) Each transport ship does NOT take a type of good which is already present on another ship.<br />
<br />
The captain starts with getting a victory point (as privilege, condition is he ships something). You HAVE TO ship goods if possible. If you have more types of goods stored, you can choose which one to ship first. If the transport ships are all empty, you can also choose which ship to load the goods on (the different capacity amount plays a role here, you should try to prevent the others from shipping...).<br />
However, if you ship a type of good, you have to ship ALL of them (aka if you have 2 indigo, you cannot only load 1 indigo onto a ship. Only exception is if there's a ship loaded with indigo with only one space left).<br />
Once you loaded ONE type of goods onto a ship, it's the next player's turn with shipping. After the last player it's the captain's turn again. The cycle goes on until nobody is able to ship any goods anymore.<br />
You gain 1 victory point for each good you ship.<br />
<br />
At the end of the Captain Phase: Every FULL transport ship is emptied. Also, all the remaining goods of each player decays except for one. That means each player can keep a max of ONE good stored.<br />
Having a manned warehouse could prevent this.</div></div>
<div><div class="spoiler_header">The Goods and Plantations <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">There are <span style="text-decoration: underline;">5</span> different types of goods and their respective plantations.<br />
<span style="font-weight: bold;"><span style="color: #FFFF00;">Corn:</span></span> The most common good. Corn is worth 0 doubloons in the trading house, but you don't need an extra building to produce corn.<br />
<span style="font-weight: bold;"><span style="color: #6666FF;">Indigo:</span></span> Indigo is worth 1 doubloon in the trading house. You need an extra building to produce indigo.<br />
<span style="font-weight: bold;"><span style="color: #FFFFFF;">Sugar:</span></span> Sugar is worth 2 doubloons in the trading house. You need an extra building to produce sugar.<br />
<span style="font-weight: bold;"><span style="color: #CC6600;">Tobacco:</span></span> Tobacco is worth 3 doubloons in the trading house. You need an extra building to produce tobacco.<br />
<span style="font-weight: bold;"><span style="color: #663300;">Coffee:</span></span> Coffee is worth 5 doubloons in the trading house. You need an extra building to produce coffee.<br />
<br />
<span style="font-weight: bold;"><span style="color: #999999;">Quarry:</span></span> You can't produce goods with a quarry, but for each manned quarry you possess you pay a doubloon less for each future building you buy. There are always 8 quarries available regardless of player number.<br />
<br />
Of course, on first sight it seems to be better to produce expensive goods, but the downside is: The buildings needed to produce them cost a lot more.<br />
Remember that each good, regardless of type, is always worth 1 victory point in the Captain Phase.</div></div>
<div><div class="spoiler_header">The Buildings <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"> The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).<br />
The number in brackets show the doubloon cost.<br />
There are 2 instances available of every building (except for plantation buildings, of which there are 4 for each indigo and sugar building, 3 for tobacco and coffee, and level 4 buildings; 1 of each).<br />
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).<br />
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).<br />
<br />
<span style="font-weight: bold;">Level 1 Buildings</span>:<br />
<span style="color: #6666FF;">Small Indigo Plant (1)</span> - Needed to produce indigo. Can hold 1 colonist.<br />
<span style="color: #FFFFFF;">Small Sugar Mill (2)</span> - Needed to produce sugar. Can hold 1 colonist.<br />
Small Market (1) - You gain an extra doubloon when trading a good.<br />
Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.<br />
Constable Hut (2) - In the Settler Phase you are allowed to take a quarry <span style="text-decoration: underline;">instead</span> of an open plantation.<br />
Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.<br />
<br />
<span style="font-weight: bold;">Level 2 Buildings</span>:<br />
<span style="color: #6666FF;">Indigo Plant (3)</span> - Needed to produce indigo. Can hold 3 colonists.<br />
<span style="color: #FFFFFF;">Sugar Mill (4)</span> - Needed to produce sugar. Can hold 3 colonists.<br />
Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.<br />
Office (5) - You can sell goods of the same type already available in the trading house.<br />
Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).<br />
Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.<br />
<br />
<span style="font-weight: bold;">Level 3 Buildings</span>:<br />
<span style="color: #CC6600;">Tobacco Storage (5)</span> - Needed to produce tobacco. Can hold 3 colonists.<br />
<span style="color: #663300;">Coffee Roaster (6)</span> - Needed to produce coffee. Can hold 2 colonists.<br />
Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.<br />
University (8) - Whenever you buy a building, you immediately get a colonist onto it.<br />
Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.<br />
Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.<br />
<br />
<span style="font-weight: bold;">Level 4 Buildings (elite buildings)</span>: <span style="text-decoration: underline;">require two building spaces; only 1 instance of each</span><br />
Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.<br />
Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts<br />
Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).<br />
Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.<br />
City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).</div></div>
<br />
<blockquote><cite>Wikipedia Wrote:</cite>There are two primary strategies used in Puerto Rico, corresponding to the two means of earning victory points. One route is to go with higher goods production, to send the goods back to the homeland for points. Corn is produced free and indigo has low investment cost. Therefore, these are commonly mass produced. However, money is harder to acquire. The other route is producing smaller cash crops (tobacco and coffee) and buying more buildings. Expensive buildings can give a player 3-4 victory points; however, fewer goods are likely to get moved to the homeland. However, in filling all the building spaces, a player can finish the game quickly and keep others from getting more shipment victory points.<br />
<br />
A strong point of Puerto Rico's game design is that it does not have any one right way to play the game.</blockquote>
<br />
If you don't understand something, please ask right away <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /> I'm pretty sure I forgot something.<br />
<br />
Who wants to give it a try?<br />
<br />
max 5 players except some extra players insist on joining]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;"><span style="font-weight: bold;">I always accept sign-ups</span></span><br />
<br />
---Queue for GAME 2---<br />
Phil<br />
Nave<br />
...<br />
-----------------------<br />
<br />
(Yes I know there've been a lot of new forum games popping up lately <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /> this is a bit different though) (game created by Andreas Seyfarth)<br />
<br />
(If you know the board game Puerto Rico, you can skip the rules part: It plays exactly like the board game.)<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: x-large;">Puerto Rico</span></span></span><br />
is a competitive game for 3 - 5 players (I could allow more for exceptions).<br />
The goal is to have the most victory points at the end of the game. (Aka more than the others.)<br />
<br />
<div><div class="spoiler_header"> Short Rules and Gameplay (quoted from Wikipedia) <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
Each player uses a separate small board with spaces for city buildings, plantations, and resources. Three ships, a trading house, and a supply of resources and doubloons are shared between the players.<br />
<br />
The resource cycle of the game is that players grow crops which they exchange for points or money. The money can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.<br />
<br />
The game has a three-layered turn structure: during each round, every player chooses a role (Captain, Mayor, etc.), and whenever a role is chosen, every player can take the action appropriate to that role (though the player who chose it gets a small additional privilege). The right to start a round, to choose roles within a round, and to take the action for the chosen role, all pass to the left.<br />
<br />
Players get victory points for owning buildings, for shipping goods, and for manned "large buildings." Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game.<br />
<br />
The game ends if:<br />
<br />
   1. Mayor is selected and there are not enough colonists to refill the colonist ship<br />
   2. Captain is selected and the last VP chip is given to a player. (Additional chips are to be used once the supply is exhausted)<br />
   3. Builder is selected and at least one player has built their 12th city space.<br />
<br />
In each case, players finish the current round before the game ends. The winner is the player with the most victory points. In the event of a tie, the player with the most goods plus money is given the tie-breaker. If a tie still exists between players, those players tie.</div></div>
<br />
<span style="text-decoration: underline;">Important:</span><br />
Anywhere I mention "each player", it means one player after the other, starting with the one who chose this role/whatever.<br />
A "manned" building or plantation means there is a colonist on it. A building or plantation that is not manned does not give you its ability/bonus.<br />
<br />
<div><div class="spoiler_header">Main Rules <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">The game consists out of many rounds.<br />
One round consists out of every player taking a role and finishing the action.<br />
The "Governor" is a random person in the beginning; then it gets passed on to the next player after each round ends. The Governor starts the round by choosing a role. After he chooses the role, he starts with doing the role action (and privilege), then each player does the action. Then the next player in turn chooses a role. That continues until every player has chosen a role. Then the next round starts (with the governor being passed on).<br />
<br />
There are buildings and goods that help you to get victory points.<br />
<br />
Goods can only be produced if you possess the respective manned plantations and buildings. Buildings also need to be manned to give you the bonus.<br />
<br />
Each player has 12 building spots and 12 plantation spots free. Whenever he buys a building or gets a plantation, he needs to occupy a spot for it. Buildings and plantations can NOT be removed after acquired.</div></div>
<div><div class="spoiler_header">The Roles <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">There are <span style="text-decoration: underline;">7</span> different roles. Each player chooses one of them in every round. Depending on the role, <span style="text-decoration: underline;">every</span> player does the action of that role, but the person who chose that role will gain a <span style="font-weight: bold;">privilege</span>.<br />
If a role has already been taken in the current round, you cannot take it anymore.<br />
At the end of each round, each of the <span style="text-decoration: underline;">unused</span> roles (3) gets an extra doubloon on it (means next time you choose it you get a doubloon) to make it more attractive to the player.<br />
The Prospector role is not available in 3 player games. In 5 player games, it is available twice.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Settler:</span></span></span> Each player takes a plantation from the open ones.<br />
<span style="font-weight: bold;">Privilege:</span> The settler can take a quarry <span style="text-decoration: underline;">instead</span> of a plantation.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Mayor:</span></span></span> Each player receives colonists and can rearrange them on their field.<br />
<span style="font-weight: bold;">Privilege:</span> The mayor gets one extra colonist.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Builder:</span></span></span> Each player is allowed to (but doesn't have to) buy a building.<br />
<span style="font-weight: bold;">Privilege:</span> The builder pays a doubloon less for the building.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Craftsman:</span></span></span> Each player produces goods depending on the manned plantations they have.<br />
<span style="font-weight: bold;">Privilege:</span> The craftsman can produce one additional good (from the ones he produced).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Trader:</span></span></span> Each player is allowed to sell one of their goods to the trading house and earns money.<br />
<span style="font-weight: bold;">Privilege:</span> The trader receives an extra doubloon for selling a good.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Captain:</span></span></span> Each player has to ship their goods onto the transport ships. (More detailed explanation later.)<br />
<span style="font-weight: bold;">Privilege:</span> The captain receives an extra victory point (minimum of 1 shipment).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="color: #CCCC00;">Prospector:</span></span></span> No action for the other players.<br />
<span style="font-weight: bold;">Privilege:</span> The prospector gains a doubloon.</div></div>
<div><div class="spoiler_header">The Phases for each Role <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;"><span style="text-decoration: underline;">Settler Phase:</span></span> There should be ({amount of players}+1) open plantations to pick from. Those plantations are of a random goods type.<br />
The settler himself starts with picking a plantation. He can take a quarry instead of a plantation. Also, anybody with a manned constable hut (see Buildings) can take a quarry instead. At the end of the Settler Phase, the left open plantations are removed and new open plantations are opened.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Mayor Phase:</span></span> There's a colonist ship. The minimum amount of colonists on that ship equals the amount of players. (The game also starts with {player amount} colonists on the ship.)<br />
Each player (cycle) gets one colonist from the ship until there are no more left. Then the mayor gets an extra colonist. After that, everybody rearranges the colonists on his playfield as he sees fit.<br />
