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Into the Hornets Nest

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  • vyeh
    replied
    2217mid3 save

    Posted PK DG2, 2217mid3

    2217 mid3 moves

    Blast Rifle Crag
    (1) (2 sq. NNE) Move elite I 1 sq. SW (1 mp), 1 sq. N (1/3).

    Plex Anthill
    (2) Change production to mindworm.

    (3) (2 sq. NNW) Move CBU 1 sq. SE (1 mp).

    (4) (2 sq. NE) Move UNTT 1 sq. W (1 mp), load CBU, move UNTT 1 sq. S (1/3 mp), 2 sq. E (2/3 mp).

    Sheng-ji Yang Base
    (5) (1 sq. S) O attacks base (H SD), 3-2, 40% dam. O attacks base (H SF), 18-5, 40% dam.

    Working Man Hold
    (6) (1 sq. S) O attacks base (H SD), 3-2, 20% dam. O attacks base (H SF), 24-5, 20% dam.

    Industrial Crawler
    (7) (2 sq. SW) Move UNTT 1 sq. NE (1 mp), attack base (H SD), 1-1, 80% dam. and promoted to commando.

    People's Teeming
    (8) (2 sq. WSW) Move UNTT 1 sq. SE (1 mp), pop pod, materials pod completes MW at Plex Anthill, move UNTT 1 sq. NE (1 mp), bunker captured.

    (9) (2 sq. NE) Move O 1 sq. S (1 mp), bunker captured.

    Razorbeak Wood
    (10) (2 sq. SW) Move O 1 sq. NE (1/3 mp), O attacks base (G SD), 96-35, 0 % dam. O hasty attacks base (G SF), 256-35, 0% dam.

    Silverbird Park
    (11) (1 sq. S) O attacks base (G SD), 96-35, 0 % dam. O attacks base (G SF), 384-35, 0% dam.

    (12) (1 sq. W) Move CBU into base and seize base. Gained 30 ec.

    UN Headquarters
    (13) Change production to Biology Lab and hurry for 100 ec.
    Attached Files

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 10th set

    (1) The Gaian territory is completely fungus, with several bases off the road network. Xenoempathy Dome is critical. This requires Centauri Meditation.

    (2) The spaceship wreckage is on an isolated continent. Doctrine: Flexibility is critical.

    (3) Since we're restricted to one permanent base, supply crawlers (Industrial Automation), pop-booming (Ethical Calculus and Industrial Economics), restriction-lifting technologies (Gene Splicing, Ecological Engineering, Environmental Economics) and clean reactors (Bio-Engineering) are critical.

    (4) To get the technologies we need, any facility that increases production of labs (Network Node - Information Network, Biology Lab, Research Hospital - Gene Splicing) are helpful.

    (5) With our one base on the coast, the kelp farm/tidal harness combination can be augmented by Aquafarms (Progenitor Psych) and Thermocline Transducers (Adaptive Economic Systems) once we have Gene Splicing and Environmental Economics.

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 9th set

    Drop Assault Tank
    (1) Irreplaceable, the Spartans have 4, the Hive 8 and the Gaians 2. It is 8^x-3r-2. Special abilities: Drop and Nerve Gas. It is built on a slowed tank chassis (meaning every non-road land square costs 1 mp to enter).

    Drop Probe Scout
    (2) Irreplaceable, the Spartans and the Hive each have 1. It is 0-3r-2. Special abilities: Cloaked and Drop. It is built on a slowed tank chassis (meaning every non-road land square costs 1 mp to enter).

    Drop Scout Speeder
    (3) Irreplaceable, the Spartans have 5, the Hive 6 and the Gaians 4. It is 6^-3r-2. Special abilities: Drop.

    Drop Shock Infantry
    (4) Irreplaceable, the Spartans have 5, the Hive 13 and the Gaians 8. It is 8^x-3r-1. Special abilities: Drop and Nerve Gas.

    Mindworms
    (5) The Gaians have 20.

    Impact Infantry
    (6) Although no one has them, the Spartans, Hive and Gaians are all building them. It is 4~x-2-1. Special abilities: Amphibious and Nerve Gas.

    Impact Rover
    (7) Although no one has them, the Hive is building them. It is 4~x-1-2. Special abilities: Amphibious and Nerve Gas.

    Synth Defenders
    (8) The Spartans have 6, the Hive 36 and the Gaians 16. It is 1-2-1. It has no technology prerequisites and costs 20 minerals.

