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Old 06-20-2012, 09:20 AM   #1201
Autumn
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Yeah, Crew quarters need 10 cycles, so we should be able to knock those off today. We should be able to do something else as well, if we hold off on any missions.
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Old 06-20-2012, 09:22 AM   #1202
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Autumn, how much water and crystals do we have in storage?
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Old 06-20-2012, 09:22 AM   #1203
Autumn
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Maybe we move the backup power one day. Then 15 cycles to move the 3 other power facilities, so we could try that in one fell swoop another day.
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Old 06-20-2012, 09:23 AM   #1204
Autumn
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We have 64 crystals and 16 water I believe.
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Old 06-20-2012, 09:23 AM   #1205
Julio Riddols
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Originally Posted by CrimsonFox View Post
Okay here was julio's list. okay the first problem with it is that taking the armory and brig they are unusable until the Security HQ gets there. But BK said that if we convert the Security HQ onto the ship, the armory AND the brig still work on the ground.

One thing the discussions seem to be missing is that the way I understand it, things that are converted to the ship are still usable to us. They just won't be in operation until they are COMPLETELY converted. It doesn't seem like you guys think that. I think that's how it works. BK please tell me if this is true.

Thats the unrevised list.
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Old 06-20-2012, 09:24 AM   #1206
CrimsonFox
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Thats the unrevised list.

yeah I've been made aware that I was wrong, thank you
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Old 06-20-2012, 09:26 AM   #1207
Julio Riddols
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So there's a bigger lag for anything that is powered. We would have to move it, anything else that's powered, and then move all the power facilities. That's rough.

Why not just finish the remaining facilities in the Officers HQ then, and convert the power station for them. We would be able to still use them at that point, right?
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Old 06-20-2012, 09:29 AM   #1208
JAG
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No, we have to convert 4 power facilities to use any buildings that require power on the ship.
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Old 06-20-2012, 09:29 AM   #1209
Julio Riddols
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That would mean Armory, Brig, and power facility 2.

Sure it puts us behind, but those things would be nice to have on the ship I suppose. This is, of course, contingent on whether we can still use them here once they have been converted (not just when we lift off).
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Old 06-20-2012, 09:30 AM   #1210
CrimsonFox
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No, we have to convert 4 power facilities to use any buildings that require power on the ship.

AND convert ALL of those buildings too! AND any power facilities we convert we forever lose any buildings that we aren't going to convert.
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Old 06-20-2012, 09:30 AM   #1211
Julio Riddols
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No, we have to convert 4 power facilities to use any buildings that require power on the ship.

OH. I see. Shit. I see shit.
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Old 06-20-2012, 09:31 AM   #1212
CrimsonFox
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OH. I see. Shit. I see shit.


you see dead shit?
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Old 06-20-2012, 09:31 AM   #1213
Julio Riddols
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Have we finished the officer HQ yet? Are we able to just get everything within one unit of full conversion and still use it?
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Old 06-20-2012, 09:32 AM   #1214
CrimsonFox
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this could solve things for me:

execute Crimsonfox
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Old 06-20-2012, 09:32 AM   #1215
JAG
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Quote:
Originally Posted by Barkeep49 View Post
Any place requiring power will lose functionality when converted to the ship before liftoff. The power on the ship is an "all or nothing" situation. Once the 4 required power facilities are present on the ship anything requiring power will work again. The following places remain functional on the ship after conversion but before liftoff:
Officers Offices
Crew Quarters
Warehouses 1-5

If we convert 4 power facilities, can we use buildings that require power on the ship prior to liftoff?
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Old 06-20-2012, 09:32 AM   #1216
Julio Riddols
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I know with the crew quarters that would mean only 2 people can sleep.. But how would it affect other buildings?
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Old 06-20-2012, 09:32 AM   #1217
CrimsonFox
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Originally Posted by Julio Riddols View Post
Have we finished the officer HQ yet? Are we able to just get everything within one unit of full conversion and still use it?

yes we have and we can only use things we convert that require no power. (sleeping places and storage and junk with no special thigns)
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Old 06-20-2012, 09:33 AM   #1218
JAG
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BK, modification to my question so it's clear:

If we convert 4 power facilities, can we use CONVERTED buildings that require power on the ship prior to liftoff?
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Old 06-20-2012, 09:33 AM   #1219
Autumn
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Okay, this isn't too bad actually with the numbers.