Then the colonist ship is refilled: It contains as many colonists as many FREE BUILDING SPACES there are. But the minimum amount is the amount of players, as we know.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Builder Phase:</span></span> The builder starts with buying a building. He of course requires the amount of doubloons of how much the building costs.<br />
The builder pays a doubloon less for the building (0 is allowed, while a negative number does NOT get you more doubloons), additionally to the manned quarries he possesses (means for each manned quarry you pay a doubloon less (building level restriction, check buildings)). Then each player buys himself a building (max 1 building per Builder Phase, and you're not forced to buy any although it is recommended).<br />
NOTE: Level 4 Buildings require TWO building spaces.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Craftsman Phase:</span></span> Each player receives goods respective to their manned plantations and buildings. They gain one good for each respective plantation and respective building they have manned (except for corn, which only needs a manned plantation). (A production building with more colonist space needs one manned plantation for each space to get those goods!) The craftsman himself can choose to get an extra good of any of the good type he produces.<br />
<div><div class="spoiler_header">Example <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">That means if you have a normal indigo plant with 3 spaces and two indigo plantations, you manned both your indigo plantations and all 3 spaces of your indigo plant, you'd only get 2 indigo goods.</div></div>
There's only a limited amount of each good type though.<br />
(If you possess a factory and produce 2 or more types of goods, you'd get doubloons now.)<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Trader Phase:</span></span> There's a rule: There are only 4 good spots available. The trading house does NOT accept two of the same goods, so if you want to sell coffee but there's already coffee in it, you cannot sell it (except you possess an office).<br />
Each player can only sell ONE good at max. They are also allowed to sell corn while not gaining anything, possibly to prevent a future player to make money from it.<br />
The trader gains an extra doubloon for anything he sells.<br />
When all the 4 good spots are occupied, the Trader Phase is over and the trading house is emptied for future trades.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Captain Phase:</span></span> This is by far the most complicated phase. The Captain Phase is the main phase to gain victory points.<br />
Some rules apply:<br />
<br />
1) There are 3 transport ships. Each ship has a limited amount of good spaces.<br />
2) Each transport ship only takes one TYPE of goods. So if there's one god of corn on it, you cannot load indigo on it.<br />
3) Each transport ship does NOT take a type of good which is already present on another ship.<br />
<br />
The captain starts with getting a victory point (as privilege, condition is he ships something). You HAVE TO ship goods if possible. If you have more types of goods stored, you can choose which one to ship first. If the transport ships are all empty, you can also choose which ship to load the goods on (the different capacity amount plays a role here, you should try to prevent the others from shipping...).<br />
However, if you ship a type of good, you have to ship ALL of them (aka if you have 2 indigo, you cannot only load 1 indigo onto a ship. Only exception is if there's a ship loaded with indigo with only one space left).<br />
Once you loaded ONE type of goods onto a ship, it's the next player's turn with shipping. After the last player it's the captain's turn again. The cycle goes on until nobody is able to ship any goods anymore.<br />
You gain 1 victory point for each good you ship.<br />
<br />
At the end of the Captain Phase: Every FULL transport ship is emptied. Also, all the remaining goods of each player decays except for one. That means each player can keep a max of ONE good stored.<br />
Having a manned warehouse could prevent this.</div></div>
<div><div class="spoiler_header">The Goods and Plantations <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">There are <span style="text-decoration: underline;">5</span> different types of goods and their respective plantations.<br />
<span style="font-weight: bold;"><span style="color: #FFFF00;">Corn:</span></span> The most common good. Corn is worth 0 doubloons in the trading house, but you don't need an extra building to produce corn.<br />
<span style="font-weight: bold;"><span style="color: #6666FF;">Indigo:</span></span> Indigo is worth 1 doubloon in the trading house. You need an extra building to produce indigo.<br />
<span style="font-weight: bold;"><span style="color: #FFFFFF;">Sugar:</span></span> Sugar is worth 2 doubloons in the trading house. You need an extra building to produce sugar.<br />
<span style="font-weight: bold;"><span style="color: #CC6600;">Tobacco:</span></span> Tobacco is worth 3 doubloons in the trading house. You need an extra building to produce tobacco.<br />
<span style="font-weight: bold;"><span style="color: #663300;">Coffee:</span></span> Coffee is worth 5 doubloons in the trading house. You need an extra building to produce coffee.<br />
<br />
<span style="font-weight: bold;"><span style="color: #999999;">Quarry:</span></span> You can't produce goods with a quarry, but for each manned quarry you possess you pay a doubloon less for each future building you buy. There are always 8 quarries available regardless of player number.<br />
<br />
Of course, on first sight it seems to be better to produce expensive goods, but the downside is: The buildings needed to produce them cost a lot more.<br />
Remember that each good, regardless of type, is always worth 1 victory point in the Captain Phase.</div></div>
<div><div class="spoiler_header">The Buildings <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"> The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).<br />
The number in brackets show the doubloon cost.<br />
There are 2 instances available of every building (except for plantation buildings, of which there are 4 for each indigo and sugar building, 3 for tobacco and coffee, and level 4 buildings; 1 of each).<br />
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).<br />
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).<br />
<br />
<span style="font-weight: bold;">Level 1 Buildings</span>:<br />
<span style="color: #6666FF;">Small Indigo Plant (1)</span> - Needed to produce indigo. Can hold 1 colonist.<br />
<span style="color: #FFFFFF;">Small Sugar Mill (2)</span> - Needed to produce sugar. Can hold 1 colonist.<br />
Small Market (1) - You gain an extra doubloon when trading a good.<br />
Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.<br />
Constable Hut (2) - In the Settler Phase you are allowed to take a quarry <span style="text-decoration: underline;">instead</span> of an open plantation.<br />
Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.<br />
<br />
<span style="font-weight: bold;">Level 2 Buildings</span>:<br />
<span style="color: #6666FF;">Indigo Plant (3)</span> - Needed to produce indigo. Can hold 3 colonists.<br />
<span style="color: #FFFFFF;">Sugar Mill (4)</span> - Needed to produce sugar. Can hold 3 colonists.<br />
Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.<br />
Office (5) - You can sell goods of the same type already available in the trading house.<br />
Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).<br />
Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.<br />
<br />
<span style="font-weight: bold;">Level 3 Buildings</span>:<br />
<span style="color: #CC6600;">Tobacco Storage (5)</span> - Needed to produce tobacco. Can hold 3 colonists.<br />
<span style="color: #663300;">Coffee Roaster (6)</span> - Needed to produce coffee. Can hold 2 colonists.<br />
Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.<br />
University (8) - Whenever you buy a building, you immediately get a colonist onto it.<br />
Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.<br />
Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.<br />
<br />
<span style="font-weight: bold;">Level 4 Buildings (elite buildings)</span>: <span style="text-decoration: underline;">require two building spaces; only 1 instance of each</span><br />
Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.<br />
Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts<br />
Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).<br />
Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.<br />
City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).</div></div>
<br />
<blockquote><cite>Wikipedia Wrote:</cite>There are two primary strategies used in Puerto Rico, corresponding to the two means of earning victory points. One route is to go with higher goods production, to send the goods back to the homeland for points. Corn is produced free and indigo has low investment cost. Therefore, these are commonly mass produced. However, money is harder to acquire. The other route is producing smaller cash crops (tobacco and coffee) and buying more buildings. Expensive buildings can give a player 3-4 victory points; however, fewer goods are likely to get moved to the homeland. However, in filling all the building spaces, a player can finish the game quickly and keep others from getting more shipment victory points.<br />
<br />
A strong point of Puerto Rico's game design is that it does not have any one right way to play the game.</blockquote>
<br />
If you don't understand something, please ask right away <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /> I'm pretty sure I forgot something.<br />
<br />
Who wants to give it a try?<br />
<br />
max 5 players except some extra players insist on joining]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[THE END of THE WORLD!!!]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4568</link>
			<pubDate>Sun, 07 Mar 2010 05:42:21 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4568</guid>
			<description><![CDATA[Tell us what are the sign or the after-affect of the end of the world<br />
please don't get these ideas from movies and such and such....]]></description>
			<content:encoded><![CDATA[Tell us what are the sign or the after-affect of the end of the world<br />
please don't get these ideas from movies and such and such....]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[4 CHARs&#93; The Ninja Tales (NO NARUTO!!!)]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4566</link>
			<pubDate>Sat, 06 Mar 2010 14:10:09 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4566</guid>
			<description><![CDATA[<div style="text-align: center;"><img src="http://i46.tinypic.com/2sakxt1.jpg" border="0" alt="[Image: 2sakxt1.jpg&#93;" /><br />
<span style="font-weight: bold;"><span style="font-size: large;">Version 1.00</div></span></span><br />
<br />
Finally, after weeks of work... some more weeks of waiting... and endless weeks of lacking motivation...<br />
<span style="font-weight: bold;">RUDOLPHUS STRIKES BACK!!!</span><br />
<span style="font-style: italic;">(Even with a 4hit combo)</span><br />
<br />
Here i go with FOUR new characters, who actually just look like a Rudolph, fallen into a pit of color, and are again based on the borin-basic elements firewaterwindearth.<br />
<span style="font-weight: bold;">But</span> besides the casual remixed sprites, nice DCed moves and whatever else, this time you also get:<br />
-A 2player combo system<br />
-Chars with more balancing then every other of my chars<br />
-2 cents (if you pay the porto for the package)<br />
<span style="font-weight: bold;"><span style="font-style: italic;">And everything for FREE!!!</span></span><br />
<br />
<br />
As usual you can download the files from <a href="http://www.mediafire.com/?mncmkmmuzmg" target="_blank">&gt;&gt;&gt;HERE&lt;&lt;&lt;</a> (ca. 7 MB), including the necessary files for playing, a complete Readme and the logo-thingy from above.<br />
Additional you will find the original version of prince_freeza's Rudolph-Punch-Sprites in there, no use without permission though!<br />
(And here: Again thanks to prince_freeza for having made these sprites for me <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /> )<br />
<br />
Now lets begin the spoiler orgy with the<br />
<div><div class="spoiler_header">character descriptions <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://i45.tinypic.com/4lmu07.jpg" border="0" alt="[Image: 4lmu07.jpg&#93;" /><br />
<span style="font-weight: bold;">KATO</span><br />
<span style="font-style: italic;">Element: Fire<br />
Standard Weapon: Dual Swords<br />
Fighting Style: Slice'n'Dice, Flaming Swords<br />
Strenghts: High damage, quicker attacks instead defending<br />
Weaknesses: Long recover after hit, no defending</span><br />
Kato is a specialist in dealing damage with field-covering fire attacks. Mostly, he combines his fire moves with his swordmanship, he is even able to charge his swords with pure fire energy.<br />
Instead throwing shuriken as most ninjas, Kato uses Onimarus style of attacking: Slicing every enemy with his dual swords.<br />
Another special about him: He is using a draw-fighting style, storing energy in his sheated sword, and then releasing it after the draw. Therefore pressing D won't lead him to defending frames, but to a charging frame. All moves done from this charging frames will take less mp and will be done slightly quicker. Even his standard slashes will be faster with being charged.<br />
<br />
<img src="http://i49.tinypic.com/25klaib.jpg" border="0" alt="[Image: 25klaib.jpg&#93;" /><br />
<span style="font-weight: bold;">SUIKAN</span><br />
<span style="font-style: italic;">Element: Water<br />
Standard Weapon: Dai Shuriken<br />
Fighting Style: Water&amp;Ice Nin-Jutsu<br />
Strenghts: Has 550 mp as maximum, higher mp regen<br />
Weaknesses: Only weak standard attacks</span><br />
Suikan's main weapon, the Dai Shuriken, are bigger, qutite devasting shuriken, taking down most enemies in one hit, though, without dealing much damage.<br />
He prefers to rather stop them with these weapons and then use some of his skilled Nin-Jutsu abilitys.<br />
Due to the lack of training, Suikan is not able to use melee attacks in total, making him to an easy target on close range.<br />
Additional, Suikan has a few healing moves in mind, to help his allies or himself.<br />
<br />
<img src="http://i46.tinypic.com/2n00weq.jpg" border="0" alt="[Image: 2n00weq.jpg&#93;" /><br />
<span style="font-weight: bold;">FUSEJ</span><br />
<span style="font-style: italic;">Element: Wind<br />
Standard Weapon: Shuriken<br />
Fighting Style: Advanced Slice'n'Dice, Cutting Wind Style<br />
Strenghts: High speed&amp;jumps, Special dodging capabilitys<br />
Weaknesses: All attacks deal less damage then usual</span><br />
