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mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 06-08-2004 10:14
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#61 Report this post to a moderator
Help yourself to an AD-FREE life

Our turn was out yesterday, so I think Geo you may be already succesful with internet connection in your new hardware. I guess it achieves quite high speeds? hope to be able to keep up with you...

In such case, when road is not completed, I think it would be better if the former was doing something else than only riding for 2 turns to a new tile. The idea of it making improvement on the tile it currently stays is a good one.

GeoModder is offline GeoModder
Emperor
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Jan 2004
time: 06:34
  Old Post 06-08-2004 12:29
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Turn is on the Spartans now, so by tonight (GMT) turn will probably be ours again. If so, I might squeeze in a turn before saturday, or at least a pressend save.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 07-08-2004 17:29
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Turn downloaded, the good news is I'll be able to play it tonight...

FlameFlash is offline FlameFlash
Emperor
Minnesota, USA
Dec 2001
time: 23:34
  Old Post 07-08-2004 18:56 Visit FlameFlash's homepage!
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GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 07-08-2004 23:03
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2125 Turnreport Increase Your PM Length

  • Units moved as agreed upon, Mart was right about the former on 21.63. KC former moved to the nut and started a forest (4 turns). Next turn the remaining two formers will join.
  • Probe... erm... let's say 000... is closing in on the Hive base, and no synth to be seen ATM.
  • The other Probe, 111 then, is scouting the east, there is still a chance for a landbridge north over there, check the circled section of the screenshot below.
  • Started a cp in Kodycryptor, forgot if that was what was agreed upon. Can still be changed the next two turns if necessary.
  • Tinkered a bit in the SE screen, we're now on 40/0/60 energy allocation. It offers us 2 extra energy/turn ATM. Next turn we can switch SE settings if we wish, we got 40+ energy then.

That's about it.

Attachment: acdg3 - angels-end-2125.zip
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GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 07-08-2004 23:09
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Check the point where the tile enters the black. The land there appears to go up, so another land tile must be under the black.

Attachment: acdgscreenshot.jpg
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Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:34
  Old Post 08-08-2004 04:52
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Looks good

FlameFlash is offline FlameFlash
Emperor
Minnesota, USA
Dec 2001
time: 23:34
  Old Post 08-08-2004 08:36 Visit FlameFlash's homepage!
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Yes, it does.

Say, if SnowFlake has a scout patrol, upgrading it at the monolith we could probably kill the closest fungal tower before it started to grow assuming our SE choices don't dampen our morale.

What are our current SE choices? (What we can choose and what we're on.)

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 08-08-2004 10:41
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We have presently all initial SE choices. Morale modifier is zero. I guess next turn we are going for free market? then we should have still morale zero, but there is unfortunatelly other factor - our planet rating will fall to -3, as I recall. In battles with native life there is then -30% modifier. I think if we switch for free market next turn, scout patrol probably won't reach the fungal tower. Fighting with -30% is not a good option. We would probably better wait for changing free market for something else or design in the future empath units.
Making a prototype gives also only to this unit one morale upgrade, so having some future infantry prototype + monoloith upgrade might improve chancess. i'm afraid that a disciplined scout with -30% might not be enough. Anyone had any experience with it? I'll check it in the scenario editor and be back....
-------------

scout patrol
PSI: 3
disciplined +0%
planet - 30%
strength: 2.09

fungal tower
PSI: 2
larval mass -12%
fungal tower + 50%
strength: 2.62

odds are 3:4

that modifier for fungal tower 50% is something I was not aware of before. maybe I knew but recently forgot. it does not look promissing...

Last edited by mart7x5 on 08-08-2004 at 10:57

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 08-08-2004 11:30
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My recommendation is to switch to Wealth rather then Free Market. We already have a few scouts build without the morale penalty, those can be used to tackle the Fungal Tower. At least two of them should be used to such an attack IMHO, and I hope for a rover pod popping soon...

After the Fungal Towers are no more, and sensors are up around our vulnerable bases, we could think about a change to Free Market, but by then probably Green will be an option as well.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 08-08-2004 11:41
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I thought that we were going to FM - gathering that 40 EC. In this case, when with Wealth, the situation would look like this - after enacting Wealth:

scout patrol
PSI: 3
(disciplined) but green +0%
strength: 3.00

fungal tower
PSI: 2
larval mass -12%
fungal tower + 50%
strength: 2.62

odds are 8:7

I have to check what if scout reaches fungal tower before enacting wealth

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 08-08-2004 12:02
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#72 Report this post to a moderator
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If we're going Wealth, that will be available in 4-5 turns.