Power Facilities (4) - 20 cycles (5 each)

Water Plant - 7 cycles

Crew Quarters - 10 cycles

These are, I believe, all that is mandatory for lift-off. If we do the quarters today, and one power facility (15 cycles of work), then we would have to do 22 the next day to be ready for liftoff (at a bare minimum). If we can do more than 15 cycles today we could get the water plant partially ready.

Once we moved that power, we would have no perimeter fence, no security HQ (2), brig (4) or armory (4), no scientists quarters (2), or medics facilities (4). So basically we have to decide which of those things we need and add them into the queue. We aren't using the brig, so we could stick to the others and just need 8 more cycles of work. Let's figure out how much we could do in a day.
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Old 06-20-2012, 09:34 AM   #1220
hoopsguy
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Oh - I guess that is already how I had interpreted this when looking at it this morning. So yeah, we have to make some hard choices.

Might be worth getting all of the facilities close to completion, then trying to bite the bullet on one day/night where we finalize them all rather than having stuff staggered and having multiple days where some buildings/services are not available to us.
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Old 06-20-2012, 09:34 AM   #1221
Julio Riddols
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All I know is that I want us to all get dehydrated the day before we get on the ship.
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Old 06-20-2012, 09:35 AM   #1222
JAG
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I know with the crew quarters that would mean only 2 people can sleep.. But how would it affect other buildings?

BK said yesterday we don't know what would happen if the crew quarters are partially converted. That might go for other buildings.
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Old 06-20-2012, 09:36 AM   #1223
CrimsonFox
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if hoops and i worked together that's 6 of the crew quarters. just need 4 more points (will leave it to autumn to come up with those points)
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Old 06-20-2012, 09:36 AM   #1224
Julio Riddols
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Guess we have to do it and find out.
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Old 06-20-2012, 09:37 AM   #1225
CrimsonFox
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All I know is that I want us to all get dehydrated the day before we get on the ship.

why you gonna make us another diarrhea-inducing potroast?
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Old 06-20-2012, 09:38 AM   #1226
CrimsonFox
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Originally Posted by JAG View Post
BK, modification to my question so it's clear:

If we convert 4 power facilities, can we use CONVERTED buildings that require power on the ship prior to liftoff?

i'm pretty sure he said yes to that. They work again once the 4 are on board.
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Old 06-20-2012, 09:38 AM   #1227
CrimsonFox
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give me a gun and I'll just shoot you all. Then I will do all the work and go home.
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Old 06-20-2012, 09:39 AM   #1228
CrimsonFox
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that is my solution...by me.
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Old 06-20-2012, 09:39 AM   #1229
JAG
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Originally Posted by Autumn View Post
Okay, this isn't too bad actually with the numbers.

Power Facilities (4) - 20 cycles (5 each)

Water Plant - 7 cycles

Crew Quarters - 10 cycles

These are, I believe, all that is mandatory for lift-off. If we do the quarters today, and one power facility (15 cycles of work), then we would have to do 22 the next day to be ready for liftoff (at a bare minimum). If we can do more than 15 cycles today we could get the water plant partially ready.

Once we moved that power, we would have no perimeter fence, no security HQ (2), brig (4) or armory (4), no scientists quarters (2), or medics facilities (4). So basically we have to decide which of those things we need and add them into the queue. We aren't using the brig, so we could stick to the others and just need 8 more cycles of work. Let's figure out how much we could do in a day.

My initial thought is the last things we convert are the research/medical facilities, the facility that gives them power, and the water providing building for the absolute last things. We leave the power facility that powers the fence because we don't want that to go down.
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Old 06-20-2012, 09:41 AM   #1230
Autumn
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Might be worth getting all of the facilities close to completion, then trying to bite the bullet on one day/night where we finalize them all rather than having stuff staggered and having multiple days where some buildings/services are not available to us.