After years of mysterious training, Fusej gained perfection in the use of shuriken and swords. Additional, his speed is far superior then anyone else's known.<br />
But though his attacks being really fast, they are also rather weak, combared to (f.E.) Kato's slow, but high damaging slices.<br />
Next to his weapons, Fusej can also attack with a vast amount of wind-creating and wind-cutting techniques.<br />
Last but not least, he is able to easyly dodge incoming attacks and he can ever dodge further hits after getting hit. To dodge, press D, to retreat further backwards, press A after dodging and at last you are able to press J to teleport back to an ally, completely evading every possible incoming attack.<br />
Pressing D (defend) in the moment before an attack is hitting you, Fusej will even dodge that attack without taking damage at all.<br />
<br />
<img src="http://i46.tinypic.com/2dvpu2h.jpg" border="0" alt="[Image: 2dvpu2h.jpg&#93;" /><br />
<span style="font-weight: bold;">DOKUM</span><br />
<span style="font-style: italic;">Element: Earth<br />
Standard Weapon: Fists<br />
Fighting Style: Master of the not-drunken Fist, Roll'n'Rock<br />
Strenghts: High strength for melee and throwing, extraordinary defense capabilitys<br />
Weaknesses: Slower then other ninjas, only has 450 mp at max, lower mp regen</span><br />
Since Dokum is quite unskilled with weapons, he just uses his brute strenght to take every close enemy down. His is barely using his swords, just sometimes to use them as kind of bat to punch enemys away.<br />
Basing on his strength, Dokums ability to defend against incoming attacks is much stronger then for most other characters: A single guy, keeping to punch him won't stand any chance to break his defense anywhen. Though, it IS possible to take him down while defending, but this requires a vast amount of hits in a short period of time.<br />
Next to his strenght, Dokum is additionally able to control the earth element, using the ground below his feet to whatever he wants. He can even take some earth to cover himself in a massive rock, just overrollin everything in front of him.</div></div>
<br />
And now a multi-spoiler:<br />
<div><div class="spoiler_header">Screenshots <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div><div class="spoiler_header">Kato <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i46.tinypic.com/xmrh4j.jpg" border="0" alt="[Image: xmrh4j.jpg&#93;" /><br />
Inner Fire<br />
<br />
<img src="http://i49.tinypic.com/2v9f1cl.jpg" border="0" alt="[Image: 2v9f1cl.jpg&#93;" /><br />
Fire Slash<br />
<br />
<img src="http://i48.tinypic.com/szbsl3.jpg" border="0" alt="[Image: szbsl3.jpg&#93;" /><br />
Fire Breath</span></div></div><div><div class="spoiler_header">Suikan <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i48.tinypic.com/24dgg8g.jpg" border="0" alt="[Image: 24dgg8g.jpg&#93;" /><br />
Aquaride<br />
<br />
<img src="http://i48.tinypic.com/2s6ll42.jpg" border="0" alt="[Image: 2s6ll42.jpg&#93;" /><br />
Ice Shower<br />
<br />
<img src="http://i49.tinypic.com/bg1pvq.jpg" border="0" alt="[Image: bg1pvq.jpg&#93;" /><br />
Heal</span></div></div><div><div class="spoiler_header">Fusej <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i50.tinypic.com/2wh15sh.jpg" border="0" alt="[Image: 2wh15sh.jpg&#93;" /><br />
Art of Crane<br />
<br />
<img src="http://i45.tinypic.com/4rvzvo.jpg" border="0" alt="[Image: 4rvzvo.jpg&#93;" /><br />
Sky Shuriken<br />
<br />
<img src="http://i46.tinypic.com/vhcoed.jpg" border="0" alt="[Image: vhcoed.jpg&#93;" /><br />
Wind Blast</span></div></div><div><div class="spoiler_header">Dokum <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i45.tinypic.com/eow8n.jpg" border="0" alt="[Image: eow8n.jpg&#93;" /><br />
Run Attack<br />
<br />
<img src="http://i45.tinypic.com/n6caxv.jpg" border="0" alt="[Image: n6caxv.jpg&#93;" /><br />
Earthshake<br />
<br />
<img src="http://i45.tinypic.com/2jdkmms.jpg" border="0" alt="[Image: 2jdkmms.jpg&#93;" /><br />
Roll'n'Rocks</span></div></div>
Are you ready for the ultimate pic?<br />
<div><div class="spoiler_header">COMBOs! <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://i47.tinypic.com/2j69uo1.jpg" border="0" alt="[Image: 2j69uo1.jpg&#93;" /><br />
Further instruction on how to do a combo move can be found in the Readme.</div></div></div></div>
<br />
And last, but surely least:<br />
<div><div class="spoiler_header">Version History <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
v1.00<br />
-Finished and ready for fun ^^<br />
<br />
<span style="font-style: italic;">(As always XD)</span></div></div>
<br />
<br />
So, feel free to flame/discuss/worship me now...]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><img src="http://i46.tinypic.com/2sakxt1.jpg" border="0" alt="[Image: 2sakxt1.jpg]" /><br />
<span style="font-weight: bold;"><span style="font-size: large;">Version 1.00</div></span></span><br />
<br />
Finally, after weeks of work... some more weeks of waiting... and endless weeks of lacking motivation...<br />
<span style="font-weight: bold;">RUDOLPHUS STRIKES BACK!!!</span><br />
<span style="font-style: italic;">(Even with a 4hit combo)</span><br />
<br />
Here i go with FOUR new characters, who actually just look like a Rudolph, fallen into a pit of color, and are again based on the borin-basic elements firewaterwindearth.<br />
<span style="font-weight: bold;">But</span> besides the casual remixed sprites, nice DCed moves and whatever else, this time you also get:<br />
-A 2player combo system<br />
-Chars with more balancing then every other of my chars<br />
-2 cents (if you pay the porto for the package)<br />
<span style="font-weight: bold;"><span style="font-style: italic;">And everything for FREE!!!</span></span><br />
<br />
<br />
As usual you can download the files from <a href="http://www.mediafire.com/?mncmkmmuzmg" target="_blank">&gt;&gt;&gt;HERE&lt;&lt;&lt;</a> (ca. 7 MB), including the necessary files for playing, a complete Readme and the logo-thingy from above.<br />
Additional you will find the original version of prince_freeza's Rudolph-Punch-Sprites in there, no use without permission though!<br />
(And here: Again thanks to prince_freeza for having made these sprites for me <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /> )<br />
<br />
Now lets begin the spoiler orgy with the<br />
<div><div class="spoiler_header">character descriptions <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://i45.tinypic.com/4lmu07.jpg" border="0" alt="[Image: 4lmu07.jpg]" /><br />
<span style="font-weight: bold;">KATO</span><br />
<span style="font-style: italic;">Element: Fire<br />
Standard Weapon: Dual Swords<br />
Fighting Style: Slice'n'Dice, Flaming Swords<br />
Strenghts: High damage, quicker attacks instead defending<br />
Weaknesses: Long recover after hit, no defending</span><br />
Kato is a specialist in dealing damage with field-covering fire attacks. Mostly, he combines his fire moves with his swordmanship, he is even able to charge his swords with pure fire energy.<br />
Instead throwing shuriken as most ninjas, Kato uses Onimarus style of attacking: Slicing every enemy with his dual swords.<br />
Another special about him: He is using a draw-fighting style, storing energy in his sheated sword, and then releasing it after the draw. Therefore pressing D won't lead him to defending frames, but to a charging frame. All moves done from this charging frames will take less mp and will be done slightly quicker. Even his standard slashes will be faster with being charged.<br />
<br />
<img src="http://i49.tinypic.com/25klaib.jpg" border="0" alt="[Image: 25klaib.jpg]" /><br />
<span style="font-weight: bold;">SUIKAN</span><br />
<span style="font-style: italic;">Element: Water<br />
Standard Weapon: Dai Shuriken<br />
Fighting Style: Water&amp;Ice Nin-Jutsu<br />
Strenghts: Has 550 mp as maximum, higher mp regen<br />
Weaknesses: Only weak standard attacks</span><br />
Suikan's main weapon, the Dai Shuriken, are bigger, qutite devasting shuriken, taking down most enemies in one hit, though, without dealing much damage.<br />
He prefers to rather stop them with these weapons and then use some of his skilled Nin-Jutsu abilitys.<br />
Due to the lack of training, Suikan is not able to use melee attacks in total, making him to an easy target on close range.<br />
Additional, Suikan has a few healing moves in mind, to help his allies or himself.<br />
<br />
<img src="http://i46.tinypic.com/2n00weq.jpg" border="0" alt="[Image: 2n00weq.jpg]" /><br />
<span style="font-weight: bold;">FUSEJ</span><br />
<span style="font-style: italic;">Element: Wind<br />
Standard Weapon: Shuriken<br />
Fighting Style: Advanced Slice'n'Dice, Cutting Wind Style<br />
Strenghts: High speed&amp;jumps, Special dodging capabilitys<br />
Weaknesses: All attacks deal less damage then usual</span><br />
After years of mysterious training, Fusej gained perfection in the use of shuriken and swords. Additional, his speed is far superior then anyone else's known.<br />
But though his attacks being really fast, they are also rather weak, combared to (f.E.) Kato's slow, but high damaging slices.<br />
Next to his weapons, Fusej can also attack with a vast amount of wind-creating and wind-cutting techniques.<br />
Last but not least, he is able to easyly dodge incoming attacks and he can ever dodge further hits after getting hit. To dodge, press D, to retreat further backwards, press A after dodging and at last you are able to press J to teleport back to an ally, completely evading every possible incoming attack.<br />
Pressing D (defend) in the moment before an attack is hitting you, Fusej will even dodge that attack without taking damage at all.<br />
<br />
<img src="http://i46.tinypic.com/2dvpu2h.jpg" border="0" alt="[Image: 2dvpu2h.jpg]" /><br />
<span style="font-weight: bold;">DOKUM</span><br />
<span style="font-style: italic;">Element: Earth<br />
Standard Weapon: Fists<br />
Fighting Style: Master of the not-drunken Fist, Roll'n'Rock<br />
Strenghts: High strength for melee and throwing, extraordinary defense capabilitys<br />
Weaknesses: Slower then other ninjas, only has 450 mp at max, lower mp regen</span><br />
Since Dokum is quite unskilled with weapons, he just uses his brute strenght to take every close enemy down. His is barely using his swords, just sometimes to use them as kind of bat to punch enemys away.<br />
Basing on his strength, Dokums ability to defend against incoming attacks is much stronger then for most other characters: A single guy, keeping to punch him won't stand any chance to break his defense anywhen. Though, it IS possible to take him down while defending, but this requires a vast amount of hits in a short period of time.<br />
Next to his strenght, Dokum is additionally able to control the earth element, using the ground below his feet to whatever he wants. He can even take some earth to cover himself in a massive rock, just overrollin everything in front of him.</div></div>
<br />
And now a multi-spoiler:<br />
<div><div class="spoiler_header">Screenshots <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div><div class="spoiler_header">Kato <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i46.tinypic.com/xmrh4j.jpg" border="0" alt="[Image: xmrh4j.jpg]" /><br />
Inner Fire<br />
<br />
<img src="http://i49.tinypic.com/2v9f1cl.jpg" border="0" alt="[Image: 2v9f1cl.jpg]" /><br />
Fire Slash<br />
<br />
<img src="http://i48.tinypic.com/szbsl3.jpg" border="0" alt="[Image: szbsl3.jpg]" /><br />
Fire Breath</span></div></div><div><div class="spoiler_header">Suikan <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i48.tinypic.com/24dgg8g.jpg" border="0" alt="[Image: 24dgg8g.jpg]" /><br />
Aquaride<br />
<br />
<img src="http://i48.tinypic.com/2s6ll42.jpg" border="0" alt="[Image: 2s6ll42.jpg]" /><br />
Ice Shower<br />
<br />
<img src="http://i49.tinypic.com/bg1pvq.jpg" border="0" alt="[Image: bg1pvq.jpg]" /><br />
Heal</span></div></div><div><div class="spoiler_header">Fusej <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i50.tinypic.com/2wh15sh.jpg" border="0" alt="[Image: 2wh15sh.jpg]" /><br />
Art of Crane<br />
<br />
<img src="http://i45.tinypic.com/4rvzvo.jpg" border="0" alt="[Image: 4rvzvo.jpg]" /><br />
Sky Shuriken<br />
<br />
<img src="http://i46.tinypic.com/vhcoed.jpg" border="0" alt="[Image: vhcoed.jpg]" /><br />
Wind Blast</span></div></div><div><div class="spoiler_header">Dokum <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-style: italic;"><img src="http://i45.tinypic.com/eow8n.jpg" border="0" alt="[Image: eow8n.jpg]" /><br />
Run Attack<br />
<br />
<img src="http://i45.tinypic.com/n6caxv.jpg" border="0" alt="[Image: n6caxv.jpg]" /><br />
Earthshake<br />
<br />
<img src="http://i45.tinypic.com/2jdkmms.jpg" border="0" alt="[Image: 2jdkmms.jpg]" /><br />
Roll'n'Rocks</span></div></div>
Are you ready for the ultimate pic?<br />
<div><div class="spoiler_header">COMBOs! <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://i47.tinypic.com/2j69uo1.jpg" border="0" alt="[Image: 2j69uo1.jpg]" /><br />
Further instruction on how to do a combo move can be found in the Readme.</div></div></div></div>
<br />
And last, but surely least:<br />
<div><div class="spoiler_header">Version History <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
v1.00<br />
-Finished and ready for fun ^^<br />
<br />
<span style="font-style: italic;">(As always XD)</span></div></div>
<br />
<br />
So, feel free to flame/discuss/worship me now...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Weather DISASTER!!!!!]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4561</link>
			<pubDate>Sat, 06 Mar 2010 06:54:30 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4561</guid>
			<description><![CDATA[Ever had bad experiences with the weather in your area?<br />
Post here!<br />
<br />
This is what happened to my nearby street after a hailstorm:<br />
(Not jking)<br />
<div><div class="spoiler_header">Pictures <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://img.photobucket.com/albums/v111/mysticsky/Patrick/06032010.jpg" border="0" alt="[Image: 06032010.jpg&#93;" /><img src="http://img.photobucket.com/albums/v111/mysticsky/Patrick/06032010001.jpg" border="0" alt="[Image: 06032010001.jpg&#93;" /><br />
R.I.P. street post</div></div>
And this is what happened to my poor friend the k0a1a:<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://img.photobucket.com/albums/v111/mysticsky/Patrick/3365948390_d083943f53.jpg" border="0" alt="[Image: 3365948390_d083943f53.jpg&#93;" /></div></div>
Man Australia has bad weather...]]></description>
			<content:encoded><![CDATA[Ever had bad experiences with the weather in your area?<br />
Post here!<br />
<br />
This is what happened to my nearby street after a hailstorm:<br />
(Not jking)<br />
<div><div class="spoiler_header">Pictures <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://img.photobucket.com/albums/v111/mysticsky/Patrick/06032010.jpg" border="0" alt="[Image: 06032010.jpg]" /><img src="http://img.photobucket.com/albums/v111/mysticsky/Patrick/06032010001.jpg" border="0" alt="[Image: 06032010001.jpg]" /><br />
