Our low population count may partially be due to the fact our colony pods haven't settled yet. Also none our cities are size 2 and the slow groth of kommie city doesn't help.
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I think the others have colony pods on the move too. It seems unlikely if they didn't. Also when I last did the count even with our colony pods we have the least population popluation.
Kody
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HongHu - Your move you made in Industry Game was invalid according to the rules.
Vev - You need to update your move.Last edited by Kody; July 6, 2003, 08:34.
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Originally posted by Kody
That doesn't change the amount of nutrients we get. We don't get more nutrients whether we put the base on the square or we don't put it on the square.
See this thread for more detailed discussion.
I thought you said you were agreeing with Rokossovky, who was suggesting a non-river square. That means we got three different opinions on which square to put the base on.
We'll lose the +2 nutrient bonus whenever we switch to minerals. With the base on top of the nutrients we won't have to lose the nutrient bonus. Therefore faster colony pods.
And later in the game from that square with a condensor you get +7 and with a soil enricher you get +10. You can put a crawler there and it will feed a population of 5. But if you build your base there, you lose all of your future development potential.
Also in the long run when we've finished all the terraforming we'll be building sea colony pods. That base won't be useful for colony pods by then.
The nutrient is just a straight +2 bonus. Putting terraforming on the nutrient doesn't make the bonus better. The terraforming would improve another square just as well.
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HongHu,
By the way I'm currently uploading a zip file of SMAX about 43MB in size without the sound and movies. When I unzipped it on another computer it ran fine so you can use it to fill in those SMAX files that were corrupted. It has all the files needed to play the game (without sound and movies) aside from the game binaries that you already have.
I will put the link up here, when it finishes uploading(3 hours time).
Disclaimer: This zip file is only being put up for the purpose of replacing the
damaged files of a SMAX installation. The game binaries have been removed to reduce the possiblity of game priacy. It is assumed that you should be in possession of a legal copy of the original Firaxis SMAC and SMAX Games.
PS: It's a pity that your SMAX cd got corrupted HongHu
Kody
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Actually make that 4 hours time. Darn modems and their 3kb upload rates.
KodyBe good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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I think for now say we don't worry about long term terraforming. I doubt we're going to be able to get the WP. Also I doubt that the game will last long enough to get to soil enrichers etc.
Your right about the removal of the nurtient limit, and the +1 nurtient should probably be considered.
Colony pod 27 minerals
Base growth 18 nutrients
(With planned)
Colony pod 24 minerals
Base growth 14 nutrients
Hrmm I won't bother writing the rest of the stuff I did. I basically ran a little simulation.
Basically I agree with you now HongHu.
Head for the river square east of the nutrient. The reason why I changed my mind was realising that having the city grow to 2, and having the 2nd worker use the mine gets us more colony pods in the long run. So we ALWAYS have a worker on the nutrient and when the city is size 2 we have a worker running on the mine.
So that 1 turn moving the colony pod probably isn't worth it. When the formers finish the mine/road near kommie city one goes to forest to nurtient near Voltairograd and the other to farm then road the nutrient in the valley.
Have you tried this link yet HongHu?
I think you missed it in my previous post.
With these files and your terranx.exe binary you should be able to get SMAX working.
Also in the long run when we've finished all the terraforming we'll be building sea colony pods. That base won't be useful for colony pods by then.
KodyLast edited by Kody; July 7, 2003, 01:19.
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Consider building a sensor array on any tile before you found a base on it - that 50% defense bonus gets multiplied by all the perim defs, etc etc (it does slow down expansion a tad, as it usually takes 3 to 4 turns to build the array, but especially valuable in coastal bases) - and it can't be used by attacking forces as an open-site sensor array can
I think we should try to plant a sensor array under every new base from now on. Especially the seaside bases.
KodyLast edited by Kody; July 7, 2003, 04:43.
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Originally posted by Kody
I think for now say we don't worry about long term terraforming. I doubt we're going to be able to get the WP. Also I doubt that the game will last long enough to get to soil enrichers etc.
Your right about the removal of the nurtient limit, and the +1 nurtient should probably be considered.
Colony pod 27 minerals
Base growth 18 nutrients
(With planned)
Colony pod 24 minerals
Base growth 14 nutrients
Hrmm I won't bother writing the rest of the stuff I did. I basically ran a little simulation.
Basically I agree with you now HongHu.
Head for the river square east of the nutrient. The reason why I changed my mind was realising that having the city grow to 2, and having the 2nd worker use the mine gets us more colony pods in the long run. So we ALWAYS have a worker on the nutrient and when the city is size 2 we have a worker running on the mine.
So that 1 turn moving the colony pod probably isn't worth it. When the formers finish the mine/road near kommie city one goes to forest to nurtient near Voltairograd and the other to farm then road the nutrient in the valley.But I'm glad that we are now in agreement.
Have you tried this link yet HongHu?
I think you missed it in my previous post.
With these files and your terranx.exe binary you should be able to get SMAX working.
You lost me there. Will that base be useful for colony pods if you put the base on the nut square?Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Originally posted by Kody
So we should start making making more formers and place sensor arrays on our outlying new bases. I've noticed you can start a sensor array then plant a new base and the sensor array will be completed under the base.
I think we should try to plant a sensor array under every new base from now on. Especially the seaside bases.
KodyBe good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Okay so after the former builds the farm at kommie city it immediately heads to the next base site of the colony pod that will be built at the hive.
The former hopefully will be able to build a sensor in time.
Just need to figure out where to put the new colony pod from the hive.
Also you can't build a sensor under a base. For some reason I thought you could, but when I checked I found you can't.
Also the former from St. Voltairesburg after finishing the forest it should probably head for the new base site near voltairograd. That's the river square south of the bay south-east of the nutrient.
Finally when the next base is planted rush build another former? That way it can forest the nutrient then head off and put another sensor array a new base site.
The former that's currently doing the mine near Kommie city should instead head towards the minerals and do the mine. While the other doing the road near Kommie should Forest the nutrient used by Voltairograd.
Anyone have any idea where to put the new colony pod from the hive?
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Cheers! The people and party has succeeded! Any interruption efforts on my SMAX by the counter revolution forces have met their doomed fortune of failure. Sincere thanks to all comrades that have contribute to the successful campain against the enemies of the state. Kody, you can removed the files now.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
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I want the Hive pod to be placed between the hive so that the monolith and the special bonus can be used now.Promoter of Public Morale
Alpha Centauri Democracy Game
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Once we cannot spread out (probably due to lack of ships), it's time to fill in.Promoter of Public Morale
Alpha Centauri Democracy Game
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If nothing really important needs to be decided should I just do the turn?
- Rokossovky- Comrade Marshal Rokossovky
Marshal of the Revolutionary Army of the Socialist People of the Human Hive
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I suggest the colony pod should make use of the free minerals to build either a former or colony pod straight away. So we need scouts or something sent to that site to defend the next city.Promoter of Public Morale
Alpha Centauri Democracy Game
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Originally posted by Rokossovky
I will be around after 6 (11 hours), so if the chairman hasn't run the turn by then, we can do it together there John (and whoever else is online at the time).
- RokossovkyBe good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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