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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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quote: Originally posted by Trip
A question: Can you post a list of every action you've taken so far this turn? |
Uhm... Trip, everything is here, and normally clearly marked too. If you really want to, I can go back and sort everything out, but I'm kind of in the middle of something. As said, the only thing I did not note, is which units went on which transports, and which transports moved first (normally, I just pick the top one, or right-clicking the stack and finding the first one suitable. But especially with the chaining this can differ quite a bit. If that plays any role, there is no way to repeat this, as there are simply too many combinations. But it shouldn't, right?)
quote: I've tried to repeat things, but I've ended up with a 1/5 Battleship left in front of Quanto with no Transports left... |
??? Did the bombardment work out the same way? This is worrying!
I'm definately not going to close this save now, that's for sure!
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Something else: We don't have 2 empties in that stack, we had 1, and 2 2/4 DDs. Now we've got a choice: we can put all of those ships on Hub 3, which already has a transport and a..........
****. What's this? That DD promoted to 3/5, right? Now then, why is it 1/4 in my game? This is not something I could have missed this easily.
Trip, do you know when I reloaded? I mean, was it before or after running into the sub? I can't remember. In case it was before, we got a different outcome, and I didn't notice it. In case it was after, something is very much amiss in this game. I can understand the transport losing movement, after all, it's only a push on the space bar when you're not paying attention. But a DD losing hp???
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Back to my idea... we've got 2 2/4 DDs and a TR, which could be put on top of Hub 3 (currently 1 TR and 1/4 DD). That should mean we can count on one TR surviving, as only 3 ships plus a transport can reach it, in case Jackson is taken. I prefer that from putting the transports one tile to West of that position, leaving the other transport open for attack. Those ships are not terribly good either (2/4 BB, 1/4 BB, 1/4 DD), and will suffer from 3 defensive bombardments... we might be able to keep both transports, and keeping the 1/4 DD to scout for movements.
If that DD was 3/5 like I remembered it, there wouldn't have been a problem at all, as then we'd had 3 defenders before getting to the transports.
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:18
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Here's the list up till the time of the battle:
- GoW sends WM. accept.
- Sending WM in return.
- RP sends WM + 100g. Sending WM in return.
- EotS builds T. (couldn't prevent this).
- Enter city view.
- Hurricane has to finish its TR.
- Bolderberg changed to airport. (might be needed to change it back to MI)
- D-ville changed to airport
- Elipolis changed to airport
- Tempest changed to airport
- Tornado changed to settler (!) (only 1 worker needed to get back to normal, even without worker possible as the extra worker would only create extra commerce.)
- Typhoon stays on settler
- Arashi stays on MI
- Monsoon changed to airport
- Blizzard changed to DD
- WoC stays on sub (airport next?)
- the rest stays on MIs.
- Hurricane builds TR. starts airport (DD not ideal, is better from Blizzard)
- Cyclone builds worker, starts worker.
- Tornado builds settler, starts rifle. needs worker action to work around demob bug
- Typhoon builds settler, starts rifle also needs worker action
- Blizzard builds DD, starts DD (no airport, but can be changed)
- WoC builds sub, starts sub (can be changed to airport, but I'd prefer one more sub first)
- SA builds MI, starts airport. (can be changed to MI in case we don't need >8 airports)
(We still have 2 others on Stormia, so will get to 3, but the question is whether we want a 4th or not. I'm inclined to do this, we can always build more workers, but this might be the last turn for settlers.
Nobody comments on the settler? Ok. An extra settler it is...)
- Cost of investigating Abilene: 209 gold.
- okay, investigation of Fort Stanwix on its way...
- Move N Marine next to Quanto
- loaded 8 arts into Transport.
- hub 2: arts reloaded
- hub 2: arts reloaded.
- now we can scout. Moving one DD to hub 3.
- we encounter a sub! sub sunk. DD promoted, now 3/5. it happened before here
- didn't establish our city yet, so I'm doing it now. Named New Inchon. Set to barracks. founding cities definitely changes the RNG... maybe this was swapped?
- reload arts, and move them into New Inchon. unload.
- art bombs 5/5 BB Tipperary (or Karina? only looked after bombing). failed.
- art bombs 5/5 BB Tipperary (or Karina). Tipperary 4/5
- fighter bombs BB Jackson. Fighter fails.
- 2/4 DD attacks BB Jackson. 2/4 DD destroyed. Jackson promoted to 2/5.
- art bombs 4/5 BB Karina. Karina 2/5.
- art bombs 4/5 Tipperary. fails
- art bombs 4/5 Tiperrary. fails
- art bombs 4/5 Tipperary. Tipperary 3/5
- art bombs 3/5 Tipperary. Tipperary 2/5
- art bombs 2/5 Karina. Karina 1/5.
- transport attacks 2/5 Jackson. counter bombardment failed. Transport destroyed, Jackson 1/5
- transport attacks 2/5 Tipperary. counter bombardment hits. Transport destroyed.
- 3 transports attack 2/5 Tipperary. All destroyed, Tiperary 2/5.
- transport attacks 2/5 Tipperary. Transport promotes to 3/5
- transport attacks 1/5 Karina. destroyed.
- transport attacks 1/5 Karina. Transport 1/4.
- transport attacks 1/5 Jackson. Transport 1/4.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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That settler business in Tornado was definately when I cycled back into the queue to set it right. I think I did the same with Bolderberg, but I'm not sure.
Further, the DD build in Blizzard was something I also decided later... I was going to do it in Hurricane, but noticed when cycling it wouldn't be ideal.
This all happened at the first pass, though, I'm sure of that. And I think that when I replayed, I did it in the order as it is represented that.
But if those things affect it, there is more. e.g. I can't remember if I set EotS to airport from outside, or from inside the city view.
Is there any indication on when I reloaded? Not the first time after my crash when checking GoW's deals, as this happens before build stuff, but the second one. when going to bed (I think).
I better go through the thread again myself. Maybe I remember something.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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erh, there is an inconsistency in the movement report with the chaining. I reloaded the arts twice at hub 2, it seems, once before, and once after the sub attack.
quote: - we can't scout for subs to Hub 1, the DD we just build can't reach it (maybe next turn). So I had to risk it...
- arts reloaded
- from hub 1 to hub 2, we've got the same problem. We can't leave hub 1 undefended. So again risking it.
- hub 2: arts reloaded.
- now we can scout. Moving one DD to hub 3.
- we encounter a sub! sub sunk. DD promoted, now 3/5.
- Lego has a way of putting its subs right in the way of where the ships automove, maybe I should change my behaviour. This is not the first time that when there are multiple paths possible, and I just let the game decide (by moving the mouse to the destination tile), we encounter a sub. Would they plan this?
- anyway, transport reloaded, and follows the trail of the DD, gets to Hub3. |
I've got no clue when it happened, before moving the DD or afterwards.
DeepO
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