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The Chain Game V2 16th Round


JAJ
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I'll call another turn.

 

Mission: Body Harvest

Called by: OrionSR

Link: <GTASnP>

Status: Complete

Notes: Driving Skill+, Rural and Racing Outfits

Completion: 32.09%

Edited by OrionSR
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Mission: First Date/ Against All Odds

Called by: jetwells

Link: <GTA-Save>

Status: Complete

Notes: Driving Skill +

Completion: 33.16%

Edited by jetwells
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@jetwells: Welcome to the Chain Game. I hope you enjoy playing.

 

I'll have a go............

 

Mission: GONE COURTING / LOCAL LIQUOR STORE

Called By: girishb_86

Link: **Click Here**

Status: Complete

Notes: ---

 

Completion: 33.69%

 

Edited by girishb_86
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well its been 6 hours since i did a mission so i guess ill do another one =)

 

Just realised it hasent so ill wait another 30 minutes

Edited by jetwells
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well its been 6 hours since i did a mission so i guess ill do another one =)

 

Just realised it hasent so ill wait another 30 minutes

Nope. You got the rule messed up. It's not 6 hours after your turn; but 6 hours after the previous turn has finished.

 

e.g.: This means that if anybody hasn't called a turn for 6 hours after my turn, then the 3-mission wait rule is reset and anyone can then call a turn.

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I'll take a turn...

Mission: Wu Zi Mu

Called by: JAJ

Link: <GTASnP>

Status: completed

Notes:

1st place 3:06 $5000 reward

parked a Phoenix in the garage at Doherty

picked up an M4 in SF

saved at Fern Ridge

Completion %: 34.22%

Edited by JAJ
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ok thanks for clearing that up for me =) anyway after jaj ill take my turn then

Nope, you can't. You will have to wait 3 turns before you can call a turn again. It's been only 2 turns since your last turn.

 

So, you have 2 options:

1. Wait for another player to take a turn after JAJ and then call a turn.

or

2. Wait for 6 hours to pass without any other player calling a turn after JAJ's turn is completed.

 

Note: The 6 hours are counted from the post editing time.

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Hello jetwells, welcome to the chain game & thanks for playing!

Below is a 'cut' from the Rules & Guidelines for the chain game (from the first post in this topic).

 

 

Wait until 3 other turns have been completed before calling another turn/mission.

 

If 6 hours pass without another gamer calling a mission, then the 3 mission rule is reset & anyone may call a turn. This does NOT mean to wait 6 hours between personal mission/turn calls.

 

Time limit to complete the mission is 3 hours. We will use the post time in the topic. The timer starts when a mission is called. After 3 hours and the caller has not posted, it's a forfeit and anyone else may call a mission.

 

Thanks to girishb_86 for helping with the rules. cookie.gif

 

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I'll take a turn...

 

Mission: Tanker Commander

Called by: blentz

Link: http://gtasnp.com/3046

Status: Complete

Notes: First 4 trucking missions @ $7455

Completion: 34.76%

Edited by blentz
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jetwells: I think that's three (jetwells -> girishb_86 -> JAJ -> blentz -> ?), if you're still around, you may go again. Welcome to the chain game!

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I wonder. Mabee jetwells saw a perivous round where it was super slow and we had changed the rule to 2 missions.? Who knows.

 

Hey sorry i havent taken a turn yet this weekend i have been really busy.

Edited by ryan92
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crazyanurag

hey, nice going guys...this one's going pretty fast as well...have fun playing!

 

hey John, i can't send PMs for some reason...drop me a line, will ya?

 

You'll Never Walk Alone

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NEXT!

 

Mission: Farewll, My Love

Called by: OrionSR

Link: <GRASnP>

Status: Complete

Notes: Trucking mission 5 and Dirt Track Completed

Completion: 34.76%

 

 

Edited by OrionSR
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Oops, the progress should read 35.83%. I forgot to edit the report I copied, but don't want to change the mission submission time for this small correction.
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Oops, the progress should read 35.83%. I forgot to edit the report I copied, but don't want to change the mission submission time for this small correction.

