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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:29
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Hmm - I sortied with the Coastguard Cutter from MT, then bombarded a fungus tile and found a Hive impact infantryman there (bombardment failed)
Site indicated below in yellow.
I had "pause after battle" activated, so just got the message, and couldn't see if there was more than 1 unit.
This begs the question - should we spend a few shekels and upgrade both units there to syntharmor? And definitely build another Hoplite there
Attachment: 2157-hive lurking.jpg
This has been downloaded 33 time(s).
Last edited by Googlie on 28-01-2005 at 11:10
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:29
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Moved Invioncible just 1 tile north towards the PK base, and encountered a Unity seedpod.
(see below - 4 mps left)
Should we pop it now, with nothing really to accelerate production (2Nuts is the nearest base and that already has an accelleration) and hope for credits (and run like hell if it's an IoD)?
Alternatively, we could let it heal at the PK base as planned, and then pop that pod and the one 3 tilesw to its west after healing (en route to circumnavigating Angels Land)
Attachment: 2157 - invincible waits.jpg
This has been downloaded 33 time(s).
Last edited by Googlie on 28-01-2005 at 11:12
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Snoddasmannen
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Hey, still a good turn 
As for pod-popping with the Invincible, I would chill for one turn, just waiting with the ship, and then pop it immediately the next turn, hoping for a completion. But I'm fine with waiting a while too so we could blast an IoD should one pop up, the only thing I'm concerned with is rival factions stealing it.
quote: Originally posted by Googlie
(also, how about tag-teaming both those trannies, with the colony pod transferring mid-ocean to effectively give us a 9-tile transport (5 +4). We could anchor the slow Unity foil 4 tiles outside the site so that the Hermes can hand off at the end of the turn and the pod will be carried to land - but unfortunately cvuldn't disembark that same turn as it would have used its mp in transferring between ships)
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Sounds like a good idea 
I don't know if it works out with distances and stuff in this particular case, but it is possible to transfer a unit from one ship to another without using an MP. Just move the first ship to the same square as the second, then activate the unit and then move the mouse pointer over the icon of the ship where you want it to go. Voila.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:29
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quote: Originally posted by Googlie
I counted out the tiles and figured we still could get there if we sailed the GT into the Mussels bay fungus first, which would allow the Mercury to follow without losing that final mp. |
I don't fully understand what you mean. Do you think that if the SCC GT moves first in the fungus, the transport would only use 1 MP to follow?
quote: Good idea - target practice (if we hit anything)  |
Let's hope though that we don't accidentally hit Zakharov who's making a cruise nearby. We don't want another incident. 
quote: Originally posted by Googlie
Do we want to produce the impact marine unit at Fort Buster (that we would have done at Harbour if I hadn't screwed with the crawler direction?) |
FB has 3 mins already in reserve. Adding a crawler would add 30. Then adding the 15 minerals FB producrion or so would result in 48. Meaning 8 minerals would be lost (only 10 mins carryover).
Though I assume if we upgrade both units in Minas Tirith to impact, getting other military units there isn't that urgent anymore. So I assume hurrying an impact marine woudn't be necessary then, certainly if we get SFF next turn.
For the same reason (reinforcements being less urgent if we upgrade the MT garrisons), how about changing SC2 production to a crawler (or 1-2t-2)? Because if we get SFF next turn and want to switch production to a missile infantry, we'd lose a mineral.
quote: Originally posted by Googlie
Or how about a solar panel. it's at the 1800 meter level, so the 3-1-0 tile being worked there would become 3-1-2 (altho we are already losing 1 energy to inefficiency - would we benefit from the 2 additional, or lose another to inefficiency?) |
Sounds good to me. 
When I change the SC2 3-1-0 worker to a 1-2-2 forest (to simulate SC2 getting 2 extra energy), SC2 gets 3 extra energy: two from river forest and one from trade with the University. Of those 3 energy one is lost due to inefficiency. So end result is a solar collector would give us two extra useful energy indeed. 
Re the SCC Invincible, if we won't pop it this turn as Snoddasmannen suggests, how about moving the ship next to the other unity pod on the fungus near the Gaian coast? That way Invincible can pop the pod at the start of next year, and we don't need to move there anymore before docking at UN Great Refuge, or before moving to Angel lands.
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Snoddasmannen
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quote: Originally posted by Googlie
Exactly. the GT uses its MPs to enter the fungus, but once there, has cleared a route for all units to follow (that's why it pays to move a foremr into fungus before trying to move any other unit there - entry is automatic once the former - or any other unit - is already there)
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Well if I understand you correctly, I'm not so sure it works that way.
On land, if a unit tries to enter a fungus square, it costs 3 mp. An elite rover with all its moves left will always get on a fungus square, for instance. I believe that in general a unit with x mp left (where x is less than 3) will have a x/3 chance of getting there, and if it does, it will have used all its mps. Formers always seem to get on fungus squares with 1 mp, for some reason 
Now, if there is a unit in the fungus, say a former, then any unit with 1 or more mp left will always get to the fungus. But it will still use up 3 mps. (Having a former doesn't seem to make things any easier for units with less than 1 mp left, mind you)
On sea, it is much the same as on land but with a virtual former on every ocean square. If you have 1 mp or more you will succeed in getting on to the sea fungus, but it will always cost you 3 mp, regardless of whether you have a unit there or not. I don't know if ships can have fractions of MP:s (if moving out of bases on rivers?), but that probably works in a similar way as to land.
At least this is what doing a few tests in SMAC tells me. SMAX could be different for all I know.
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