R.I.P. street post</div></div>
And this is what happened to my poor friend the k0a1a:<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="http://img.photobucket.com/albums/v111/mysticsky/Patrick/3365948390_d083943f53.jpg" border="0" alt="[Image: 3365948390_d083943f53.jpg]" /></div></div>
Man Australia has bad weather...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mouse Problems....]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4560</link>
			<pubDate>Sat, 06 Mar 2010 06:19:59 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4560</guid>
			<description><![CDATA[Ok i was going to release new sprites of Gordon ever since Sunday the 28th. The problem was on Monday mourning i got a noticed from my little brother that the mouse has stopped working. I thought it was because of a broken mouse. My dad came to drop off 2 new ones on Tuesday Afternoon. To my surprised it didn't work. So practically the whole week i could not rly use mouse related stuff on computer....especially drawin which sucked the most...<br />
Anyways so he comes over this week and we try and find out the problem. I have Kaspersky 2010 tht i got from a friend that friday 2 days before the mouse issue came to my attention. Kaspersky said that it had detected a potentially dangerous virus. It had essentially found a PDM. Keylogger, if you do not know what that is it's when a hacker goes in with a virus to find out out your passwords to find out your credit card, email, info's....that sort of stuff and report back to the owner... The owner of that virus may have permanently disabled my mouse options, we even tried going back to check if settings were able to detect USB plug-in. They had detected if it was being plugged in or not but the mouse it's self would not properly function, no signs of movement... He found out a way to see if he could go back ~ lets just call it going back in time (not for real) but the dates of when windows does it regulatory check-ins. All i had to do was put in this code:<br />
C:\windows\system32\rstrui.exe<br />
and once i have chosen an earlier date i can restore everything before the virus or even Kaspersky... Problem is that windows could not find it...and i do know for a fact that this is the right address link ....you can go try it yourselves...<br />
It's probably has been deleted by smart owner or it has been moved to a different file name. Cuz microsoft and windows want to screw with you by making you pay them to fix the stuff for you...so far i haven't done tht cuz i rely on what i can do soley (and for free...cuz thts the way i am) now what i want to know is this...<br />
What other folder(s) can this specific executable file be found in, or any other resolvement in this problem?<br />
please i need help...this is soooooo frustrating....<br />
<span style="font-size: xx-small;">(this relates to programming cuz my dad is trying to find out problems using the typical command prompt to resolve his daily issues)</span>]]></description>
			<content:encoded><![CDATA[Ok i was going to release new sprites of Gordon ever since Sunday the 28th. The problem was on Monday mourning i got a noticed from my little brother that the mouse has stopped working. I thought it was because of a broken mouse. My dad came to drop off 2 new ones on Tuesday Afternoon. To my surprised it didn't work. So practically the whole week i could not rly use mouse related stuff on computer....especially drawin which sucked the most...<br />
Anyways so he comes over this week and we try and find out the problem. I have Kaspersky 2010 tht i got from a friend that friday 2 days before the mouse issue came to my attention. Kaspersky said that it had detected a potentially dangerous virus. It had essentially found a PDM. Keylogger, if you do not know what that is it's when a hacker goes in with a virus to find out out your passwords to find out your credit card, email, info's....that sort of stuff and report back to the owner... The owner of that virus may have permanently disabled my mouse options, we even tried going back to check if settings were able to detect USB plug-in. They had detected if it was being plugged in or not but the mouse it's self would not properly function, no signs of movement... He found out a way to see if he could go back ~ lets just call it going back in time (not for real) but the dates of when windows does it regulatory check-ins. All i had to do was put in this code:<br />
C:\windows\system32\rstrui.exe<br />
and once i have chosen an earlier date i can restore everything before the virus or even Kaspersky... Problem is that windows could not find it...and i do know for a fact that this is the right address link ....you can go try it yourselves...<br />
It's probably has been deleted by smart owner or it has been moved to a different file name. Cuz microsoft and windows want to screw with you by making you pay them to fix the stuff for you...so far i haven't done tht cuz i rely on what i can do soley (and for free...cuz thts the way i am) now what i want to know is this...<br />
What other folder(s) can this specific executable file be found in, or any other resolvement in this problem?<br />
please i need help...this is soooooo frustrating....<br />
<span style="font-size: xx-small;">(this relates to programming cuz my dad is trying to find out problems using the typical command prompt to resolve his daily issues)</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Zombie Night - JOINING!]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4556</link>
			<pubDate>Fri, 05 Mar 2010 19:26:19 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4556</guid>
			<description><![CDATA[<span style="font-size: x-large;"><span style="font-style: italic;"><span style="color: #FF0000;">Zombie Night</span></span></span><br />
<br />
This is actually another one of the "Werewolf/Mafia forum games"-series, just with... ZOMBIES.<br />
<br />
<div><div class="spoiler_header">GAME RULES <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">The rules are somewhat different, and slightly more complex though:<br />
In general, there are a couple of citizens, each one with a different ability and one of them is randomly choosen as the <span style="font-weight: bold;">Main Zombie</span>.<br />
The Game is running in days/rounds, too, though the <span style="font-style: italic;">actions</span> everyone can do are different.<br />
Each player can take one action per round. There will be one round every 24 hours, if <span style="font-style: italic;">noone</span> posts any actions the round will be skipped. If someone forgot/hadn't time to post within the 24 hours he will automatically "defend himself" (for zombie: "try to infect a random person").<br />
<br />
It's possible to change your action for the round under following restrictions:<br />
-You can't change your action if the round has ended (duh!)<br />
-You can't change your action if you posted it longer then 3h ago.<br />
-You may only change your action once per round.<br />
-You can't change actions that were used by other people (f.e. someone accepted your invitation, you can't pull it back then)<br />
<br />
<div><div class="spoiler_header">EVERYONE can... <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;">-Start a vote to kill a citizen</span><br />
If at least 50% of the active players (zombies included) vote to kill aperson, the guy get killed and is (wut!) dead.<br />
<span style="font-style: italic;">VOTING</span> on an already existing vote is NOT an action and can be done additionally.<br />
<br />
<span style="font-weight: bold;">-Start a vote to jail a citizen</span><br />
Since it can be quite a backdraft to just kill people (which are, in the beginning, most likely NO zombies), citizens are able to JAIL someone. For this 33% of all possible votes are required (actually it's possible to jail two people in one round).<br />
Jailed citizen can't do anything, until they get freed, zombies can try to break out only.<br />
<br />
<span style="font-weight: bold;">-Atart a vote to free a citizen</span><br />
For whatever reason, people who are jailed can be freed by 25% of the remaining players voting to free them.<br />
<br />
<span style="font-weight: bold;">-Watch the jail</span><br />
Watching the jail will reduce the chance for eventual Zombies to escape, though you won't get anything else.<br />
<br />
<span style="font-weight: bold;">-Defend himself in the next night</span><br />
The basic option. It will give you a 25% chance to protect against infection.<br />
<span style="font-weight: bold;">If you haven't choosen an option at the end of a round, you will automatically do this action.</span><br />
<br />
<span style="font-weight: bold;">-Defend someone else in the next night</span><br />
Defending someone else will give the protected person a 50% protection chance. Therefore a couple of people protecting each other will be more successful then trying to survive alone.<br />
On the other hand, if you try to "protect" a zombie, you won't give him a 50% protection boost (duuh!), but give him an additonal (to his usual infection try this round) 25% chance to infect <span style="font-style: italic;">you</span>!<br />
<br />
<span style="font-weight: bold;">-Defend the fortress</span><br />
Citizen being inside a fortress can choose to "defend the fortress" giving an additional 10% defense boost to everyone inside the fortress, themselves included.<br />
<br />
<span style="font-weight: bold;">-Leave a fortress</span><br />
People who got invited (and accepted the invitation) to a survivors fortress can leave it as an action (if they think there is a zombie inside the fortress).</div></div><div><div class="spoiler_header">ZOMBIES can... <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;">-"Defend" someone else in the next night</span><br />
Zombie players type this order just like any other (normal) citizen. But instead protecting they are trying to infect them. The chance for the infection to be successfull is 75% reduced by whatever protextion boost the victim has (f.E. Someone defending himself will be infected to 75%-25%=50%).<br />
An infected person becomes a zombie and will be told <span style="font-style: italic;">that</span> you got infected, but not <span style="font-style: italic;">by whom</span> he got infected.<br />
Failed infections will be reported to the (escaped) victim and any people infecting it, too.<br />
<br />
<span style="font-weight: bold;">-"Defend yourself" in the next night</span><br />
Instead targeting someone (and leaving possible evidences against you with the post), you can just claim to "defend yourself". In the night a zombie doing this will just attack any player at random with the same chances as above.<br />
<span style="font-weight: bold;">If you haven't choosen an option at the end of a round, you will automatically do this action.</span><br />
<br />
<span style="font-weight: bold;">-Break free (if they are jailed)</span><br />
Trying to break free is the last option for a zombie who got jailed and seemes to get killed soon. F.E. a zombie can try to break free if he sees many votes against him. If the zombie would have been killed that round, but made a break-out, he won't be killed (though in the next day, most likely everyone will vote against him, so then he will be killed for sure by a farmer).<br />
It's important, that you don't POST that you are trying to break free (since immeadeantly everyone would choose to watch the jail > fail), but PM it to me.<br />
IF a zombie decides to try a break-out the citizen's WILL be told he actually is a zombie (which will highly cause him to surely die in the next round). The chance to successfully escape the Jail is 50% - 15%/citizen watchign the prison (if 3 people watch the prison, your chance is just 5%... Shouldn't try.)<br />
Zombies who are free this way, can NOT be kill-voted (since they aren't with the citizens anymore), but of course can still be targeted by farmers. Also, they can't use special abilitys of their classes (which is quite obvious).<br />
<br />
<span style="font-weight: bold;">-Do whatever a citizen can do</span><br />
Just like everyone else, too... <br />
<br />
<span style="font-weight: bold;">-Fake</span><br />
In the case it would be way to dangerous to attack someone, a zombie can send me a message, that he is "faking": Fake can mean either to not do anything or try to infect a certain person in the next night, regardless whatever he had posted. It's <span style="font-weight: bold;">not</span> allowed to fake 2 times in a row. The PM needs to arrive BEFORE or at max 10 minutes after the zombies post (you cant post something and after 5 hours and the posts of other people suddenly say "Nah, just a fake").<br />
This can be quite useful, since there is actually no clue who attacked the person, therefore it's recommended to use fake as often as possible (every 2 rounds).<br />
Faking a vote can actually easyly be discovered if the zombies vote would have been the final vote to make the vote succeed, since it will fail then (it was just a fake).<br />
<br />
<span style="font-weight: bold;">-Rush</span><br />
Rush is a special kind of infection. A zombie "rushing" HAS to post this as a clearly visible action, showing himself as zombie. Rushes can only be made against people in fortresses. The rusher get's a 100% (-fortress defence) chance to infect the target.<br />
The special thing about rush is: For each other zombie rushing against the same fortress, a rusher will gain +15% infection chance (f.E. 3 zombies rushing will each get 130%-defence). It's highly recommended to only use this as a last option against a big fortress of citizens, the zombie should PM each other to all rush at the same round.</div></div>
<br />
Additonal to the basic actions everyone can take, there are 5 special "classes". At the beginning of the game, EVERY player (including the later zombie) chooses a class and keeps it until the end of the game (zombies keep their classes and abilitys, too!).<br />
<br />
<div><div class="spoiler_header">The 5 classes are... <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;">-Farmer</span><br />
A basic guy. Farmers have (cliche, lol) always a shotgun.<br />
If you (or someone you are protecting) gets attacked by a zombie there will be a 50% chance of the zombie to die instantly (preventing any possible infection). On the downside you only have <span style="font-weight: bold;">1</span> shot for the entire game ( = you will only have one 50% chance to kill a zombie). It's possible to disable the auto-defend by telling me (via PM/Post).<br />
If you still have your shot left you CAN also (as an round action) just kill someone (depletes your shot, too). Of course this is quite a powerful ability, but using it early will most likely just kill a citizen. Instead it's more useful to wait for a zombie to break free (showing himself as zombie) and then landing a 100% sure kill.<br />