Hey. Dont really worry about it. Lots of people forget to put it lots. Me too. If it happens again dont worry about it but if you want to do it go ahead.

 

 

 

I'll take a turn

 

Mission: Are You Going To San Feiro

Called By: ryan92

Link: Chain Game

Status: Complete

Completion: 36.36%

 

If the theory is right that would meen that after my turn is up if someone downloads it the baricades will still be up. So after I complete my turn if someone with V1 could try it, and report back. That would be great. If it happens I think this is a CONFIRMED glitch.

Edited by ryan92
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If the theory is right that would meen that after my turn is up if someone downloads it the baricades will still be up. So after I complete my turn if someone with V1 could try it, and report back. That would be great. If it happens I think this is a CONFIRMED glitch.

I don't think the barriers change at all for this mission. The next set of barriers blocking access to the desert and LV should be removed after Ya Ka-Boom Boom. Is there anything else that should be checked? Another store open, or maybe a new weapon at the Ammu-nation?

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I don't think the barriers change at all for this mission. The next set of barriers blocking access to the desert and LV should be removed after Ya Ka-Boom Boom. Is there anything else that should be checked? Another store open, or maybe a new weapon at the Ammu-nation?

I dont know. I cant think of anything else.

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I'll try a turn...

 

 

I don't think the barriers change at all for this mission. The next set of barriers blocking access to the desert and LV should be removed after Ya Ka-Boom Boom. Is there anything else that should be checked? Another store open, or maybe a new weapon at the Ammu-nation?
I agree, that's how I remember it goes. Ryan92 may want to try that save when we get to it... tounge.gif

 

Mission: Wear Flowers in your Hair

Called by: JAJ

Link: <GTASnP>

Status: completed

Notes:

mission passed; met Jethro, Dwayne & Zero. Had to summon all my driving skill but I made it through... smile.gifwink.gif

bought Zero's shop, the Zero mission strand is open

bought all the safe houses in San Fierro

Completion %: 40.64%

Edited by JAJ
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I'll try a turn...

 

 

I don't think the barriers change at all for this mission. The next set of barriers blocking access to the desert and LV should be removed after Ya Ka-Boom Boom. Is there anything else that should be checked? Another store open, or maybe a new weapon at the Ammu-nation?
I agree, that's how I remember it goes. Ryan92 may want to try that save when we get to it... tounge.gif

Oh ok guys. Thanks anyway.

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What about the Martin Bridge (LS-LV)? Why did that seemingly open after "The Green Sabre"? Or is that normal and I've never paid close enough attention? sigh.gif

 

JAJ: I've loaded your's, and subsequent saves in my copy of V2. Each time, this bridge is completely open, and passable. I even crossed it by accident at one point. Maybe I'm crazy. I'll check it again.

 

UPDATE: I loaded http://gtasnp.com/3051 into my copy of V2, and went to the spot:

http://bentz.no-ip.com/martin_bridge.png

Edited by blentz
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What about the Martin Bridge (LS-LV)? Why did that seemingly open after "The Green Sabre"? Or is that normal and I've never paid close enough attention?  sigh.gif

Which Green Sabre save do you mean? I'll check the one that I did... (I meant to do this earlier)

 

Edit:

I checked the Martin Bridge for barriers on the save that I did & the one completed by blentz and I found barriers on the bridge for both saves.

user posted image

It looked like this for both.

 

But from far away it looked like this for both:

user posted image

Could it be that you had been far away when you checked it?

Hope I'm at the right point in the game I assumed that we're talking about the Green Sabre save.

 

Edit: (added to post below)

@ryan92: yeah, it worked fine & there weren't any problems that I could find.

The next mission that opens a locked area is Ya-Ka Boom-Boom, it will be interesting to see if a V2 save after completing that mission will still have the bridge barriers.

