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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:31
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While trying to find a discussion thread about the Cycon/PUT merger, I read the Borg's thread in the ACDG forum about our war with them ... Peace/Cycon War Report thread ...
In there, I found this post about playing ahead:quote: from Maniac IMHO when a member would reload a few times and send a ship in all directions, and based on that information the turnplayer sends the ship in another direction to avoid discovered danger, I would consider it "playing ahead". However if for example the member of a faction responsible for military orders test-captures a base to see what would happen with b-drones etc, and also orders the turnplayer to repeat those exact same moves, I don't think there is a problem with "playing ahead". |
Interesting how this relates to our dispute over the supposed exploit - the example Maniac gives of acceptable playing ahead being just what Cap'n Herc did when he recommended attacking the Cycon units in the move that the impartial mods made us take back. Seemingly the Borg engage in this form of playing ahead themselves, but find it to be cheating if other people do it.
I believe that this whole concept of good and bad playing ahead is a can of worms.
The 2nd example Maniac used (for good playing ahead) is carefully framed - avoiding mention of what exactly the military function would have done if he discovered that the base was unexpectedly strong and resisted being captured - would they still recommend that the turn player do exactly what they did then??? (Well, we think that what they would have done is to have gone crying to Tass and Googlie complaining that someone must be cheating since they were getting an unfavorable result.) Somehow I doubt that the military strategist would recommend a course of action demonstrated to be unfavorable, so how would that differ from Maniac's first example of bad playing ahead?
Last edited by johndmuller on 19-02-2004 at 01:43
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Makahlua
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Republic of Texas....er I mean the 28th state in the Union ^^
Sep 2002 time: 23:31
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Response from Hong Hu:
RE: PEACE escape route
Hi Makahlua,
I have just looked at the turn. Your strategy sounds fine to the Hive. The only thing we may worry is that you need to make sure you are able to set up your new base before your other bases fall to the CCs.
Here's a post by Googliegod in Hive's forum.
quote:
Well, the technicalities in PBEMs dictate that PEACE has to self-destruct their last base, after evidence is presented that the CyCon can destroy it that turn. Colony pods in transit, or units away from the base are simultaneously eliminated.
Otherwise, if the CC do destroy the base, then the year flips over to the start of the next, and the Drones would lose their turn.
Agreed-upon procedure is for the self destruct, which must be requested by the CyCon - if PEACE try stalling, then either Tass or I take a midturn save from the Borgs and confirm that PEACE would be destroyed, then rule it so.
G.
What that means to me is that you need to really think how many turns you are sure your other bases would be able to last and make sure your colony pod reach a peaceful water before that. From your current direction of the colony pod it looks to me the area south of the Hive land would be a good place for you, however if you cannot reach there, please simply choose the best place under the situation.
I have managed to save about 50 ecs in this turn. Would that be helpful to you at all? Please let me know. I plan to post the turn 20 hours from now.
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Makahlua
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Republic of Texas....er I mean the 28th state in the Union ^^
Sep 2002 time: 23:31
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Latest message from HongHu - how are we going to coordinate this? Go ahead and drop to treaty next turn, or drop the turn before landing?
Makahlua,
I didn't realize that you didn't have a sea colony pod. This means you need a land square to establish your base. We have had some discussions inside the Hive. We would let you set your base at our land, however, this would mean we have to go through a very complex process of breaking pact, become vendetta, and reestablish pact. This may require more time than you would have. The best solution to us is for you to set up your base at the island southeast of the Hive and we send some forces to protect it. We will have penetrators that can fly to your base as soon as it is up and as soon as we build a transport we would be able to ship a couple plasma garrison and probes also. The first production of your new base in my opinion should be a defense probe (0-0-1 probe).
I'm attaching a local map for your reference.
http://apolyton.net/upload/view.php..._ColonySite.bmp
I'm also attaching a post from Comrade Mead in the Hive forum. Hopefully it will help you understand more about the establishing base at pact member teritory issue.
quote:
They can establish a base on our southern coastline, even though it is in our territory.
They can only do this if they are not in a Pact with us.
I just ran a simulation on an old Trans SMAX single player game save I had to test this. This is what I found:
I was playing Hive, Pactmate was Cult.
While in Pact I tried to establish a base in Cultist territory and the following message came up.
"Chairman, our Pact of Brotherhood with Prohet Cha Dawn of the Planet Cult Precludes us from building bases in Cultist territory."
So, I clicked on the Comm menu and right click broke the Pact. The following message came up.
"Our Pact of Brotherhood with the Planet Cult has ended. All Cultist units have been removed from our territory. 5 units have been removed from cultist territitory and returned to our nearest bases."
I reloaded the test game, broke the Pact and then moved a colony pod into Cultist territory and, while in treaty but not in Pact, I tried to establish a base. I got the following message with two options.
"Chairman, our treaty with Prophet Dawn of the Planet Cult precludes us from building bases in Cultist territory.
NEVER MIND
BREAK TREATY
OK"
I then chose to break the treaty and my base was established.
The Cults then went into Vendetta against me.
From this test I conclude the following if we are going to allow Peace to establish a base on our territory:
1. Peace and us must break Pact before they enter our territory otherwise all of their units that are within our territory will automatically be returned to their nearest base once we break pact.
2. Once we break Pact their units and our units will not be able to occupy the same squares (or move through us) until we restablish Pact.
3. They must build their base before we reestablish Pact.
4. Once they build their base in our territory it is very likely that the game will automatically change the Treaty between us to Vendetta and we will have to restablish the Pact manually.
5. We need to be careful not to have our units in a position that would block their movement, because once we are out of Pact they cannot move through our units or occupy the same square.
6. Because I am not sure what would happen if both Peace and Hive units occupiped the same square, outside of both the Hive and Peace territory, when Pact was broken I think we should avoid it.
6a. We should also be careful not to try to move our units into the same square as their's while in treaty. Attempting to do so will result in attacking and destroying their units.
7. When we escort the Peace units in let's have our units behing them, providing a rear guard action.
8. Let's get them landed, established, and protected as soon as possible.
Mead
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