FlameFlash is offline FlameFlash
Emperor
Minnesota, USA
Dec 2001
time: 23:34
  Old Post 09-08-2004 08:52 Visit FlameFlash's homepage!
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#73 Report this post to a moderator
Inflate your Upload Space

Don't morale modifiers in SE choices impact all units? Not just the ones newly built?

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 09-08-2004 15:37
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Mart, new testing needed...

Drogue is offline Drogue
Emperor
Omnipresent conscience
Oct 2002
time: 05:34
  Old Post 09-08-2004 20:25 Visit Drogue's homepage!
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quote:
Originally posted by FlameFlash
Don't morale modifiers in SE choices impact all units? Not just the ones newly built?

They do, so there would be penalties switching to Wealth before psi-combat.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 10-08-2004 03:08
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Wealth will lower morale of all units. That odds 8:7 are valid for wealth SE. I wrote for scout patrol:
(disciplined) but green +0%
normally disciplined unit would get +12%
I believe 8:7 is that worse case. so if the scout arrives to fungal tower before wealth switch odds should be better, I will post them here when I check it.
Anyway, I had cases when my units with chanses 3:2 lost fight with native life. I would say even 3:2 is risky.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 10-08-2004 03:59
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It's always risky, that's why I want two units on such and endeavour. I guess it's better to wait 'till later ingame to take them out when we have more and better suited units for the job available (empath song).

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 10-08-2004 04:56
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quote:
Originally posted by GeoModder
... I guess it's better to wait 'till later ingame to take them out when we have more and better suited units for the job available (empath song).
I support this approach. To loose a unit on an attempt to take out a fungal tower this early in the game might slow our development. We need units now.

FlameFlash is offline FlameFlash
Emperor
Minnesota, USA
Dec 2001
time: 23:34
  Old Post 10-08-2004 09:19 Visit FlameFlash's homepage!
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#79 Report this post to a moderator
Put an end to popups!

Yeah, you're probably right.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 10-08-2004 19:05
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2126 Turn Report Support Apolyton or Terrorists Win

Ok, lot's of decision's to make again for the next turn.

  • Probe 000 is blocked by a Hive former. No further progress possible ATM and Yang did not hail us. Do we let it wait there or retreat to the fungus?
  • Probe 111 encountered a mindworm while trying to enter his assigned tile. I retreaded due west and luckily it could enter the opposite fungus tile (no other option possible I'm afraid).
  • Probe 101 didn't strangely enough reveal a black spot while entering fungus and pulling back. Next turns better luck on the new proposed route.
  • Hurried the production of Kahlua Probing, Enigma Machine and Snowflake's Haven. 14 energy left. This should enable us to have a netto profit of 28 energy by the time IndAuto is finished so we can change SE settings by then. We'll probably have more with the finished productions and changing populations and so.

Pressend save, ignore the 'reload' message if it pops up. I've made a clean save for the Morgans before opening it again for the screenie.

Attachment: acdg3-angels-end-2126.zip
This has been downloaded 3 time(s).

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 10-08-2004 19:17
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Turn 2127 proposals Tired of ads?

'kay, now the heavy work: next turn.

We got a choice of moving formers or letting them stay where they are and constructing a sensor array.
My proposal is the following: We let the EM CP move to 21.63, ready to move further east and finally on Maki's proposed 'B' base site later (IIRC). One of the formers of tile 21.63 (white arrow east) moves to 23.63 this turn and constructs a road next turn to let the cp move faster to it's founding ground.
Perhaps let the EM scout patrol escort the cp. It's not needed in EM anyway with the bases' population reduced to 1 again.
Probe 111, if he survives this turn pops the pod west of him (the base site). Second movement dependent on the result.
Finished formers in SH and KP: The red arrow is for the KP former, starting a forest the turn after. The SH former can aid it's basemate in constructing a solar collector.

I think that's about it for the movement orders. So, what production in those 3 bases for next turn? Scout patrol in EM? The base will grow fairly quickly, being only 5 turns from growing ATM.

Also, in 4 turns IndAuto is finished. Time to put a finger on the next choice of research...

One last comment, Spartans and Morgans have reached us in the Power Graph, time to expand again thus.