I would recommend the zombie players NOT to attack farmers in the beginning... if you're unlucky you will be killed before you could infect someone...<br />
<br />
<span style="font-weight: bold;">-Medic</span><br />
The medic is one of the teamplayer classes. Instead his usual actions he can try to cure someone. This is may the only reason not to kill zombies instantly, but jail and watch them to regain a citizen.<br />
In total, the medic has enough material to attempt <span style="font-weight: bold;">3</span> cures in one game.<br />
The medic is free to choose anyone to cure. If the medic has targetted a zombie, there is a 25% chance (75% if the zombie is already jailed) to turn him back into a citizen. Additional, the cured citizen will be resistant to infections for the next night. For the case the target was already a citizen, there is only a 50% chance to make him resistant for the next night. Whatever actually is happening, the medic won't be told whether he was successful or not.<br />
Additional, there is a little danger about attempting cures: If the target is a zombie, there is always a 10% chance of being infected yourself (regardless whether you cured the zombie or not).<br />
A zombie player being a medic can try to "cure someone", actually just trying to infecting him. The zombie player will loose one cure point, but the infection has a general success rate of 100% (if the target isn't getting defended it's a really poor target...). Of course a targetted zombie can neither be infected (he's already) nor he will be cured (since the fake medic is trying to infect, not to cure).<br />
Though this can be quite a hit, a medic just curing random persons is most likely to get identified as zombie...<br />
<br />
<span style="font-weight: bold;">-Merchant</span><br />
The merchant has a big crate with supplies. <span style="font-weight: bold;">1</span> time in the game he can (as an action) refill the <span style="font-style: italic;">special points</span> (Ammo, Cures, Batteries) of 2 citizen (OR just 1 citizen, merchants choice). Merchant's CANT refill each other.<br />
Though this can be quite useful, refilling a zombie medic can be quite deadly, too...<br />
A zombie being the merchant can refill other citizens supplies (or that of other zombies), too. And there actually WILL be a refill... AND a 100% infection chance (as noted above on the zombie medic).<br />
<br />
<span style="font-weight: bold;">-Spec-Ops</span><br />
The spec-ops' special ability is a pair of IR-night-googles. The batteries of the googles have only enough power to be used <span style="font-weight: bold;">2</span> times in a single game. If the spec-ops player announces to use them (<span style="font-style: italic;">additional</span> to his usual action), he will be able to see <span style="font-style: italic;">one</span> Zombie attack in the next night.<br />
But he will only be told WHO is fighting (so Zombie AND citizen (or citizen<span style="font-weight: bold;">S</span> if someone protected is getting attacked)), but not who actually is the Zombie.<br />
A zombie spec-ops can (of course) use his googles (may telling him who else is attacking as a zombie) and then give the citizens fake informations.<br />
<br />
<span style="font-weight: bold;">-Survivor</span><br />
<span style="font-style: italic;">This class can only be choose by people who survived the last match (either as Main Zombie or as Citizen). Somebody surviving two times in a row will even get this class ADDITIONAL to their usual class.<br />
EXCEPTION: If less then two people would be able to choose Survivor, the survivor class is free for all.</span><br />
Survivors are specialist in surviving. Therefore they CAN'T be the main zombie in the beginning (so, all survivors are always normal citizens in the beginning, though they can get infected in the later game). Also, they always have a 10% protection boost against infections (experience strikes!).<br />
Survivors can build a <span style="font-style: italic;">fortress</span> (usually as their first action) and in later game invite other citizen into the fortress (you can invite 1 or 2 people with a single action). A survivor can only build ONE fortress and can't ge resupplied by a merchant. Invited citizens can decide, whether they join the fortress or not (f.E. if you think there is a zombie inside the fortress, you shouldn't join it), IF they accept, they can't leave the fortress without using an action. If the survivor himself leaves the fortress, the citizen he invited first will gain the right to invite further people.<br />
If someone in the fortress is attacked, he will gain a 10% protection boost AND 10% for each other (non-zombie) citizen in the fortress. This bonus DOESN'T apply if the attacking zombie IS in the fortress (>got invited or may even is a survivor zombie), in this case, the Zombie will even get 100% (instead usual 75%) infection chance.<br />
This circumstance makes it difficult for a survivor to choose people for his fortress: Alone he doesn't get a big boost, with too many people there is a high danger to get a zombie into a fortress.<br />
Trying to infect the Survivors straight at the start can be difficult (due to their auto-10%), but really useful since they are usually the people NOT exspected to be a zombie.</div></div>
<br />
Next to the rules above there is one special rule for the <span style="font-weight: bold;">main zombie</span> (the player first choosen as zombie):<br />
He has 2 lives.<br />
Most likely this is useful if he gets shot by a farmer, since then he will survive without being discovered (though everyone will know, that the main zombie now has only one life left).<br />
Even if you get killed by a vote (and then survive, which will tell everyone clearly you're the main zombie) you can at least use your last round to try another infection (you cannot use your class abilitys like cure now (duh!)).</div></div>
<br />
Joining is possible again, sign up for MATCH II now! You can join until Roudn 3 began.<br />
<div><div class="spoiler_header">List of participiants for the next game: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
LutiChris<br />
Simoneon<br />
Hacker<br />
TheNave<br />
Divisor<br />
Elias<br />
Reaper<br />
Ramond<br />
JerkingtonXIII<br />
Phil</div></div>
<br />
<br />
<div><div class="spoiler_header">MATCH I <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div><div class="spoiler_header">Round 1 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) is defending Divisor and wearing IR-googles.<br />
Hacker (Survivor) <span style="font-style: italic;">70%</span> built a fortress.<br />
TheNave (Spec-Ops, 2 Batteries) <span style="font-style: italic;">25%</span> is defending himself.<br />
Divisor (Medic, 2 Cures) <span style="font-style: italic;">100%</span> is defending Hacker.<br />
LutiChris (Farmer, 1 Ammo) is voting to jail Elias.<br />
Elias (Merchant, 1 Supply) <span style="font-style: italic;">25%</span> is defending himself.<br />
Jerkington XIII (Merchant, 1 Supply) <span style="font-style: italic;">25%</span> is defending himself.<br />
Reaper (Farmer, 1 Ammo) is defending Divisor.<br />
Ramond (Survivor) <span style="font-style: italic;">20%</span> built a fortress.<br />
The zombie invasion is running, a couple of citizens managed to escape into a bunker...<br />
But one of them is... INFECTED!<br />
<br />
<span style="font-weight: bold;">Hacker's Fortress:</span> <span style="font-style: italic;">(+10%)</span><br />
Hacker<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+10%)</span><br />
Ramond<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Jail Elias [1/3&#93; <span style="font-style: italic;">FAILED</span></div></div>
<div><div class="spoiler_header">Round 2 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) <span style="font-style: italic;">10%</span> <span style="font-weight: bold;">invited LutiChris and TheNave.</span><br />
Hacker (Survivor) <span style="font-style: italic;">30%</span> invited Simoneon and Ramond.<br />
TheNave (Spec-Ops, 1 Batteries) is voting to jail Simoneon and is using IR-Googles.[/b&#93;<br />
Divisor (Medic, 2 Cures) is voting to jail Simoneon.<br />
LutiChris (Farmer, 0 Ammo) is shooting Jerkington.<br />
Elias (Merchant, 1 Supply) is voting to jail Simoneon.<br />
Jerkington XIII (Merchant, 1 Supply) is defending himself.<br />
Reaper (Farmer, 1 Ammo) is voting to jail Simoneon.<br />
Ramond (Survivor) <span style="font-style: italic;">30%</span> invited Hacker.<br />
There was a quiet night, though some of citizen claimed to hear a zombie sneaking around...<br />
<br />
<span style="font-size: x-small;"><span style="font-weight: bold;">BOLD</span> actions can't be changed anymore (>rules)</span><br />
<br />
<span style="font-weight: bold;">Hacker's Fortress:</span> <span style="font-style: italic;">(+10%)</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
<span style="font-style: italic;">Jail Simoneon [4/3&#93;</span><br />
<br />
Simoen got jailed!<br />
<span style="font-weight: bold;">Hacker's Fortress</span> was destroyed because of a lack of inhabitants.<br />
Jerkington XIII was shot down by LutiChris.</div></div>
<div><div class="spoiler_header">Round 3 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
Simoneon (Spec-Ops, 1 Batteries) is <span style="font-style: italic;">jailed</span>.<br />
Hacker (Survivor) <span style="font-style: italic;">30%</span> <span style="font-weight: bold;">is voting to kill Simoneon.</span><br />
TheNave (Spec-Ops, 0 Batteries) <span style="font-weight: bold;">is voting to kill Hacker and is using IR-Googles.</span><br />
Divisor (Medic, 1 Cures) is attempting to cure Simoneon.<br />
LutiChris (Farmer, 0 Ammo) <span style="font-weight: bold;">is guarding the jail.</span><br />
Elias (Merchant, 1 Supply) is defending himself.<br />
<del>Jerkington XIII</del> (Merchant, Citizen) is <span style="font-style: italic;">dead</span>.<br />
Reaper (Farmer, 0 Ammo) is shooting LutiChris.<br />
Ramond (Survivor) <span style="font-style: italic;">30%</span> <span style="font-weight: bold;">is voting to kill LutiChris.</span><br />
Big rumors running along, one citizen died by another citizens hand, another poor guy got jailed, panic is spreading among the last survivors.<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Jail:</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Kill LutiChris [1/4&#93;<br />
Kill Hacker [1/4&#93;<br />
Kill Simoneon [1/4&#93;<br />
<br />
LutiChris got shoot by Reaper... AND SURVIVED, he is the <span style="font-weight: bold;">main zombie</span>!</div></div>
<div><div class="spoiler_header">Round 4 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) is <span style="font-style: italic;">jailed</span>.<br />
Hacker (Survivor) <span style="font-style: italic;">30%</span> is defending Elias.<br />
TheNave (Spec-Ops, 0 Batteries) <span style="font-weight: bold;">is voting to kill LutiChris.</span><br />
Divisor (Medic, 1 Cures) is voting to kill LutiChris.<br />
<span style="color: #FF0000;">LutiChris (Farmer, 0 Ammo, Main Zombie)</span> <span style="font-weight: bold;">is "defending" Reaper.</span><br />
Elias (Merchant, 0 Supply) <span style="font-style: italic;">50%</span> <span style="font-weight: bold;">is resupplying Reaper and Divisor.</span><br />
<del>Jerkington XIII</del> (Merchant, Citizen) is <span style="font-style: italic;">dead</span>.<br />
Reaper (Farmer, 0 Ammo) <span style="font-style: italic;">25%</span>(no action) is defending himself.<br />
Ramond (Survivor) <span style="font-style: italic;">30%</span> is voting to kill LutiChris.<br />
OMG! The main zombie got discovered, while the medic is trying to pull Simoneon back to the light side...<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Jail:</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Kill LutiChris [3/4&#93;<br />
<br />
Divisor got shot by Reaper, who was just defending himself.</div></div>
<div><div class="spoiler_header">Round 5 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) is <span style="font-style: italic;">jailed</span>.<br />
Hacker (Survivor) <span style="font-style: italic;">30%</span><br />
TheNave (Spec-Ops, 0 Batteries)<br />
Divisor (Medic, 2 Cures)<br />
<span style="color: #FF0000;"><del>LutiChris</del> (Farmer,  Main Zombie)</span> is <span style="font-style: italic;">dead</span>.<br />
Elias (Merchant, 0 Supply) <span style="font-style: italic;">50%</span><br />
<del>Jerkington XIII</del> (Merchant, Citizen) is <span style="font-style: italic;">dead</span>.<br />
Reaper (Farmer, 0 Ammo) <br />
Ramond (Survivor) <span style="font-style: italic;">30%</span><br />
MAIN ZOMBIE DOOOOOOOOWWWWWWN!!!<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Jail:</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">The citizens choose to forfeit the match.</span></div></div>
<div><div class="spoiler_header">THE TRUTH <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Round I:<br />
LutiChris infected Simoneon<br />
<br />
Round II:<br />
LutiChris shot Jerkington<br />
Simoneon infected Hacker<br />
<br />
Round III:<br />
Hacker infected Ramond<br />
LutiChris infected TheNave<br />
Divisor cured Simoneon<br />
<br />
Round IV:<br />
Hacker infected Elias<br />
TheNave infected Divisor<br />
Reaper shot LutiChris<br />
<br />
Round V:<br />
Citizens forfeited.</div></div></div></div>
<br />
<span style="font-size: large;"><span style="font-weight: bold;">Round 1:</span></span> <span style="font-style: italic;">(ends on 8PM GMT, 10th)</span><br />
LutiChris (Farmer, 1 Ammo) is defending TheNave.<br />
Simoneon (Merchant, 1 Supply) <span style="font-style: italic;">25%</span> is defending himself.<br />
Hacker (Spec-Ops, 2 Batteries) <span style="font-style: italic;">25%</span> <span style="font-weight: bold;">is defending himself.</span><br />
TheNave (Merchant, 1 Supply) <span style="font-style: italic;">75%</span> <span style="font-weight: bold;">is defending himself.</span><br />
Divisor (Medic, 2 Cures) <span style="font-style: italic;">25%</span> is defending himself.<br />
Elias (Survivor) <span style="font-style: italic;">20%</span> <span style="font-weight: bold;">built GET THE HELL OUT OF HERE ZOMBIES</span>.<br />
Reaper (Spec-Ops, 2 Batteries)<br />
Ramond (Survivor) <span style="font-style: italic;">20%</span> <span style="font-weight: bold;">built Fortres of ultemate destruktion two!!!!!!!</span>.<br />
JerkingtonXIII (Farmer, 1 Ammo) <span style="font-style: italic;">25%</span> is defending himself.<br />
Phil (Medic, 2 Cures)<br />
<br />
<span style="font-weight: bold;">Fortres of ultemate destruktion two!!!!!!!:</span> <span style="font-style: italic;">(+10%)</span><br />
Ramond<br />
<br />
<span style="font-weight: bold;">GET THE HELL OUT OF HERE ZOMBIES:</span> <span style="font-style: italic;">(+10%)</span><br />
Elias<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Jail Elias [1/4&#93;<br />
<br />