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 8th set


    Hive
    (1) The Hive have Biogenetics, Nonlinear Mathematics and Doctrine: Loyalty. They need 62 labs to research their next tech; they have zero accumulated; and they are producing 50 labs per turn. They haven't chosen their next tech.

    (2) They have zero ec's; they are producing 31 per turn; their maintenance is 10 ec per turn (6 rec commons, 1 nanohospital) for a net income of 21 ec per turn.

    (3) The Hive has 36 bases. All bases have recycling tanks and perimeter defenses and all bases are population 1 except The Hive, Great Clustering, Worker's Nest, Sheng-ji Yang Base, Working Man Hold and People's Teaming which all have 3 population and a recreation commons. The Hive has a nanohospital and a headquarters.

    (4) The Hive has 36 Speeder Formers (SpF), 36 Synth Defenders (SD), 9 Sea Formers (SeF), 8 Drop Assault Tanks (DAT), 13 Drop Shock Infantry (DSI), 6 Drop Speed Scouts (DSS), 1 Drop Probe Scout (DPS).

    Gaians
    (5) The Gaians have Biogenetics, Nonlinear Mathematics and Centauri Empathy. They need 62 labs to research their next tech; they have zero accumulated; and they are producing 43 labs per turn. They haven't chosen their next tech.

    (6) They have10 ec's; they are producing 32per turn; their maintenance is 9 ec per turn (5 rec commons, 2 children's creche and 2 network nodes) for a net income of 23 ec per turn.

    (7) The Gaians has 16 bases. All are population 1 except Gaia's Landing, Lily of the Valley, Memory of Earth, Silverbird Park and Garden of Paradise which all have 3 population, a recycling tank and a recreation commons. Gaia'a Landing has a headquaters, a children's creche and a network node. Silverbird Park has a network node. Garden of Paradise has a children's creche.

    (8) The Gaians have 15 SpF, 16 SD, 2 SeF, 20 mindworms (MW), 2 DAT, 8 DSI, 4 DSS.

    Whoever is downloading the saves (Mead?), I'd be interested in hearing your thoughts. I see three basic approaches. In all three cases, eliminate the Hive bases between us and the Spartans (freeing up the Spartans to take on the central Hive bases) and then:

    (a) Take all the forces NE into the Gaians and eliminate the Gaians;
    (b) Take all the forces S into the Believers and eliminate the Believers; or
    (c) Split the forces and do both (a) and (b).

    Leave a comment:


  • vyeh
    replied
    2217mid2 save

    Posted PK DG2, 2217mid2

    2217 mid2 moves

    Fecundity Tower
    (1) (2 sq. E, 1 sq. NE) Move elite I 1 sq. SW (1 mp), 1 sq. W (1/3), infiltrate Fecundity Tower (1/3 mp), I returned to Plex Anthill: mission complete.

    Razorback Wood
    (2) (3 sq. SE) Move I 2 sq. NW (2 mp), infiltrate Razorback Wood (1 mp), I returned to Plex Anthill: mission complete.
    Attached Files

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 7th set

    World map

    (1) While there are some blank spots, the Spartans' map gives us a good idea of the strategic situation.

    Hive

    (2) In the center is the Hive on a grid of mag rails.

    Spartans



    (3) To the East are the Spartans.

    (4) We are between the Hive and the Spartans.

    (5) To the Northeast are the Gaians.

    (6) To the Southeast, West and Southwest are the Believers.

    (7) To the North and South in the seas are the Pirates.

    (8) To the Northwest are the Morganites and the spaceship wreckage.

    (9) There are no land bridges between the spaceship wreckage and the other factions or the rest or our forces.

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 6th set

    (1) The Spartans have 4 techs: Doctrine: Mobility, Doctrine: Flexibility, Planetary Networks, Nonlinear Mathematics.

    (2) The Spartans have 500 ec. They are generating 13 ec per turn and spending 1 ec per turn (on the Recreation Commons at Sparta Command).

    (3) Sparta Command has a population of 3. The other 12 bases have a population of 1.

    (4) Of the 13 Spartan bases, 8 are land bases and 5 are sea bases.

