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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:34
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Tentative orders for PUT military units MY 2158:
Transport foil to 90,32
Plasma Garrison in Gold Coast to Cape York
Plasma Garrison in Kelvin Grove to Gold Coast
Missile Interceptor in And/Or Gate back to Caboolture, and in general to the north coast of PUT (patrol duty)
Edit for extra tentative orders
Finished formers on 75, 31: 2 to the tile south and start building a sensor array. The 3th goes to 76,28 and builds a road next turn. I suggest the stuck 4th one goes to 76,28 as wel when a road is constructed there next turn.
Former on 81,39 and the one in Gardens Point to tile 79,31 and start building a sensor array.
Last edited by GeoModder on 01-03-2004 at 19:06
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Maniac
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Gent, Belgium
Jul 1999 time: 06:34
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quote: Originally posted by GeoModder
Plasma Garrison in Gold Coast to Cape York
Plasma Garrison in Kelvin Grove to Gold Coast |
I agree of course to move all garrisons north. But Gold Coast is four squares away from Kelvin Grove, so the Grove unit can't reach Gold yet and Gold Coast would thus be without a garrison. So how about doing it in two steps: this year to Daintree and next year to Gold Coast?
quote: Missile Interceptor in And/Or Gate back to Caboolture, and in general to the north coast of PUT (patrol duty) |
In that case we won't be able anymore to transfer the missile interceptor to CyCon after we get MMI and thus can fix the bug that currently prevents us from transferring units. Is it ok then that in MY 2160 we upgrade a PUT unit to a drop 6-1-1 and send it to CyCon territory, so we no longer have to prototype missile weapons, saving us 20 minerals?
quote: Maniac, I see you brought that transport to shore. Is your plan to unload that scout? Or are you merely keeping that transport away from the Drones? |
I was planning to ask you what to do with it. If we bring it to shore, we will of course only lose one unit if the Drones decide to attack the transport in their turn, so I would be in favour. We can always load it back on the transport later, as long as the scout patrol sticks near the shore.
Impaler:
quote: We should scrap that Ogree because its reatched tecnological obsolesense, we have the tecnology to create units of equal fire power which will be REPARABLE after they recive battle damage unlike the Ogree which is a very poor combat unit now. |
As you say we can only create units of equal not higher firepower, so the unit is not yet techologically obsolete. You're right other units can repair, but this unit hasn't even received a scratch, so I suggest we first use it for combat and wait until it is highle damaged before we consider disbanding it.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:34
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quote: Originally posted by GeoModder
Ah, I thought it couldn't be transfered at all, not even in another turn. BAM, transfer it to CyCon if that is possible!!! |
The problem is probably that the game for some reason thinks that CyCon and PUT haven't met yet. That's why the game gives the message the missile interceptor should be moved to friendly faction territory before it can be transferred - it doesn't realize PUT has met CyCon and that it is friendly territory. The way Googlie found around it is dropping a PUT drop unit into the core of our empire - Logic Loop in his test - and then transfer the PUT drop unit to CyCon control. Only then was he also able to transfer missile interceptor.
So if we want to avoid having to prorotype missile weapons, the two best possibilities seem to me either:
a) leave the interceptor in CyCon territory until MY 2160, when PUT researches MMI and we can create a 1-1-1 drop unit. Drawback is of course not being able to send the interceptor north the next three years.
b) after researching MMI, upgrade a PUT unit to drop 6-1-1 and do the same as above. Advantage is we can already send the interceptor north now as the drop unit can give CyCon a missile weapon prototype. Drawback is that a 6-1-1 unit is more expensive to upgrade than a 1-1-1.
Edit:
a message originally posted in the IAF thread:
quote: I like to send that unit to the front line because it has a higher morale (opportunity comes when a transport collects the probes). And upgraded it is of more use there. Triplex can always build a new defender since it has a CC. |
Then why not wait with upgrading until the unit has arrived at the front line? In the meanwhile we can use those credits to hurry a rec commons a turn earlier or so.