The zombie invasion is running, a couple of citizens managed to escape into a bunker...<br />
But one of them is... INFECTED!]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;"><span style="font-style: italic;"><span style="color: #FF0000;">Zombie Night</span></span></span><br />
<br />
This is actually another one of the "Werewolf/Mafia forum games"-series, just with... ZOMBIES.<br />
<br />
<div><div class="spoiler_header">GAME RULES <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">The rules are somewhat different, and slightly more complex though:<br />
In general, there are a couple of citizens, each one with a different ability and one of them is randomly choosen as the <span style="font-weight: bold;">Main Zombie</span>.<br />
The Game is running in days/rounds, too, though the <span style="font-style: italic;">actions</span> everyone can do are different.<br />
Each player can take one action per round. There will be one round every 24 hours, if <span style="font-style: italic;">noone</span> posts any actions the round will be skipped. If someone forgot/hadn't time to post within the 24 hours he will automatically "defend himself" (for zombie: "try to infect a random person").<br />
<br />
It's possible to change your action for the round under following restrictions:<br />
-You can't change your action if the round has ended (duh!)<br />
-You can't change your action if you posted it longer then 3h ago.<br />
-You may only change your action once per round.<br />
-You can't change actions that were used by other people (f.e. someone accepted your invitation, you can't pull it back then)<br />
<br />
<div><div class="spoiler_header">EVERYONE can... <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;">-Start a vote to kill a citizen</span><br />
If at least 50% of the active players (zombies included) vote to kill aperson, the guy get killed and is (wut!) dead.<br />
<span style="font-style: italic;">VOTING</span> on an already existing vote is NOT an action and can be done additionally.<br />
<br />
<span style="font-weight: bold;">-Start a vote to jail a citizen</span><br />
Since it can be quite a backdraft to just kill people (which are, in the beginning, most likely NO zombies), citizens are able to JAIL someone. For this 33% of all possible votes are required (actually it's possible to jail two people in one round).<br />
Jailed citizen can't do anything, until they get freed, zombies can try to break out only.<br />
<br />
<span style="font-weight: bold;">-Atart a vote to free a citizen</span><br />
For whatever reason, people who are jailed can be freed by 25% of the remaining players voting to free them.<br />
<br />
<span style="font-weight: bold;">-Watch the jail</span><br />
Watching the jail will reduce the chance for eventual Zombies to escape, though you won't get anything else.<br />
<br />
<span style="font-weight: bold;">-Defend himself in the next night</span><br />
The basic option. It will give you a 25% chance to protect against infection.<br />
<span style="font-weight: bold;">If you haven't choosen an option at the end of a round, you will automatically do this action.</span><br />
<br />
<span style="font-weight: bold;">-Defend someone else in the next night</span><br />
Defending someone else will give the protected person a 50% protection chance. Therefore a couple of people protecting each other will be more successful then trying to survive alone.<br />
On the other hand, if you try to "protect" a zombie, you won't give him a 50% protection boost (duuh!), but give him an additonal (to his usual infection try this round) 25% chance to infect <span style="font-style: italic;">you</span>!<br />
<br />
<span style="font-weight: bold;">-Defend the fortress</span><br />
Citizen being inside a fortress can choose to "defend the fortress" giving an additional 10% defense boost to everyone inside the fortress, themselves included.<br />
<br />
<span style="font-weight: bold;">-Leave a fortress</span><br />
People who got invited (and accepted the invitation) to a survivors fortress can leave it as an action (if they think there is a zombie inside the fortress).</div></div><div><div class="spoiler_header">ZOMBIES can... <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;">-"Defend" someone else in the next night</span><br />
Zombie players type this order just like any other (normal) citizen. But instead protecting they are trying to infect them. The chance for the infection to be successfull is 75% reduced by whatever protextion boost the victim has (f.E. Someone defending himself will be infected to 75%-25%=50%).<br />
An infected person becomes a zombie and will be told <span style="font-style: italic;">that</span> you got infected, but not <span style="font-style: italic;">by whom</span> he got infected.<br />
Failed infections will be reported to the (escaped) victim and any people infecting it, too.<br />
<br />
<span style="font-weight: bold;">-"Defend yourself" in the next night</span><br />
Instead targeting someone (and leaving possible evidences against you with the post), you can just claim to "defend yourself". In the night a zombie doing this will just attack any player at random with the same chances as above.<br />
<span style="font-weight: bold;">If you haven't choosen an option at the end of a round, you will automatically do this action.</span><br />
<br />
<span style="font-weight: bold;">-Break free (if they are jailed)</span><br />
Trying to break free is the last option for a zombie who got jailed and seemes to get killed soon. F.E. a zombie can try to break free if he sees many votes against him. If the zombie would have been killed that round, but made a break-out, he won't be killed (though in the next day, most likely everyone will vote against him, so then he will be killed for sure by a farmer).<br />
It's important, that you don't POST that you are trying to break free (since immeadeantly everyone would choose to watch the jail > fail), but PM it to me.<br />
IF a zombie decides to try a break-out the citizen's WILL be told he actually is a zombie (which will highly cause him to surely die in the next round). The chance to successfully escape the Jail is 50% - 15%/citizen watchign the prison (if 3 people watch the prison, your chance is just 5%... Shouldn't try.)<br />
Zombies who are free this way, can NOT be kill-voted (since they aren't with the citizens anymore), but of course can still be targeted by farmers. Also, they can't use special abilitys of their classes (which is quite obvious).<br />
<br />
<span style="font-weight: bold;">-Do whatever a citizen can do</span><br />
Just like everyone else, too... <br />
<br />
<span style="font-weight: bold;">-Fake</span><br />
In the case it would be way to dangerous to attack someone, a zombie can send me a message, that he is "faking": Fake can mean either to not do anything or try to infect a certain person in the next night, regardless whatever he had posted. It's <span style="font-weight: bold;">not</span> allowed to fake 2 times in a row. The PM needs to arrive BEFORE or at max 10 minutes after the zombies post (you cant post something and after 5 hours and the posts of other people suddenly say "Nah, just a fake").<br />
This can be quite useful, since there is actually no clue who attacked the person, therefore it's recommended to use fake as often as possible (every 2 rounds).<br />
Faking a vote can actually easyly be discovered if the zombies vote would have been the final vote to make the vote succeed, since it will fail then (it was just a fake).<br />
<br />
<span style="font-weight: bold;">-Rush</span><br />
Rush is a special kind of infection. A zombie "rushing" HAS to post this as a clearly visible action, showing himself as zombie. Rushes can only be made against people in fortresses. The rusher get's a 100% (-fortress defence) chance to infect the target.<br />
The special thing about rush is: For each other zombie rushing against the same fortress, a rusher will gain +15% infection chance (f.E. 3 zombies rushing will each get 130%-defence). It's highly recommended to only use this as a last option against a big fortress of citizens, the zombie should PM each other to all rush at the same round.</div></div>
<br />
Additonal to the basic actions everyone can take, there are 5 special "classes". At the beginning of the game, EVERY player (including the later zombie) chooses a class and keeps it until the end of the game (zombies keep their classes and abilitys, too!).<br />
<br />
<div><div class="spoiler_header">The 5 classes are... <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><span style="font-weight: bold;">-Farmer</span><br />
A basic guy. Farmers have (cliche, lol) always a shotgun.<br />
If you (or someone you are protecting) gets attacked by a zombie there will be a 50% chance of the zombie to die instantly (preventing any possible infection). On the downside you only have <span style="font-weight: bold;">1</span> shot for the entire game ( = you will only have one 50% chance to kill a zombie). It's possible to disable the auto-defend by telling me (via PM/Post).<br />
If you still have your shot left you CAN also (as an round action) just kill someone (depletes your shot, too). Of course this is quite a powerful ability, but using it early will most likely just kill a citizen. Instead it's more useful to wait for a zombie to break free (showing himself as zombie) and then landing a 100% sure kill.<br />
I would recommend the zombie players NOT to attack farmers in the beginning... if you're unlucky you will be killed before you could infect someone...<br />
<br />
<span style="font-weight: bold;">-Medic</span><br />
The medic is one of the teamplayer classes. Instead his usual actions he can try to cure someone. This is may the only reason not to kill zombies instantly, but jail and watch them to regain a citizen.<br />
In total, the medic has enough material to attempt <span style="font-weight: bold;">3</span> cures in one game.<br />
The medic is free to choose anyone to cure. If the medic has targetted a zombie, there is a 25% chance (75% if the zombie is already jailed) to turn him back into a citizen. Additional, the cured citizen will be resistant to infections for the next night. For the case the target was already a citizen, there is only a 50% chance to make him resistant for the next night. Whatever actually is happening, the medic won't be told whether he was successful or not.<br />
Additional, there is a little danger about attempting cures: If the target is a zombie, there is always a 10% chance of being infected yourself (regardless whether you cured the zombie or not).<br />
A zombie player being a medic can try to "cure someone", actually just trying to infecting him. The zombie player will loose one cure point, but the infection has a general success rate of 100% (if the target isn't getting defended it's a really poor target...). Of course a targetted zombie can neither be infected (he's already) nor he will be cured (since the fake medic is trying to infect, not to cure).<br />
Though this can be quite a hit, a medic just curing random persons is most likely to get identified as zombie...<br />
<br />
<span style="font-weight: bold;">-Merchant</span><br />
The merchant has a big crate with supplies. <span style="font-weight: bold;">1</span> time in the game he can (as an action) refill the <span style="font-style: italic;">special points</span> (Ammo, Cures, Batteries) of 2 citizen (OR just 1 citizen, merchants choice). Merchant's CANT refill each other.<br />
Though this can be quite useful, refilling a zombie medic can be quite deadly, too...<br />
A zombie being the merchant can refill other citizens supplies (or that of other zombies), too. And there actually WILL be a refill... AND a 100% infection chance (as noted above on the zombie medic).<br />
<br />
<span style="font-weight: bold;">-Spec-Ops</span><br />
The spec-ops' special ability is a pair of IR-night-googles. The batteries of the googles have only enough power to be used <span style="font-weight: bold;">2</span> times in a single game. If the spec-ops player announces to use them (<span style="font-style: italic;">additional</span> to his usual action), he will be able to see <span style="font-style: italic;">one</span> Zombie attack in the next night.<br />
But he will only be told WHO is fighting (so Zombie AND citizen (or citizen<span style="font-weight: bold;">S</span> if someone protected is getting attacked)), but not who actually is the Zombie.<br />
A zombie spec-ops can (of course) use his googles (may telling him who else is attacking as a zombie) and then give the citizens fake informations.<br />
<br />
<span style="font-weight: bold;">-Survivor</span><br />
<span style="font-style: italic;">This class can only be choose by people who survived the last match (either as Main Zombie or as Citizen). Somebody surviving two times in a row will even get this class ADDITIONAL to their usual class.<br />
EXCEPTION: If less then two people would be able to choose Survivor, the survivor class is free for all.</span><br />
Survivors are specialist in surviving. Therefore they CAN'T be the main zombie in the beginning (so, all survivors are always normal citizens in the beginning, though they can get infected in the later game). Also, they always have a 10% protection boost against infections (experience strikes!).<br />
Survivors can build a <span style="font-style: italic;">fortress</span> (usually as their first action) and in later game invite other citizen into the fortress (you can invite 1 or 2 people with a single action). A survivor can only build ONE fortress and can't ge resupplied by a merchant. Invited citizens can decide, whether they join the fortress or not (f.E. if you think there is a zombie inside the fortress, you shouldn't join it), IF they accept, they can't leave the fortress without using an action. If the survivor himself leaves the fortress, the citizen he invited first will gain the right to invite further people.<br />
If someone in the fortress is attacked, he will gain a 10% protection boost AND 10% for each other (non-zombie) citizen in the fortress. This bonus DOESN'T apply if the attacking zombie IS in the fortress (>got invited or may even is a survivor zombie), in this case, the Zombie will even get 100% (instead usual 75%) infection chance.<br />
This circumstance makes it difficult for a survivor to choose people for his fortress: Alone he doesn't get a big boost, with too many people there is a high danger to get a zombie into a fortress.<br />
Trying to infect the Survivors straight at the start can be difficult (due to their auto-10%), but really useful since they are usually the people NOT exspected to be a zombie.</div></div>
<br />
Next to the rules above there is one special rule for the <span style="font-weight: bold;">main zombie</span> (the player first choosen as zombie):<br />
He has 2 lives.<br />