    (5) The Spartans have 6 Speeder Formers (SpF), 6 Synth Defenders (SD), 4 Transport Foils (TF), 11 Sea Formers (SeF), 2 SP-88, 2 Progenitor Gunships (PG), 2 Cruiser Probe Ships (2 CPS), 2 Attack Carriers Mark 1 (AC1), 7 Seawolf Mark 1 (S1), 1 Fighter Escort Mark 1 (FE1), 4 Impact Rovers (IR), 7 Impact Infantry (II), 4 Drop Assault Tank (DAT), 5 Drop Shock Infantry (DSI), 5 Drop Scout Speeders (DSS), and 1 Drop Probe Scout (DPS).

    Leave a comment:


  • vyeh
    replied
    2217mid1 save

    Posted PK DG2, 2217mid1

    2217 mid1 moves

    Spaceship wreckage
    (1) Move UNTT 1 sq. SW (1 mp), 1 sq. W (2 mp). Monolith on nutrient bonus revealed 2 sq. SSW of CP!


    (2) Build "U.N. Headquarters." Because of the bug we discovered in Sword of the Righteous, the base has 3 pop., headquarters, recycling tanks, recreation commons 2 excess nuts, 5 excess minerals, 5 excess energy, 1 excess ec, and 3 labs.

    Diplomacy
    (3) Contacted Hive. Initially solicitous, declared vendetta. Now obstinate.

    (4) Contacted Gaians. Initially quarrelsome, declared vendetta and remain quarrelsome.

    Plex Anthill
    (5) 2 sq. SSW: Moved elite O 1 sq. N (1 mp), attacked Plex Anthill (H SD), 3-2, 50% dam.

    (6) 3 sq. NW: Moved elite UNTT 1 sq. S (1 mp), 1 sq. SE (1/3 mp), attacked Plex Anthill (H SF), 24-5, 20% dam., moved into Plex Anthill (1/3 mp), seized 30 ec.

    (7) 3 sq. E: Moved elite I along road 2 sq. E, 1 sq. NE, 1 sq. E, 1 sq. SE, 1 sq. E, 1 sq. SE, 1 sq. S. Encountered Spartans - Ambivalent. Spartans asked for Centauri Empathy. Asked for Doctrine: Flexibility in exchange. Spartans refused. We refused to give Centauri Empathy. Spartans suggested Treaty. We accepted. We ended transmission and contacted them again. They asked for Centauri Empathy. We asked for 75 ec. They said no. We said no. They suggested Pact. We agreed. They gave us their world map.
    Attached Files

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 5th set

    (1) The spaceship wreckage is centered around (7,9). 2 sq. S is an elite UNTT. 2 sq. SW, 1 sq. S is a CP.

    G1
    (2) 3 sq. SW: commando CBU. 1 sq. W: G SF (speeder former).

    G2
    (3) 2 sq. WNW: veteran I. 3 sq. NE: elite UNTT. 2 sq. SW, 2 sq. S: hardened CBU. 3 sq. SW. 1 sq. S: veteran UNTT. 5 sq. SW: elite O.

    Silverbird Park
    (4) base: G SF, green G SD (synth defender). 1 sq. W: hardened CBU. 1 sq. S: elite O. 3 sq. SE: hardened CBU.

    G3
    (5) 3 sq. NE: elite I. 3 sq. SE: elite I. 2 sq. SW: elite O. 4 sq. SW, 1 sq. S: hardened CBU. 2 sq. W, 1 sq. SW: hardened CBU. 2 sq. SW, 3 sq. W: elite I. 4 sq. W, 3 sq. NW: elite UNTT.

    H1
    (6) E (2 sq. W, 2 sq. NW of H5): elite I.

    H2
    (7) 4 sq. N, 1 sq. NW: elite I. 3 sq. N, 2 sq. NW: elite O. 2 sq. NE: elite O. 2 sq. WSW: commando UNTT.

    H3
    (8) 2 sq. SW: veteran UNTT.

    Plex Anthill
    (9) 3 sq. E: elite I. 2 sq. NE: veteran UNTT. 2 sq. NNW: hardened CBU. 3 sq. NW: elite UNTT. 2 sq. SSW: elite O.

    Sheng-ji Yang Base
    (10) base: H SF, disciplined H SD. 1 sq. S: elite O.

    Working Man Hold
    (11) base: disciplined H SD, H SF. 1 sq. S: elite O.

    Total PK's:
    UNTT: 4 elite, 1 commando, 3 veteran.
    CP: 1
    CBU: 1 commando, 6 hardened.
    I: 6 elite, 1 veteran.
    O: 8 elite.

