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Angels M.Y. 2102 - MY2110

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  • #61
    [QUOTE] Originally posted by gwillybj
    Here are some links to map-editing threads. The first of each pair is to the first post of the thread. The second is to a post (by me ) in that thread that refers to the Nessus Canyon.
    You have to add it to the map manually in the editor, and each Canyon square does give +1 Mineral.

    I haven't included the links. This is just for info. Very nice for us.
    On the ISDG 2012 team at the heart of CiviLIZation

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    • #62
      Told you so.

      I'm in favor of hurrying the new agents (operatives) and delaying the pop pod near Kahlua Probing for the turn later. Also, sending agent 101 east sounds the most promising in my ears for the terrain there is more interesting. We can always sent the scout near our bases to the south to discover those tiles there.

      And CentEco is IMO the best next research project. We need formers to terraform some tiles before crawlers come around harvesting them.
      He who knows others is wise.
      He who knows himself is enlightened.
      -- Lao Tsu

      SMAC(X) Marsscenario

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      • #63
        Here's the turn so far:

        -Got IB, new research set to CentEco (if you want to change, we'd only lose half of 3 points )
        -Agent 101 headed due east

        1) if Scout 010 is not popping this turn where do you want them to go?
        2) we only have enough to rush one of the two probes (11EC apiece, and we only have 20EC) so maybe rush one now, and the other next turn?
        Attached Files
        But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
        PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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        • #64
          Rush the probe in Enigma, leave scout where it is, ready to pop next turn. We are allowed to place stockpile in the queue after a Probe aren't we?
          On the ISDG 2012 team at the heart of CiviLIZation

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          • #65
            Took me 15 minutes to find the silly thread, but yes, stockpiling is allowed So i've rushed the probe @ Enigma, put stockpile in both queues, and passed the turn on Scout 010. End turn attached below, I'll post it to the tracking shortly
            Attached Files
            But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
            PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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            • #66
              Latest map - arrow's pointing to where i think the Kahlua Probe should go, looks like we've got a landbridge (see the shape of the water by it?)
              Attached Files
              But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
              PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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              • #67
                Looking good...

                Though when do some more CPs enter into the picture... and initial defenders?
                I'm not conceited, conceit is a fault and I have no faults...

                Civ and WoW are my crack... just one... more... turn...

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                • #68
                  Appearantly the plan is to produce CP's next shift, and thereafter it's still open AFAIK. Guess it's best to have at least a new scout by the time 2115 passes... which brings me to a question. How do you (Maki and Herc) plan to keep drones in check without sufficient scouts for quelling them? In 5 turns the populations grows in those bases.
                  He who knows others is wise.
                  He who knows himself is enlightened.
                  -- Lao Tsu

                  SMAC(X) Marsscenario

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                  • #69
                    Doctors, most likely - and that will only be for a 4-5 turns until the CP's pop out and then they can make some homegrown defenders

                    No min pop, but we did get a nut tile in the radius of EM - that'll help EM keep popping CP's out after we get the drones under control. Rushed the rest of the KP probe (111) for 4 EC's, and EM is building a probe. Probe 101 moving east has dicovered a river - will catch the short bit to the ocean then use it to move as far as possible.

                    Plans forward:

                    -Scout 010 will head due N, towards the coast, Probe 000 (em's probe) will head more northeast to check the N end of the pholus ridge, while Probe 101 skirts the south end and east coast, Probe 111 will head for the landbridge and see if we have neighbors. (mmmm. infiltration ^^)

                    -build queues look like this:

                    EM : CP in 9 turns (2116, but I'm sure we'll rush that), then either a scout for MP/def or a former (we may be done with Cent Eco by then) follwed by whiceverh of those we didn't choose, then another CP

                    KP : Same pattern as above with a one turn offset.
                    Attached Files
                    But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
                    PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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                    • #70
                      Latest map:
                      Attached Files
                      But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
                      PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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                      • #71
                        Mmm, if 000 goes north anyway, why not letting it continue that direction and disclose our seclusive 'friend' upthere?

                        Sth else, in Network54 was proposed to call our (future) military advisor a cyberpunk. Why not keeping the 000 codes for the probes, and calling the scout cyberpunk 1 or sth? cp1!

                        And for the scout (cp1 ), I propose 1 tile north, then next turn 1 tile west and from then on follow the river back to the bases. Can be used then to quell a drone in one of the bases when it's pop grows. Perhaps to Enigma Machine is best so the base can harvest those nuts.
                        Last edited by GeoModder; July 13, 2004, 07:34.
                        He who knows others is wise.
                        He who knows himself is enlightened.
                        -- Lao Tsu

                        SMAC(X) Marsscenario

                        Comment


                        • #72
                          Good call with Cypher1 (CP makes me think of colony pod...), he's off and on that way. 111 is tangled up in fungus at it heads for the land bridge, 000 has discovered not 1, but 2! pods ready for popping (unless we want to leave then for colonies). 101 also found a pod on that river, but left it for now. Here's the save:
                          Attached Files
                          But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
                          PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

                          Comment


                          • #73
                            And where are those CP's going, anyway? Only 8 turns or less till we have to decide......
                            Attached Files
                            But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
                            PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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                            • #74
                              I'll check the turn later today, but for future colonies, I propose both ends of the river on which our current bases are situated.

                              2 turns 'flight time' so to speak then.
                              He who knows others is wise.
                              He who knows himself is enlightened.
                              -- Lao Tsu

                              SMAC(X) Marsscenario

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                              • #75
                                Well well, some good news. Check tile 17.71, it is also a canyon tile, and has nothing to do with the Nessus Canyon we already scouted...

                                But it is not a complete one, I think. The 'dip' in the black does not continue. My guess is that Buster removed the Nessus Canyon over there by raising terrain again... It might be possible that the +1 minerals is still valid, even if more to the south the sea starts again.

                                As for Cypher1 and 000, I'm unsure whether to let them continue or let 000 pop the western pod with Cypher1 as cover... Reason is that it delays the return of Cypher1 with 2 turns. Other opinions please.

                                I suggest to let 101 move to 32.76, the coastline in that area is then completely revealed.
                                He who knows others is wise.
                                He who knows himself is enlightened.
                                -- Lao Tsu

                                SMAC(X) Marsscenario

                                Comment

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