This is a good idea too, though it leaves things vulnerable to being damaged and needing repair. but we could try to get everything very close to being done. Trouble is we can only work on three things a day basically. Well, a max of four if Hoops supervises two locations.
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Old 06-20-2012, 09:43 AM   #1231
Autumn
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So as far as I can see the maximum we could possibly do in a day is 15 cycles. Hoops can do a maximum of 6, either by working with Chubby, or working with an engineer. An engineer can do a maximum of 6 by working with Hoops, 5 working with Chubby, or 4 otherwise. So the maximum we can pull off is 6, 5 and 4, for a total of 15. Anyone disagree?
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Old 06-20-2012, 09:44 AM   #1232
JAG
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i'm pretty sure he said yes to that. They work again once the 4 are on board.

Except after that he listed the places that work when converted prior to liftoff and those places weren't listed. You're probably right, but I would like to make sure I understand before we plan this and say oops when we find out otherwise.
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Old 06-20-2012, 09:45 AM   #1233
Autumn
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Except after that he listed the places that work when converted prior to liftoff and those places weren't listed. You're probably right, but I would like to make sure I understand before we plan this and say oops when we find out otherwise.

I think he was listing places that don't need power to work on the ship.
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Old 06-20-2012, 09:46 AM   #1234
JAG
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So as far as I can see the maximum we could possibly do in a day is 15 cycles. Hoops can do a maximum of 6, either by working with Chubby, or working with an engineer. An engineer can do a maximum of 6 by working with Hoops, 5 working with Chubby, or 4 otherwise. So the maximum we can pull off is 6, 5 and 4, for a total of 15. Anyone disagree?

I worked out our max yesterday to 18 I think, but it would require a lot of manpower to do it that way. 15 I think is the most realistic max.
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Old 06-20-2012, 09:50 AM   #1235
Autumn
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I'm not sure how that 18 is possible though, so if you figure it out, let me know. Hoops can only supervise 5 people, each of the ...

oh! I forgot an engineer. I was only counting two of them!
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Old 06-20-2012, 09:52 AM   #1236
Autumn
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So I think 19 is our max then, 6, 5, 4, 4.

And we have about 45 cycles of work to do before lift off. So we should be able, without dealing with repairs, to do it in three days (or less if we work nights).
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Old 06-20-2012, 09:52 AM   #1237
Autumn
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Ugh, no that's not right, hold on.
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Old 06-20-2012, 09:53 AM   #1238
Autumn
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Hoops+5 = 5

Engineer+chubby = 5

Engineer+4 = 4

Engineer+4 = 4

Yes, you're right JAG, 18 is the max, if we had 13 workers.
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Old 06-20-2012, 09:54 AM   #1239
Autumn
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Hoops+Engineer = 6

Engineer+Chubby = 5

Engineer+4 = 4

This only requires four workers, but gives us 15.
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Old 06-20-2012, 09:55 AM   #1240
Autumn
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Hoops+slaves = 4

Engineer+Chubby = 5

Engineer+4 = 4

Engineer+4 = 4

This requires 8 workers, gives us 17
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Old 06-20-2012, 09:55 AM   #1241
Autumn
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Hoops+5 = 5

Engineer+Chubby = 5

Engineer+4 = 4

Engineer+slaves = 3

This requires 9 workers, 17
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Old 06-20-2012, 09:56 AM   #1242
Barkeep49
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Join Date: Jan 2001
Location: Not too far away
Once again, only a small amount of night work occurs. It seems people are more afraid of exhaustion than the Spawn at this point. One who is not afraid of exhaustion is, Hoopsguy who once again is working through the night, this time on Power Facility 2.

He is not the only one seen to be active at night.
Abe & britrock are completing Abe’s training to be a trainer in the Science Labs and Julio is seen outside the Warehouses in Building A while Chubby is similarly seen outside of the Slave Pens. Meanwhile Danny & dubb are seen lurking in the Crew Quarters.

In the morning you once again see everyone is accounted for. People are enjoying their oatmeal when the blaring klaxon of a warning alarm goes off. It seems as though the Perimeter Fence is beginning to fail. At first glance it doesn’t appear to be damaged in any sort of way. There are three options, any or all of which can be used. Engineers can attempt to repair it, you can attempt to power it from the back-up Power Facility, or an Engineer can study it to try and determine why despite the lack of damage it seems to be failing.