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 4th set

    (1) North of the spaceship wreckage is a monolith. 4 squares from the monolith is a nutrient bonus sea square. Being able to draw on these resources would give a base an advantage. The tiles 2 sq. WNW, 2 sq. WSW, 2 sq. SW, 2 sq. SSW and 2 sq. SSE of the CP are unknown.

    (2) There are three roads leading out of our landing area. They go North, West and South. Unlike our previous mission, there are few roads, let alone mag rails. These are obvious avenues for our advancement and for enemy attack.

    (3) The road going North goes through G1.

    (4) 4 squares South we encounter G2.

    (5) 5 sq. SE of G2 is Silverbird Park, which is not on any roads, although there is a river.

    (6) Continuing on the road from G2 5 sq. South, 1 sq. SW is G3.

    (7) 4 sq. SW, 7 sq. S of G3 is Plex Anthill.

    (8) Plex Anthill is where the three roads join, giving it strategic value. There is a road going East from Plex Anthill.

    (9) Sheng-ji Yang Base is 5 sq. NE of Plex Anthill.

    (10) Going on the road West of Plex Anthill 3 sq. W, 1 sq. NW is H2.

    (11) Approximately 6 sq. E of H2 is H1. Although H1 is not connected to H2, there is apparently a road going into H1.

    (12) Continuing on the road from H2 3 sq. S, 2 sq. SW of H2 is H3.

    (13) 6 sq. SE, 1 sq. S of H3 is Working Man Hold, which may or may not be on a road connecting it to H3.

    (14) Obviously, Plex Anthill is our first target. Control of Plex Anthill gives us interior lines of communication. From there we want to explore the road going East and push out our perimeter along the roads leading West and North of Plex Anthill.

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 3rd set

    (1) We have the comm frequencies for the Gaians and the Hive.

    (2) The Hive has a population of 51.

    (3) The Gaians have a population of 26.

    Leave a comment:


  • vyeh
    replied
    2217 Observations, 2nd set

    From the red city grid lines and the territory boundaries, we can infer several bases:

    Unknown Gaian base 1 (106,38)
    Unknown Gaian base 2 (106,46)
    Silverbird Park (Gaian) (111,51)
    Unknown Gaian base 3 (105,59)
    Unknown Hive base 1 around (84,74)
    Unknown Hive base 2 (94,76)
    Unknown Hive base 3 (92,84)
    Plex Anthill (Hive) (101,77)
    Sheng-ji Yang Base (Hive) (106,72)
    Working Man Hold (Hive) (98,92)

    Until we identify the bases, the shorthand for Unknown Gaian base x is Gx and for Unknown Hive base x Hx.

    Leave a comment:


  • Darsnan
    replied
    Originally posted by vyeh
    Have a good vacation!
    Thanx - I will!


    Originally posted by vyeh
    Aren't you the last of the breed? There aren't that many CMN listed under the creation forum, and I haven't seen their posts for awhile?
    Dunno. Been a while since I talked to many SMAC'ers other than you or Hydro, though.


    Originally posted by vyeh
    Thank you for setting up the game. It looks fascinating.
    I hope so. I won't give away what the references were that influenced me in building this game (other than the obvious reference to the WW2 French Maquis), but hopefully you will enjoy this game.

    I also had a really strange crash of the game that corrupted the map file. Once the game gets along and you have the world map I'll post the corrupted map file: really strange in that the bottom ten rows of the map had their elevation set to deep sea trench!


    D

    Leave a comment:


  • vyeh
    replied
    Originally posted by Darsnan
    1) I will be going on vacation in a couple of days, so will be offline till late April.
    Have a good vacation!

    Originally posted by Darsnan
    2) I am officially retiring as a CMN, so if you are going to want any more follow-up games in this series, you will need to start looking for a CMN now. FYI.
    Aren't you the last of the breed? There aren't that many CMN listed under the creation forum, and I haven't seen their posts for awhile?

    Originally posted by Darsnan
    Hope you have fun with this game, and Good Luck!
    Thank you for setting up the game. It looks fascinating.

    Leave a comment:


  • Darsnan
    replied
    Hi All,

    please note the following:

    1) I will be going on vacation in a couple of days, so will be offline till late April.

    2) I am officially retiring as a CMN, so if you are going to want any more follow-up games in this series, you will need to start looking for a CMN now. FYI.


    Hope you have fun with this game, and Good Luck!


    D

    Leave a comment:

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