 |
|
mart7x5
|
|
I think Pre-sentient algorithms in order to get HSA
|
|
|  |
 |
|
mart7x5
|
|
I would go for HSA still. More security in our position of acquiring techs from our ability would make us target of probe actions. HSA ensures safety till algorithmic enhancement is researched. And then still HSA owner is quite difficult to penetrate. Imagine Spartans have it. That would be a problem.
|
|
|  |
 |
|
mart7x5
|
|
We might check end turn more carefully, so no drone riots in the future
|
|
|  |
 |
|  |
 |
|
mart7x5
|
|
And something, which should be done right after the turn is opened. Fungy MKI cancel order of "Go". The Fungy should return to removing fungus. Don't forget, otherwise fungy "escapes".
I would also propose the following procedure for you Forester. After you open the turn, prepare a short list of things to be attended. Write your proposals for discussion. then, when things get decided, perform actual movements of units, rearrangements of workers, crawlers, etc. We have for example 3 idle crawlers this turn. Such things should not happen. Then provide the save, which can be viewed for final "cleaning" of mistakes and things which were overlooked.
We cannot allow ourselves for loosing details. Other human factions will beat us easily if we do not care for details.
|
|
|  |
 |
|
mart7x5
|
|
Ok, I review save "a". There is still a unit with "go" order, that needs to be cancelled. Wait for the proposals and screenies... Should be soon.
If you can avoid giving "Go" orders to units. Game path finding is not good in last tile. When you can use 2/3 move point by doing a "hook", it uses straight line - completely inefficient. I will draw it for you in the screenie.
|
|
|  |
 |
|
mart7x5
|
|
Forester, for some reason in the mid save I can see 2 formers with cancelled orders in the middle of terraforming. We loose turns this way. Please explain what happened.
Also I would like to ask you for not proceeding with the turn until we clear this mess.
----------------
You also cancelled further crawler near Geomatrix. What is going on? Please do not make careless moves with the turn. Mods will not allow you to play the turn 10 times, coz you did something stupid. It gets frustrating for me.
Last edited by mart7x5 on 11-07-2005 at 03:26
|
|
|  |
 |
|
mart7x5
|
|
Forester,
You are very much not prepared for performing turnplayer duties. I hereby request that I perform turnplaying from this moment and at the same time forward to you Forester my knowledge, how to do it. The reasons are that you made too many mistakes. You have to go through a course of turnplaying.
- Leaving crawlers idle is very inefficient. And if you move them, please make sure there are good reasons, and it is always good to consult such decisions on this forum
- I will have to teach you how to check tiles on the map and units without cancelling their orders. We lost so far 3 formerturns. We have to avoid such things.
- "Go" order is to be avoided when moving not on roads, and even then you have to careful, not to loose a turn. I will explain, as I said, there is a problem at the destination tile.
I will play the turn from the save "a" you provided Forester. Also I will make a manual of turnplaying, which you should carefully read. It will be also for reading for others.
Notifications are scheduled to be sent.
|
|
|  |
 |
|
mart7x5
|
|
Geo, write now whatever you have in mind, we are probably still good to make it within regular time.
Forester, please do not take it personally, but we really have to do everything we can to make things the best for us. SMACX is not an easy game, which you master during years. And there are things that you so far haven't encountered yet as it appears from your last two turns. Just take some time and read the stuff I am going to prepare. I will put into it some time and effort. I will also find other materials on the net and provide links to it.
And as for our own Data Angel Workshop of Turnplaying, please see this new thread:
Manual of Turnplaying
The first issue I am going to discuss is map operations - how to check tiles without cancelling unit orders... still in making.
|
|
|  |
 |
|
mart7x5
|
|
Drop probe team from Gplex is too far from HS to reach it. Hercules station is 10 tiles to reach it. It is ellite, so moving along roads it actually can move 9 tiles, one more, but then it wouldn't reach HS. So here are 2 possibilities. Move towards HS and drop it 1 turn later or move to Mart Pact and drop it on UN continent away from base. Then using forests move in them. I would rather choose delay 1 turn and movind towards HS. Any thoughts?
--------
Other thing, new probe foil in HG. Move it towards Yang Mine? Will we probe him for Chaos weapon later?
--------
We have now 2 drop probe teams. How many more do we need? 2 more?
--------
On the tile 33,77 which is SW from Geomatrix I propose a borehole. Any other ideas? And fungy move to rocky tile NW to remove fungus for future mine.
-------
And a note on recent acquiring the AMA, we now have Deep radar upgrading the prototypes... Beaver will have a variation, so in the future do not forget to choose the refited one for build
We have now the following chopper designs:
- Cobra 4-1-10
- Sioux 6-1-10
- Apache <6>-1-8
Jet designs:
- Falcon 4-1-10
- F-6 <6>-1-8
- Beaver BR-6
- Beaver B-6 (this one has NO radar)
---------
And bad news is that we had this turn, or maybe last too 3 tiles with fungus growth. all good ones...
---------
Another thing, 3 scheduled Drop teams, but 2 of them have less than 10 minerals already accumulated. The one having 10 is for total 105 EC, but since we have 14 min/turn, I could rush it for 71 EC(for security, there is strange thing in it) Since we have 81 EC now, I think we may let this turn pass for now, and rush them later for much cheaper price. At this moment we would pay from 3 to 5 EC per mineral. Horrifying cost... We do have 2 drop probe teams now.
--------
Our scout chopper is still 10% damaged. I moved B-6 to Mart Pact instead. Also scouted using it the 4 fungus tiles near it.
--------
Expected population growth in KC, thus 1 doctor and 1 thinker
Also in DC (Delirium Camp) but Police will take care of it.
We though will need a Police in Mart Pact in 3 turns. Meanwhile I upgraded scout in EM to Police, by which we could make a technician there. More energy.
I think MP may make a Police right after the COP, which we could hurry next turn for full minerals, 11 EC. Then we may have Police in 2 turns. We would need doctor for only 1 turn. Not much.
---------
Spartans are the most powerful fuction now, right after recent power graph correction. Not good.
Last edited by mart7x5 on 12-07-2005 at 14:49
|
|
|  |
 |
|
mart7x5
|
|
End save 2179.
I tried to diversify production. Since we will have the second B-6 in EM, I started Sioux and F-6 in remaining 2 aerospace bases. From now on, we will be making BR-6 beavers, please remember.
I checked military power of Morganities.
14 plasma infantry
6 fighters
2 bombers.
We are weakest human faction. We must address that.
I believe our current biggest economical problem is poor energy production. I think we need thus more boreholes, echelon mirrors and formers making them.
Attachment: acdg3-angels-2179-end1.zip
This has been downloaded 2 time(s).
|
|
|  |
 |
|
mart7x5
|
|
So far I have noticed, that a doctor in SH may be replaced with thinker. Just forgot to change it after some testing.
---
Also relocate chopper to EM. We will loose several minerals in EM anyway, so one less then
Last edited by mart7x5 on 12-07-2005 at 15:27
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|