Most likely this is useful if he gets shot by a farmer, since then he will survive without being discovered (though everyone will know, that the main zombie now has only one life left).<br />
Even if you get killed by a vote (and then survive, which will tell everyone clearly you're the main zombie) you can at least use your last round to try another infection (you cannot use your class abilitys like cure now (duh!)).</div></div>
<br />
Joining is possible again, sign up for MATCH II now! You can join until Roudn 3 began.<br />
<div><div class="spoiler_header">List of participiants for the next game: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
LutiChris<br />
Simoneon<br />
Hacker<br />
TheNave<br />
Divisor<br />
Elias<br />
Reaper<br />
Ramond<br />
JerkingtonXIII<br />
Phil</div></div>
<br />
<br />
<div><div class="spoiler_header">MATCH I <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div><div class="spoiler_header">Round 1 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) is defending Divisor and wearing IR-googles.<br />
Hacker (Survivor) <span style="font-style: italic;">70%</span> built a fortress.<br />
TheNave (Spec-Ops, 2 Batteries) <span style="font-style: italic;">25%</span> is defending himself.<br />
Divisor (Medic, 2 Cures) <span style="font-style: italic;">100%</span> is defending Hacker.<br />
LutiChris (Farmer, 1 Ammo) is voting to jail Elias.<br />
Elias (Merchant, 1 Supply) <span style="font-style: italic;">25%</span> is defending himself.<br />
Jerkington XIII (Merchant, 1 Supply) <span style="font-style: italic;">25%</span> is defending himself.<br />
Reaper (Farmer, 1 Ammo) is defending Divisor.<br />
Ramond (Survivor) <span style="font-style: italic;">20%</span> built a fortress.<br />
The zombie invasion is running, a couple of citizens managed to escape into a bunker...<br />
But one of them is... INFECTED!<br />
<br />
<span style="font-weight: bold;">Hacker's Fortress:</span> <span style="font-style: italic;">(+10%)</span><br />
Hacker<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+10%)</span><br />
Ramond<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Jail Elias [1/3] <span style="font-style: italic;">FAILED</span></div></div>
<div><div class="spoiler_header">Round 2 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) <span style="font-style: italic;">10%</span> <span style="font-weight: bold;">invited LutiChris and TheNave.</span><br />
Hacker (Survivor) <span style="font-style: italic;">30%</span> invited Simoneon and Ramond.<br />
TheNave (Spec-Ops, 1 Batteries) is voting to jail Simoneon and is using IR-Googles.[/b]<br />
Divisor (Medic, 2 Cures) is voting to jail Simoneon.<br />
LutiChris (Farmer, 0 Ammo) is shooting Jerkington.<br />
Elias (Merchant, 1 Supply) is voting to jail Simoneon.<br />
Jerkington XIII (Merchant, 1 Supply) is defending himself.<br />
Reaper (Farmer, 1 Ammo) is voting to jail Simoneon.<br />
Ramond (Survivor) <span style="font-style: italic;">30%</span> invited Hacker.<br />
There was a quiet night, though some of citizen claimed to hear a zombie sneaking around...<br />
<br />
<span style="font-size: x-small;"><span style="font-weight: bold;">BOLD</span> actions can't be changed anymore (>rules)</span><br />
<br />
<span style="font-weight: bold;">Hacker's Fortress:</span> <span style="font-style: italic;">(+10%)</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
<span style="font-style: italic;">Jail Simoneon [4/3]</span><br />
<br />
Simoen got jailed!<br />
<span style="font-weight: bold;">Hacker's Fortress</span> was destroyed because of a lack of inhabitants.<br />
Jerkington XIII was shot down by LutiChris.</div></div>
<div><div class="spoiler_header">Round 3 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
Simoneon (Spec-Ops, 1 Batteries) is <span style="font-style: italic;">jailed</span>.<br />
Hacker (Survivor) <span style="font-style: italic;">30%</span> <span style="font-weight: bold;">is voting to kill Simoneon.</span><br />
TheNave (Spec-Ops, 0 Batteries) <span style="font-weight: bold;">is voting to kill Hacker and is using IR-Googles.</span><br />
Divisor (Medic, 1 Cures) is attempting to cure Simoneon.<br />
LutiChris (Farmer, 0 Ammo) <span style="font-weight: bold;">is guarding the jail.</span><br />
Elias (Merchant, 1 Supply) is defending himself.<br />
<del>Jerkington XIII</del> (Merchant, Citizen) is <span style="font-style: italic;">dead</span>.<br />
Reaper (Farmer, 0 Ammo) is shooting LutiChris.<br />
Ramond (Survivor) <span style="font-style: italic;">30%</span> <span style="font-weight: bold;">is voting to kill LutiChris.</span><br />
Big rumors running along, one citizen died by another citizens hand, another poor guy got jailed, panic is spreading among the last survivors.<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Jail:</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Kill LutiChris [1/4]<br />
Kill Hacker [1/4]<br />
Kill Simoneon [1/4]<br />
<br />
LutiChris got shoot by Reaper... AND SURVIVED, he is the <span style="font-weight: bold;">main zombie</span>!</div></div>
<div><div class="spoiler_header">Round 4 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) is <span style="font-style: italic;">jailed</span>.<br />
Hacker (Survivor) <span style="font-style: italic;">30%</span> is defending Elias.<br />
TheNave (Spec-Ops, 0 Batteries) <span style="font-weight: bold;">is voting to kill LutiChris.</span><br />
Divisor (Medic, 1 Cures) is voting to kill LutiChris.<br />
<span style="color: #FF0000;">LutiChris (Farmer, 0 Ammo, Main Zombie)</span> <span style="font-weight: bold;">is "defending" Reaper.</span><br />
Elias (Merchant, 0 Supply) <span style="font-style: italic;">50%</span> <span style="font-weight: bold;">is resupplying Reaper and Divisor.</span><br />
<del>Jerkington XIII</del> (Merchant, Citizen) is <span style="font-style: italic;">dead</span>.<br />
Reaper (Farmer, 0 Ammo) <span style="font-style: italic;">25%</span>(no action) is defending himself.<br />
Ramond (Survivor) <span style="font-style: italic;">30%</span> is voting to kill LutiChris.<br />
OMG! The main zombie got discovered, while the medic is trying to pull Simoneon back to the light side...<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Jail:</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Kill LutiChris [3/4]<br />
<br />
Divisor got shot by Reaper, who was just defending himself.</div></div>
<div><div class="spoiler_header">Round 5 <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Simoneon (Spec-Ops, 1 Batteries) is <span style="font-style: italic;">jailed</span>.<br />
Hacker (Survivor) <span style="font-style: italic;">30%</span><br />
TheNave (Spec-Ops, 0 Batteries)<br />
Divisor (Medic, 2 Cures)<br />
<span style="color: #FF0000;"><del>LutiChris</del> (Farmer,  Main Zombie)</span> is <span style="font-style: italic;">dead</span>.<br />
Elias (Merchant, 0 Supply) <span style="font-style: italic;">50%</span><br />
<del>Jerkington XIII</del> (Merchant, Citizen) is <span style="font-style: italic;">dead</span>.<br />
Reaper (Farmer, 0 Ammo) <br />
Ramond (Survivor) <span style="font-style: italic;">30%</span><br />
MAIN ZOMBIE DOOOOOOOOWWWWWWN!!!<br />
<br />
<span style="font-weight: bold;">Fotres of ultemate destruktion:</span> <span style="font-style: italic;">(+20%)</span><br />
Ramond<br />
Hacker<br />
<br />
<span style="font-weight: bold;">Jail:</span><br />
Simoneon<br />
<br />
<span style="font-weight: bold;">The citizens choose to forfeit the match.</span></div></div>
<div><div class="spoiler_header">THE TRUTH <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">Round I:<br />
LutiChris infected Simoneon<br />
<br />
Round II:<br />
LutiChris shot Jerkington<br />
Simoneon infected Hacker<br />
<br />
Round III:<br />
Hacker infected Ramond<br />
LutiChris infected TheNave<br />
Divisor cured Simoneon<br />
<br />
Round IV:<br />
Hacker infected Elias<br />
TheNave infected Divisor<br />
Reaper shot LutiChris<br />
<br />
Round V:<br />
Citizens forfeited.</div></div></div></div>
<br />
<span style="font-size: large;"><span style="font-weight: bold;">Round 1:</span></span> <span style="font-style: italic;">(ends on 8PM GMT, 10th)</span><br />
LutiChris (Farmer, 1 Ammo) is defending TheNave.<br />
Simoneon (Merchant, 1 Supply) <span style="font-style: italic;">25%</span> is defending himself.<br />
Hacker (Spec-Ops, 2 Batteries) <span style="font-style: italic;">25%</span> <span style="font-weight: bold;">is defending himself.</span><br />
TheNave (Merchant, 1 Supply) <span style="font-style: italic;">75%</span> <span style="font-weight: bold;">is defending himself.</span><br />
Divisor (Medic, 2 Cures) <span style="font-style: italic;">25%</span> is defending himself.<br />
Elias (Survivor) <span style="font-style: italic;">20%</span> <span style="font-weight: bold;">built GET THE HELL OUT OF HERE ZOMBIES</span>.<br />
Reaper (Spec-Ops, 2 Batteries)<br />
Ramond (Survivor) <span style="font-style: italic;">20%</span> <span style="font-weight: bold;">built Fortres of ultemate destruktion two!!!!!!!</span>.<br />
JerkingtonXIII (Farmer, 1 Ammo) <span style="font-style: italic;">25%</span> is defending himself.<br />
Phil (Medic, 2 Cures)<br />
<br />
<span style="font-weight: bold;">Fortres of ultemate destruktion two!!!!!!!:</span> <span style="font-style: italic;">(+10%)</span><br />
Ramond<br />
<br />
<span style="font-weight: bold;">GET THE HELL OUT OF HERE ZOMBIES:</span> <span style="font-style: italic;">(+10%)</span><br />
Elias<br />
<br />
<span style="font-weight: bold;">Votes:</span><br />
Jail Elias [1/4]<br />
<br />
The zombie invasion is running, a couple of citizens managed to escape into a bunker...<br />
But one of them is... INFECTED!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DC Bug - Dash&#x26;Jump_attack]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4555</link>
			<pubDate>Fri, 05 Mar 2010 13:54:11 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4555</guid>
			<description><![CDATA[LOL<br />
Just discovered a funny bug by accident, may it's useful for someone:<br />
<br />
I just DCed some new jump and dash attacks for my char...<br />
<br />
Jumping + A = Jump Attack<br />
Dash (run + jump) + A = Dash Attack<br />
<br />
But:<br />
Jumping + direction (&gt; or &lt;) + A = Dash Attack<br />
<br />
I was quite like "WTF!" and began messing around with the data files until i found the cause:<br />
State: 5<br />
<br />
I have no clue WHY it's causing that, but i had state: 5 and not the casual state: 3 in the 1st Jump-Attack frame.<br />
Changed it to state: 3 and suddenly the jump attack worked fine.<br />
Changing back to state: 5 recreated the error, so i guess it's actually a real bug.<br />
<br />
<br />
May someone is somewhen making a char with no dash (therefore no dash attack), but wants his char to have 2 different jump attacks... <br />
Feel free to abuse the bug above XD]]></description>
			<content:encoded><![CDATA[LOL<br />
Just discovered a funny bug by accident, may it's useful for someone:<br />
<br />
I just DCed some new jump and dash attacks for my char...<br />
<br />
Jumping + A = Jump Attack<br />
Dash (run + jump) + A = Dash Attack<br />
<br />
But:<br />
Jumping + direction (&gt; or &lt;) + A = Dash Attack<br />
<br />
I was quite like "WTF!" and began messing around with the data files until i found the cause:<br />
State: 5<br />
<br />
I have no clue WHY it's causing that, but i had state: 5 and not the casual state: 3 in the 1st Jump-Attack frame.<br />
Changed it to state: 3 and suddenly the jump attack worked fine.<br />
Changing back to state: 5 recreated the error, so i guess it's actually a real bug.<br />
<br />
<br />
May someone is somewhen making a char with no dash (therefore no dash attack), but wants his char to have 2 different jump attacks... <br />
Feel free to abuse the bug above XD]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Signature Update Problem]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4554</link>
			<pubDate>Fri, 05 Mar 2010 13:47:43 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4554</guid>
			<description><![CDATA[Dunno why, but i can't update my signature anymore.<br />
Whenever i try to change something i always get "Your new signature contains to much images, only 4 allowed".<br />
<br />
Actually i just try to change some text and there ARE only 4 pics...<br />
<br />
Btw, if i just open edit and save it without any changes the error doesn't occur.<br />
<br />
<br />
<br />
And now i could suddenly change my sig without problem &gt;.&lt;<br />
But i COULDN'T when i tried about 10 min ago...]]></description>
			<content:encoded><![CDATA[Dunno why, but i can't update my signature anymore.<br />
Whenever i try to change something i always get "Your new signature contains to much images, only 4 allowed".<br />
<br />
Actually i just try to change some text and there ARE only 4 pics...<br />
<br />
Btw, if i just open edit and save it without any changes the error doesn't occur.<br />
<br />
<br />
<br />
And now i could suddenly change my sig without problem &gt;.&lt;<br />
But i COULDN'T when i tried about 10 min ago...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Messing with negative fall/bdefend]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4553</link>
			<pubDate>Thu, 04 Mar 2010 22:09:26 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4553</guid>
			<description><![CDATA[Actually my idea for my defense-based char was quite simple:<br />
<br />
In his defend frames he summons a T3 to hit himself with NEGATIVE fall &amp; bdefend values.<br />
In theory this should INCREASE his fall and bdefend points, in fact it would take more hits to break his defense (&gt;broken defense frames).<br />
<br />
But actually the T3 DECREASES his defense, now just ONE punch is ned to break the defense (same which values i take for fall/bdefend).<br />
<br />
And to increase ridicolousity the char keeps defending (no dmg, defend sound) while doing the broken defense stance (stumbling backwards) and after about a total of 3 hits (which is the casual number ned to break defense) he goes over to injury frames...<br />
<br />
<br />
Is somebody out there who has a good knowledge about how the fall/bdefend system works exactly?]]></description>
			<content:encoded><![CDATA[Actually my idea for my defense-based char was quite simple:<br />
<br />
In his defend frames he summons a T3 to hit himself with NEGATIVE fall &amp; bdefend values.<br />
In theory this should INCREASE his fall and bdefend points, in fact it would take more hits to break his defense (&gt;broken defense frames).<br />
<br />
But actually the T3 DECREASES his defense, now just ONE punch is ned to break the defense (same which values i take for fall/bdefend).<br />
<br />
And to increase ridicolousity the char keeps defending (no dmg, defend sound) while doing the broken defense stance (stumbling backwards) and after about a total of 3 hits (which is the casual number ned to break defense) he goes over to injury frames...<br />