Attachment: acdgscreenie.jpg
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mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 11-08-2004 06:38
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A lot of new things, and they are not very lucky for us. Some thoughts for discussion:

- north-east mindworm boil may move west or south-west- towards existing bases or intended colony pod travel. a scout unit for escorting seems necessary then. unfortunately see next item

- Enigma machine base will be 1 population in 2127 only, in 2128 it will be again 2 population. drone riots imminent if scout unit will leave?

- for unity pod popping changing production for network node might be prefered -> mineral supply unity pod

- hive former may spent next two turns making a road, then it can move to rocky tile for making road-mine. hive military unit might come over to remove our probe team. I think, maybe withdraw?

- Snowflake's Heaven, next production - colony pod for a new base south?

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 11-08-2004 15:33
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#83 Report this post to a moderator
Got spare money?

Well, Kodycryptor is the closest base for the podpopping. Thanks for reminding, I was about to forget.
So according to your statement (simulator?) a new scout is needed in EM. Cool for me.
I'm all for retreating the Probe for now.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 11-08-2004 17:59
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Building a colony pod will reduce population in EM by one. Presently there is population 2 so there are 3 nutrient rows. After reducing to population 1 there will be 2 nutrient rows for growth, and at the same time in this turn the second row will fill up with nutrients. Regular growth occurs next turn after all rows of nutrients are filled up. I guess it will be like that. Actually I find it a good way of building colony pods. Nice ones are that when in the turn when colony pod is built just one row of nutrients is missing, thus when colony pod takes one population out the population growth is instantenous - no nutrients go wasted.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 11-08-2004 22:01
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Like to put here, but I more or less use this idea myself sometimes... when I think of it.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 11-08-2004 23:39
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Some thoughts about formers:

- one for making a road north-east on a flat tile is a good idea , it could eventually built a road to the new base we are going to set up there.

- since the formers are already on this new forest tile, maybe 2 of them could build a sensor? 2 formers would use 2127 and 2128 years, they wold move in 2129. now, when there is mindworm boil somewhere east that might turn out to be needed to spot mindworms quickly.

what do you think?

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 12-08-2004 00:10
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Quite a lack of responses from other members lately. For the sensor on 21.63, I agree wholeheartedly.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:34
  Old Post 12-08-2004 09:29
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Geo, 2127 is ready for download in turn tracking, have you got it already?

FlameFlash is offline FlameFlash
Emperor
Minnesota, USA
Dec 2001
time: 23:34
  Old Post 12-08-2004 09:39 Visit FlameFlash's homepage!
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#89 Report this post to a moderator
Suffering from ads?

I'm more contemplating, honestly. Everything sounds great. If I have another comment or something to throw in, I'll be sure to, but as of this moment, I can't think of anything, hence my silence.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:34
  Old Post 12-08-2004 13:52
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Sorry Mart, must have missed the new incoming with the 'server busy' annoyances.
'kay FF, midturn discussion and short future decision coming up.

2127 Midturn report

  • Popped the pod with 111, a nut tile and a free rover came out of it!!!
  • Used the rover then to pop the pod next to it (another nut tile) and let it move south then. The plan was now to leave the scout in EM (Mart was right, it grows next turn again) to avoid drone riots and use the rover instead as escort for the cp.
  • Changed productions in EM to a former, perhaps a cp again instead?
  • Still heard nothing for new production of KP, in 3 turns we can start to produce crawlers. Starting a Project already or another former (6 turns) and rehoming it to EM later?
  • We have one idle former in KP atm, do we let it start on the yellow circled tile for a farm+solar (1/1/1 now, 2/1/2 after terraforming) or sent it to the white circle (canyon tile) to construct a road for easier access and construct a solar collector there afterwards (2/2/0 now, 2/2/1 after terraforming). In the latter scenario the two formers south of Snowflake's can come to aid sooner when they're finished.
  • Also, for future basesite, the yellow or the white B? Yellow B is on a nut tile now which gives fast pop growth but is close to Kodycryptor. White B is a normal tile, and won't interfere so much with other base radii.

Btw, someone in the mood for contacting Yang again?

Have to work this evening, thus no endturn till late morning of the 13th. Time for discussion thus.

Edit: O yes, almost forgot, 111 has still one movement left, I propose to sent it back to where it came from. Back east in the fungus...

Attachment: acdgscreenie.jpg
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Last edited by GeoModder on 12-08-2004 at 14:14

 
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