I don't see the problem with it. It is a perfectly valid game rule, and one I've used without complaints in previous PBEMs of mine.
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They can do it too if they agree . Their fault.SMAC/X FAQ | Chiron Archives
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
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I think we shoud Mind Control Little Accident if Peace moves additional Crawlers towards the base, we could potentialy steal a lot of nice crawlers this way.
We could also move the 2 Impact Marines back into their transport and move that into a position from which it could attack Atlantis next turn. This could significantly speed up the progress of concouring PEACE and the extra crawlers will make thouse bases far more productive. Its definatly going to be worth the cost so lets make shure we can afford to do it. Scrapping some Navel Yards will help.Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
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Originally posted by Maniac
I'll check the mind control cost of both Calico Island and Little Accident before taking any military action.
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Originally posted by Maniac
We have a problem. The odds for that boy scout NW of MegaByteVille to defeat that crawler is only 16 to 15. Only about 50% chance of winning thus. Is it worth risking an attack, or should I return the scout to MBV, and leave that crawler for another time?
Let the rover in HMB take out the crawler between HMB and LA. And then move it back to HMB!!
Let the remaining marine next to LA take out the former.
Suggestion for getting rid of those crawlers near LL: Board one of the transporters in HMB with all units we can miss (I'm thinking of the rover, two impact marines, the plasma garrison and the probe) bring it the tile north of LL, let one of the marines attack the 47.65 crawler. Then move the transport in LL and let the other marine take out the other crawler. Then let the transport stay in LL for the attack on Pampalona next turn. I suggest keep that transport in the yard for the rest of the turn because of those missing PEACE ships.Last edited by GeoModder; February 17, 2004, 09:49.
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Originally posted by GeoModder
How about this? Let the impact cruiser in TT bombard that crawler first, and then take a look if the odds are better. If not, the cruiser can still move to Pampalona next turn to support the attack there and the scout brought back to Megabyteville
Let the rover in HMB take out the crawler between HMB and LA. And then move it back to HMB!!
Let the remaining marine next to LA take out the former.
Suggestion for getting rid of those crawlers near LL: Board one of the transporters in HMB with all units we can miss (I'm thinking of the rover, two impact marines, the plasma garrison and the probe) bring it the tile north of LL, let one of the marines attack the 47.65 crawler. Then move the transport in LL and let the other marine take out the other crawler. Then let the transport stay in LL for the attack on Pampalona next turn. I suggest keep that transport in the yard for the rest of the turn because of those missing PEACE ships.
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There is one catch to your plan moving an Impact Marine to HMB (I don't see MegaReboot on the game map yet ). That former near LA is blocking all passage...
Originally posted by Maniac
Pamplona is a land base, so AFAIK a cruiser can't help much in its capture.
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Originally posted by GeoModder
There is one catch to your plan moving an Impact Marine to HMB (I don't see MegaReboot on the game map yet ). That former near LA is blocking all passage...
I now, but again, I like to have an escort for a transport since the chance of encountering a PEACE warboat gets higher the closer we come to their remaining bases.
I say, bombard that nasty crawler near Megabyteville and move it afterwards for transport protection to Pampalona.
Anyway, I'll hold a poll about it. Much easier to decide what to do then.
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Remember if we mind control Little Accident First then all units adjacent to the base will fall under our control, if that crawler your so eager to kill is adjacent to little Accident then you will be wasting a valuable crawler if you destroy it.
I think we want the Mammother taskforce to take Pampalon, then we can scrap Navel Yards for a total of 80 credits or more and then mind Control Little Accident. The Impact Marines on the Monolith then load back into the Impaler transport and head north.
We also want to start planning for a transition into FM as soon as possible.Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
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Impaler: LA is already taken, and that crawler was what, 2 tiles, away from LA, so I don't think it would be converted by a mind probe.
Maniac: The Mammoth task force can only attack Pampalona on 2157 as well, but you're right. I overlooked that Impact Cruiser in LL.
So bombarding the crawler near MBV is now an option of how quick we want to destroy it.
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Maniac, move that cruiser to your proposed position. It will be in range then if Hive gets ideas, and it should still be far enough from possible PEACE ships near Atlantis.
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As Maniac asked, I accepted the war offer from Miriam.
The results are not so surprising.
First, no new drones came up when war was declared, but I immediately got a pop up that the Hive intervened on behalf of the Drones.
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I was wondering, does anyone have the time to start a planetary council session on the issue of:
8> If PEACE survives, the main advantage you get is a free vote in the Planetary Council. We would like assurances you won't abuse that. Therefore we propose a CPU veto right on all Council motions except all the official in-game ones. This is to prevent you can propose any motion in the out-of-game Council you want, and CPU being outvoted 3 to 2 every time. I would propose a similar veto right for the Hive and Drones to make things equal.
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