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2181-2190

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  • Mart
    replied
    I would recommend technologies in the future. Ecs are worth less. We might get this way something much more valuable. If we still exist that is

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  • Hercules
    replied
    We should get clean soon. So I might need help in re-engineering department.

    Because we sent all those techs to people (for free) I wonder can we ask for some ecs.

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  • GeoModder
    replied
    For better or worse.

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  • Hercules
    replied
    Turn sent on.

    Nothing spectacular.

    survival

    I think I ended before a save. Neural Amp built.

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  • Hercules
    replied
    Ok taking note of comments.

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  • Mart
    replied
    Chaos is cheaper to prototype in infantry unit. Then it should be built on copters.

    Building obsolete units is for the purpose of upgrading them, when having energy ofcourse. Anyway, doing a unit in 2 rows is pretty cheap, and this is the reason. Spartans do this strategy

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  • GeoModder
    replied
    If you want to up the research rate, try rushing a HQ in Snowflake Haven instead of a chopper now.
    The design is obselete anyway with a Chaos Gun being available for prototyping.

    Too bad you didn't take out that Spartan cruiser off our west coast last turn.

    Damnation for me putting that bomber near Defiant base to the north instead of south!!!!!!!!!!!!

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  • Mart
    replied
    As far as I remember last time i checked, dropped clean former should retain the abilities

    Spartans completed HSA switch to Neural Amplifier, will be quite helpful when in Free Market

    Without infiltration on Spartans we will not see what they "cook for us" Also, since there are no our bases they could take easily now, we may have a few turns to rest. Have you noticed that yet in 2189 one could enter F6 screen? Spartans seem to have orbital speceflight...

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  • ForesterSOF
    replied
    That is it.

    Presure the Spartans till they cry for their Mom.

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  • Hercules
    replied
    I don't see any Spartan units in the neighbourhood. Maybe they just wanted to infiltrate us afterall.

    I know doubtful. However I don't forget the Spartans have still got a very useful sea force.

    Meanwhile we have 287 years of penalties, so no trading income then.

    The Gaians have a drop clean former unit ready to send in 2191. I hope it won't lose its attributes on landing.? Can anyone check that.

    Those same Gaians have also moved up the power charts and being just 6 years from satellites now must be a worry for the Spartans.

    We are 12 from Fusion prior to our possible change to FM.

    What's the views on this, though as dictator I can do as I want.

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  • Hercules
    replied
    Good idea.

    I have opened the turn but have not moved anything.
    Spartans built the HSA, leaving us with the Neural Amp or to hold on until the next SP comes up.

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  • ForesterSOF
    replied
    Good

    Fall back; reorganize and then prepare for a counterstrike.

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  • Mart
    replied
    The 2190 is in.

    Morganities give us pre-accepted Chaos Theory.

    I would propose to relocate every air unit to Safe House City, making the only citizen there a doctor and enacting Free Market Economy. This will give the faction a bit of energy income and faster research rate too.

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  • Method
    replied
    Originally posted by mart7x5
    I would however see some variation of this rule in place here. Giving a CMN actually right to play a faction to the best knowledge of the CMN also attempting to be objective, since CMN knows all the game.
    But that takes up my valuable time

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  • Mart
    replied
    As I think of it, there are still benefits:

    - formers previously issued orders still work
    - units with "Go to" orders can go there
    - production, energy, research still function

    problems are in:
    - new building items, if you do not want stockpile energy
    - issuing new orders to formers.
    - potential drone riots.
    - real needs to move some units, colony pods, atack mindworms, etc.
    - lost efficiency due to lack of action, e.g. rehoming units for better mineral usage, etc.

    So overall, hitting just end turn is in like 50% bad. I would however see some variation of this rule in place here. Giving a CMN actually right to play a faction to the best knowledge of the CMN also attempting to be objective, since CMN knows all the game. In peace time this would not be a big problem. Things like:
    - preventing drone riots
    - issuing former orders
    - new buildings
    - some units.
    might be actually easy to do, since often faction members draw plans for a few turns ahead.

    This would get more complicated in war times.

    And such thing might be actually not good from "educational" side, I mean people could get lazy, thinking "CMN will do it". So maybe hitting "end turn" is the way to go.

    I am also quite happy with quality of this demo game. Mostly teams play on time. I tried C3CDG, and it was/maybe still is a bad democracy game. Our Lost Boys team fell apart within first 10 turns. It became virtualy 1 player civ. And when turn time was limitted to 12 hours!!! I quit too, simply not able to play the game in such short time. One more reason to why SMAC is that better than civ3 - You can play SMAC in 100 turns, but civ3 typically in 500 turns or so. So people hurry in civ3 more. On the other hand, end game in SMACX is too fast. I really would like to see more play with those advanced technologies

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