 

Speaking of glitches, Air Raid is coming up & I've experienced a glitch with it a few times. If CJ has a rocket launcher it is equiped when the mission is over but the weapon icon doesn't show & if CJ tries to use it the game will crash. Saving the game seems to make the icon show & then using the rocket launcher does not cause a crash.

Edited by JAJ
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So I take it, it worked fine for you John? smile.gif Well if it did did thats good. That meens that it is just "The Green Sabre"

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Well, it doesn't seem like you were looking at it from far away! smile.gif

V1 gets the barriers & v2 doesn't! I can't explain it but I think (and hope) things will be ok to continue to 100%.

 

Edit: (added from above)

@ryan92: yeah, it worked fine & there weren't any problems that I could find.

The next mission that opens a locked area is Ya-Ka Boom-Boom, it will be interesting to see if a V2 save after completing that mission will still have the bridge barriers.

 

Speaking of glitches, Air Raid is coming up & I've experienced a glitch with it a few times. If CJ has a rocket launcher it is equiped when the mission is over but the weapon icon doesn't show & if CJ tries to use it the game will crash. Saving the game seems to make the icon show & then using the rocket launcher does not cause a crash.

Edited by JAJ
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Well, it doesn't seem like you were looking at it from far away! smile.gif

V1 gets the barriers & v2 doesn't! I can't explain it but I think (and hope) things will be ok to continue to 100%.

But if thats the case how come in the past when I ahve done "The Green Sabre" the baricades are still up after my turn.? dontgetit.gif

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But if thats the case how come in the past when I ahve done "The Green Sabre" the baricades are still up after my turn.?  dontgetit.gif

This is a different bridge. Here's my understanding of the problem:

 

- V2 doesn't remove barricades between LS and SF for V1 (and V2?) users after Green Sabre. A V1 user must therefore complete Green Sabre.

- V1 properly removes barricades between LS and SF for both V1 and V2 users after Green Sabre.

- V1 additionally removes barricades between LS and LV (Martin Bridge) for V2 users after Green Sabre.

 

So, there's bugs either way, but the bugs in the current approach (V1 completes Green Sabre) are far less detrimental than the bugs in the alternate approach (V2 completes Green Sabre).

 

As long as when I fall into one of these traps and my turn is discarded, I get a replacement turn, I could care less. anuj_cop.gif I certainly don't have all the glitches memorized yet. Why can't we save at Madd Dogg's again?

 

I remember I never got GTA III to 100% because of the purple nines glitch. That was the worst, it corrupted all my saves, even new games. suicidal.gif

Edited by blentz
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@ryan92: I don't know, it's just a glitch but we've learned that if a V1 gamer does The Green Sabre there are no barriers on the bridges - LS to the Badlands.

 

It seems that blentz has discovered another glitch, he doesn't have the barricades on the Martin Bridge after The Green Sabre was completed.

Having barricades on the bridges will not allow the trucking missions to be completed and we won't be able to get to 100%, so that's why I'm more concerned about getting rid of the barricades. On the other hand, the lack of barricades will not cause a problem with getting to 100%.

 

Edit: blentz, you posted while I was writing the above, it sounds like you understand what's going on.

 

 

Why can't we save at Madd Dogg's again?
It's because all the basketballs will disappear.

 

I posted this above:

The next mission that opens a locked area is Ya-Ka Boom-Boom, it will be interesting to see if a V2 save after completing that mission will still have the bridge barriers.

Edited by JAJ
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Why can't we save at Madd Dogg's again?
It's because all the basketballs will disappear.

lol.giflol.giflol.gif

 

You're kidding! What a goofy bug!

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I'll have a go.............

 

Mission: AIR RAID

Called By: girishb_86

Link: **Click Here**

Status: Complete

Notes: No rocket launcher; no game crash! smile.gif

 

Completion: 41.18%

 

Edited by girishb_86
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