<br />
<br />
Is somebody out there who has a good knowledge about how the fall/bdefend system works exactly?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Stage choosing reveal]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4552</link>
			<pubDate>Thu, 04 Mar 2010 22:01:15 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4552</guid>
			<description><![CDATA[Hello, I was wondering if there was any possibility to delete "Stage choosing" option and possibly auto-add next stage as soon as player completes the first one. (add 3rd when complete 2nd one, etc...)<br />
<br />
Any ideas?]]></description>
			<content:encoded><![CDATA[Hello, I was wondering if there was any possibility to delete "Stage choosing" option and possibly auto-add next stage as soon as player completes the first one. (add 3rd when complete 2nd one, etc...)<br />
<br />
Any ideas?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[ninja&#93;Lea[/char&#93;]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4551</link>
			<pubDate>Thu, 04 Mar 2010 18:15:51 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4551</guid>
			<description><![CDATA[I decided to make a new character.<br />
Yes she is an assasin Ninja.<br />
She has only some moves yet but i'm still thinking.<br />
2 For example.<br />
Dash + Defense = She will disappear in a smoke cloud leaving a leaf.<br />
It will fall slowly to the Ground and when it touches the Ground it will explode <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /><br />
Run + [insert some combo here&#93; = She will throw Smoke Bombs at the ground and disappear leaving several leafes. Those leaves can:<br />
Teleport to an Enemy.<br />
Be blown away to the Left or the Right.<br />
Being blown away at a random position (using freezes whirlwind?).<br />
<br />
<img src="http://www.imagebanana.com/img/f8r3b7nr/Lea_0.png" border="0" alt="[Image: Lea_0.png&#93;" />]]></description>
			<content:encoded><![CDATA[I decided to make a new character.<br />
Yes she is an assasin Ninja.<br />
She has only some moves yet but i'm still thinking.<br />
2 For example.<br />
Dash + Defense = She will disappear in a smoke cloud leaving a leaf.<br />
It will fall slowly to the Ground and when it touches the Ground it will explode <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /><br />
Run + [insert some combo here] = She will throw Smoke Bombs at the ground and disappear leaving several leafes. Those leaves can:<br />
Teleport to an Enemy.<br />
Be blown away to the Left or the Right.<br />
Being blown away at a random position (using freezes whirlwind?).<br />
<br />
<img src="http://www.imagebanana.com/img/f8r3b7nr/Lea_0.png" border="0" alt="[Image: Lea_0.png]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New - Not Replaced]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4550</link>
			<pubDate>Thu, 04 Mar 2010 15:56:02 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4550</guid>
			<description><![CDATA[Hey, I'm a n00b here, read a lot of tutorials and started making my own character, things are working out pretty well for the most part...<br />
<br />
Problem is he's currently just a Davis replacement (completely custom sprites and working on giving him non-Davis attacks, but the files are still davis.dat, davis_ball.dat, etc), and I want to make him a not-replacement.  But the problem is when I try to add something new that's not a replacement it doesn't seem to work properly...for instance I currently gave him a new attack, a clone of Firzen's Cannon, and removed Davis' Singlong attack.  I added my own custom beam and made a sheet lemmy_beam.bmp for it, copied the firzen_ball.dat data into a davis_beam.dat I made, added the hit_Fj to the standing and first defend frames, added davis_beam.dat to the data.txt file, everything works perfectly.  Problem is it still calls on firzen_ball.dat for the graphics and not my davis_beam.dat...which is the same exact data, I just replaced the sprites.  I checked over the frames and can't figure out why it's still calling Firzen's move and not mine, and it only works when I overwrite firzen_ball.dat to use lemmy_beam.bmp...in other words, I can only seem to 'replace' existing data, but not create new data properly.  None of the tutorials I've read have helped me really figure out how to do that right or tell me what I'm doing wrong, so I'm asking here.  Sorry if it's a n00b question, I'm trying ^^;<br />
<br />
Anyways here is the frames of his beam attack if someone can show me where in the data it is calling on firzen_ball.dat instead of davis_beam.dat.  I would very much appreciate it so I can continue to make my character <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /><br />
<br />
<div><div class="spoiler_header"> <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">&lt;frame&gt; 295 beam<br />
   pic: 163  state: 3  wait: 1  next: 296  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 25<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 296 beam<br />
   pic: 164  state: 3  wait: 1  next: 297  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
  sound: data\100.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 297 beam<br />
   pic: 165  state: 3  wait: 1  next: 298  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
  sound: data\067.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 298 beam<br />
   pic: 166  state: 3  wait: 1  next: 299  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
  sound: data\064.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 299 beam<br />
   pic: 153  state: 3  wait: 1  next: 300  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 300 beam<br />
   pic: 154  state: 3  wait: 3  next: 301  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280<br />
  sound: data\092.wav <br />
   opoint:<br />
      kind: 1  x: 128  y: 42  action: 0  dvx: 0  dvy: 0  oid: 223  facing: 0<br />
   opoint_end:<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 301 beam<br />
   pic: 155  state: 3  wait: 0  next: 302  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280<br />
  sound: data\070.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 302 beam<br />
   pic: 156  state: 3  wait: 0  next: 303  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280 mp: -14<br />
   opoint:<br />
      kind: 1  x: 150  y: 42  action: 2  dvx: 0  dvy: 0  oid: 223  facing: 0<br />
   opoint_end:<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 303 beam<br />
   pic: 157  state: 3  wait: 1  next: 304  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280<br />
  sound: data\092.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 304 beam<br />
   pic: 158  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;</div></div>]]></description>
			<content:encoded><![CDATA[Hey, I'm a n00b here, read a lot of tutorials and started making my own character, things are working out pretty well for the most part...<br />
<br />
Problem is he's currently just a Davis replacement (completely custom sprites and working on giving him non-Davis attacks, but the files are still davis.dat, davis_ball.dat, etc), and I want to make him a not-replacement.  But the problem is when I try to add something new that's not a replacement it doesn't seem to work properly...for instance I currently gave him a new attack, a clone of Firzen's Cannon, and removed Davis' Singlong attack.  I added my own custom beam and made a sheet lemmy_beam.bmp for it, copied the firzen_ball.dat data into a davis_beam.dat I made, added the hit_Fj to the standing and first defend frames, added davis_beam.dat to the data.txt file, everything works perfectly.  Problem is it still calls on firzen_ball.dat for the graphics and not my davis_beam.dat...which is the same exact data, I just replaced the sprites.  I checked over the frames and can't figure out why it's still calling Firzen's move and not mine, and it only works when I overwrite firzen_ball.dat to use lemmy_beam.bmp...in other words, I can only seem to 'replace' existing data, but not create new data properly.  None of the tutorials I've read have helped me really figure out how to do that right or tell me what I'm doing wrong, so I'm asking here.  Sorry if it's a n00b question, I'm trying ^^;<br />
<br />
Anyways here is the frames of his beam attack if someone can show me where in the data it is calling on firzen_ball.dat instead of davis_beam.dat.  I would very much appreciate it so I can continue to make my character <img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /><br />
<br />
<div><div class="spoiler_header"> <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">&lt;frame&gt; 295 beam<br />
   pic: 163  state: 3  wait: 1  next: 296  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 25<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 296 beam<br />
   pic: 164  state: 3  wait: 1  next: 297  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
  sound: data\100.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 297 beam<br />
   pic: 165  state: 3  wait: 1  next: 298  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
  sound: data\067.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 298 beam<br />
   pic: 166  state: 3  wait: 1  next: 299  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
  sound: data\064.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 299 beam<br />
   pic: 153  state: 3  wait: 1  next: 300  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 300 beam<br />
   pic: 154  state: 3  wait: 3  next: 301  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280<br />
  sound: data\092.wav <br />
   opoint:<br />
      kind: 1  x: 128  y: 42  action: 0  dvx: 0  dvy: 0  oid: 223  facing: 0<br />
   opoint_end:<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 301 beam<br />
   pic: 155  state: 3  wait: 0  next: 302  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280<br />
  sound: data\070.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 302 beam<br />
   pic: 156  state: 3  wait: 0  next: 303  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280 mp: -14<br />
   opoint:<br />
      kind: 1  x: 150  y: 42  action: 2  dvx: 0  dvy: 0  oid: 223  facing: 0<br />
   opoint_end:<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 303 beam<br />
   pic: 157  state: 3  wait: 1  next: 304  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 280  hit_j: 280<br />
  sound: data\092.wav <br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;<br />
<br />
&lt;frame&gt; 304 beam<br />
   pic: 158  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0<br />
   wpoint:<br />
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 <br />
   wpoint_end:<br />
   bdy:<br />
      kind: 0  x: 21  y: 18  w: 43  h: 62<br />
   bdy_end:<br />
&lt;frame_end&gt;</div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[red outlining in blue skin...]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4549</link>
			<pubDate>Thu, 04 Mar 2010 09:20:32 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4549</guid>
			<description><![CDATA[dunno if this is a bug, but imo it's really annoying i mean in the "how are your comics doing"<br />
but on lfe v2 it's not red outlining... still don't know about other skins]]></description>
			<content:encoded><![CDATA[dunno if this is a bug, but imo it's really annoying i mean in the "how are your comics doing"<br />
but on lfe v2 it's not red outlining... still don't know about other skins]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LF2 Dictionary]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4548</link>
			<pubDate>Thu, 04 Mar 2010 09:02:32 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4548</guid>
			<description><![CDATA[Erm, I've just got this idea.<img src="http://www.lf-empire.de/forum/images/smilies/smile1.gif" style="vertical-align: middle;" border="0" alt=":)" title=":)" /><br />
This is like a normal all-related dictionary, BUT<br />
It's ABOUT LF2!<img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /><br />
We write all the definitions of LF2-related words (like "vrest", "opoint", hex etc)<br />
Then we add some "what is it related to" in italic, e.g<br />
wpoint - n <span style="font-style: italic;">data</span> this tag is to position the weapon a character is carrying.<br />
<br />
If this dictionary is finished maybe I ask someone (or maybe do it myself <img src="http://www.lf-empire.de/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt=":p" title=":p" />) to pack it up to an .exe file then we read it just like the DataChanger book (only it's in English).<br />
This is just an idea, maybe if it's finished I'll ask MH or BP to add it in the fileplanet.<br />
Maybe I'll need some ppl to help me put on some definitions, so if you want to help me just PM me. You'll get credit if you suggest many words to be included.]]></description>
			<content:encoded><![CDATA[Erm, I've just got this idea.<img src="http://www.lf-empire.de/forum/images/smilies/smile1.gif" style="vertical-align: middle;" border="0" alt=":)" title=":)" /><br />
This is like a normal all-related dictionary, BUT<br />
It's ABOUT LF2!<img src="http://www.lf-empire.de/forum/images/smilies/smile2.gif" style="vertical-align: middle;" border="0" alt=":D" title=":D" /><br />
We write all the definitions of LF2-related words (like "vrest", "opoint", hex etc)<br />
Then we add some "what is it related to" in italic, e.g<br />
wpoint - n <span style="font-style: italic;">data</span> this tag is to position the weapon a character is carrying.<br />
<br />
If this dictionary is finished maybe I ask someone (or maybe do it myself <img src="http://www.lf-empire.de/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt=":p" title=":p" />) to pack it up to an .exe file then we read it just like the DataChanger book (only it's in English).<br />
This is just an idea, maybe if it's finished I'll ask MH or BP to add it in the fileplanet.<br />
Maybe I'll need some ppl to help me put on some definitions, so if you want to help me just PM me. You'll get credit if you suggest many words to be included.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What aren't you doin...?]]></title>
			<link>http://www.lf-empire.de/forum/showthread.php?tid=4546</link>
			<pubDate>Thu, 04 Mar 2010 00:34:01 +0100</pubDate>
			<guid isPermaLink="false">http://www.lf-empire.de/forum/showthread.php?tid=4546</guid>
			<description><![CDATA[It's exactly what the title sais...<br />
what <span style="font-weight: bold;">aren't</span> you doin? <img src="http://www.lf-empire.de/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt=":p" title=":p" />]]></description>
			<content:encoded><![CDATA[It's exactly what the title sais...<br />
what <span style="font-weight: bold;">aren't</span> you doin? <img src="http://www.lf-empire.de/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt=":p" title=":p" />]]></content:encoded>
		</item>
	</channel>
</rss>