Last edited by Maniac on 02-03-2004 at 05:42
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:34
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MAF tentative orders MY 2158 (Cycon):
- CCS Impaler in Liar's Lair: Probe defence and Impact Marine on board, move to 50.58, when passing on 45.63 let the Marine take out the PEACE crawler on 47,63. The rover in Pamplona boards the Impaler Transport when it has reached 50.58.
- Impact Interceptor in Logic Loop moves to Thermal Tassagrad (15 turns, so 2 flylegs)
- Impact Marine on 38.68 moves (by road pls) to 35.69 and attacks that crawler on 35,67. I know it's 1/3 attack, but it can repair afterwards in ARF.
- CCS Mammoth in Pamplona: Has 2 Impact Marines and 1 Plasma Garrison on board, moves to 40.52 in an arc and let's the marines onboard attack and conquer Atlantis. Then Mammoth moves in Atlantis, Plasma Garrison rehomed.
- Probe foil on 36.42, let it move south in the general direction of Coder's Pit. Wait for the final moves till we see what's there.
- Rehome the cruiser in Pamplona to Pamplona. Let the others start a cautious run west to check for PEACE vessels or scout info gathered by the Probe Foil.
- The ship on 57,57 moves to Thermal Tassagrad and should be scrapped at arrival...
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:34
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The midturn save revealed the following units from other factions
Hive Cutter en SkyHawk (6/1/12): 35,41
Hive Laser Skimship: 35,45
PEACE colony pod: 34,44
PEACE schooner en transport foil: 34,46
PEACE Laser foil (2/2/4): 40,40
Angel Seaformer: 35,49
I suggest the following battle orders:
- Probe Foil performs a mind control on that colony pod on 34.44, and moves south (36.48) and then west to infiltrate Coder's Pit.
- Let the Calico cruiser scout to 39.41, and then return to 44.40 to attack that Laser foil on 40.40 (long range fire)
- After rehoming the Impact Cruiser in Pamplona, move that cruiser to 36.54, long range fire to the schooner on 36.50
- Let our cruiser near Calico start on a course to the west.
The reason I keep our units so far away from their target is that other PEACE vessels may be in the area, not to mention those Hiverian units that might get ideas with our cruisers in the neighbourhood.
I want that cp mindcontrolled so that PEACE cannot found a base there, which probably would be protected by those Hive units by MY 2159. And further more to deny Hive a forward base near Angel and CPU territory.
An alternative is that our Probe Foil instead of infiltrating the Angels goes to that Laser Foil on 40.40, mindcontrols it and that both our vessels there attack the PEACE ships on 34.46, but that brings two ships in the middle the Hive units. At very tempting target for them...
Btw, Maniac. Pls don't bring the Impaler transport in Pamplona for boarding the impact rover, bring the impact rover on 48.58 and let it board the transport there. Just so that not a movement point of that transport is wasted 
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:34
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Top Secret --- Top Secret --- Top Secret --- Unauthorized cyborgs please report to bio-enhancement center.
Military Affairs Function plan for the destruction of PEACE:
As requested by the top member(s) of CPU, a battleplan regarding the destruction of PEACE has been prepared for MY 2159-2160.
- The 'Impaler' task force moves forward to location 53.47, keeping it's cargo onboard.
- The colony pod on 33.43 moves west to 31.43, so that the coastal waters can be checked for the presence of a PEACE schooner, if not in view, then:
- Cruiser on 44.40 moves west to 36.40, and in case no schooner is found, wait there for specific orders for his return.
- Cruiser on 42.48 moves west to 29.45 (seafungus, but I'm not sure if a naval unit enters such a tile with no problem), and checks thus the last tiles the schooner can be. In case seafungus is a known risk for refusing access to the unit, it will be brought to 28.46.
- Cruiser on 36.54 moves to 30.46, and starts an artillery barrage of the tile where the schooner is (can be 29.45 as well).
That way the destruction of the schooner is ensured as long as it doesn't share it's tile with a Hive unit. In case a Hive unit is sharing it, the council will need to decide whether if war with Hive is wished to ensure the destruction of PEACE in 2160 with the assimilation of Crossbone Way that year.
Top Secret --- Top Secret --- Top Secret --- Unauthorized cyborgs please report to bio-enhancement center.
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