Locations

Building A:
Warehouse 4 7 cycles required for conversion
40 / 40 units filled
Warehouse 5 7 cycles required for conversion
40 / 40 units filled
Water Supply – 16 units (Enough reserves for just under 1 day at current consumption)
Crystilium Supply – 64 units (at least 20 required for lift-off)

Slave Pens Fully Operational
Slave Pen 1 2 cycles required for conversion
4 slaves present
Slave Pen 2 2 cycles required for conversion
4 slaves present
Slave Pen 3 2 cycles required for conversion
4 slaves present
Slave Pen 4 2 cycles required for conversion
4 slaves present
Slave Pen 5 2 cycles required for conversion
4 slaves present

Building B:
Power Facilities Undamaged
Power Facility 1 5 cycles required for conversion
Powering Building B
Power Facility 2 3 cycles required for conversion
Powering Building C
Power Facility 3 5 cycles required for conversion
Powering Building D
Power Facility 4 5 cycles required for conversion
Powering Security Fences
Power Facility 5 5 cycles required for conversion
Back-up

Water Plant Fully Operational 7 cycles required for conversion
Producing enough water for all Survivors each day

Building C:
Security HQ Operational 2 cycles required for conversion

Armory Operational 4 cycles required for conversion
18 phasers accounted for

Brig No power; Inaccessible 4 cycles required for conversion
No crew being held

Building D:
Crew Quarters Fully Operational; 20 sleeping berths 10 cycles required for conversion

Medical Facilities Fully Operational 4 cycles required for conversion

Scientists’ Lab Fully Operational 2 cycles required for conversion

Peremiter Fence
Operational but failing

Ship
Warehouse 1 Converted Inaccessible
Warehouse 2 Converted Inaccessible
Warehouse 3 Converted Inaccessible
Officers’ Offices Fully Operational Converted


The Crew

Command Staff
Captain - JAG
First Officer - Autumn
Second Officer - Lonestargirl
Security Chief - Packerfantic
Ensign - Zinto

Chief Engineer - hoopsguy Exhausted
Engineers
Crimson
Darth
Simbo


Medical Staff
Doctor - saldana
Medic - Shiggles

Security Staff
Sergeant at Arms - Danny Exhausted
Slavemaster - Chubby Exhausted
Gally Master - Julio Exhausted
Security Crewman - Chief Rum
Security Crewman - dubb Exhausted

Scientists
Schmidty
britrock Exhausted

Trainer - Abe Sargent Exhausted

Slaves
20 slaves accounted for

Deceased
mauboy - Lynched Day 2 SURVIVOR

Day 3 has begun

Last edited by Barkeep49 : 06-20-2012 at 10:03 AM.
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Old 06-20-2012, 09:56 AM   #1243
JAG
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We could possibly squeeze out 16/17 if we use slaves in place of people for those last two engineers.
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Old 06-20-2012, 09:58 AM   #1244
Barkeep49
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Quote:
Originally Posted by JAG View Post
BK, modification to my question so it's clear:

If we convert 4 power facilities, can we use CONVERTED buildings that require power on the ship prior to liftoff?

Once the 4 PF have been converted to the ship, any facilities requiring power will work on the ship before lift-off, that is correct.
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Old 06-20-2012, 09:59 AM   #1245
Autumn
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Join Date: Feb 2003
Location: Bath, ME
So. How many workers have we got? If we don't do any missions, and I don't plan any:

Autumn, Autumn
Zinto
Lonestargirl?
JAG?
Shiggles
PackerFanatic
Chief Rum
Julio Riddols

So it's feasible we could have 8 workers and do 17 cycles of work.
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Old 06-20-2012, 09:59 AM   #1246
JAG
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Nice job Britrock.
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Old 06-20-2012, 10:00 AM   #1247
Autumn
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Here we go. Looks like the Slave Pens are failing too.
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Old 06-20-2012, 10:00 AM   #1248
Autumn
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It's probably just a short, I'll go check it out alone ...

oh wait, no.
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Old 06-20-2012, 10:02 AM   #1249
CrimsonFox
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Hmmmmm who to vote for...how about Schmidty, Darth and Zinto until they contribute

vote schmidty
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Old 06-20-2012, 10:02 AM   #1250
JAG
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First thought is we should have an engineer study the fence to find out why it's failing. Trying to repair it or use a backup power source might be futile when we don't know what's wrong with it.
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