The scout should pop the pod with a former in the GL build window (not a net node!). The spore launcher should move to pop those other 2 pods near by, as we'll need some EC's to make the Planned SE change. The new CP should move: N (safer than NE as if there is a MW in that adjecant fungus it will attack the base instead of the CP) -NE-E and gets planted there.
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Just awoke. Two hours till your 9 hours. We wait.Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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Plan of Action for 2114
Leave northern scout put, both to heal and because it will be needed as police pretty soon.
Continue moving CP towards base site #3
Decisions:
What next for our former?
What for our new unity foil (see below), spore launcher, and southern scout patrol?
We are in a position to pop up to 3 pods. HOWEVER, IIRC, mind worms move at the start of the turn, not the end. If that's the case, any worms we pop next turn will attack on 2115, at full strength (except vs bases). Someone can verify this. If it turns out to be true, we need to consider the risks. Gaia's Landing is not at risk from pods popped next turn, since the former can move back for defense. Our southern scout patrol would be lost if it pops worms, but IIRC it is the non-independent one. The unity foild would likewise be lost to a popped IoD. The spore launcher would probably be attacked and killed by popped worms, as well."Cutlery confused Stalin"
-BBC news
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Agree with your assesment of 2115 being worm-problematic.
Perhaps we should just scout with our Unity Foil? It'd be ashame to lose it. Contact with Zak would be nice
Spore launcher --> garrison duty? or better yet, team up with the southern scout for popping pods. We'll need a 3rd unit for police-garrison duty in that case.
Southern Scout --> pop the pod. This could let us know if the area is going to be good for a 5th base or not. But it could wait if we want to team up with the spore launcher, imo.
We still have a very good chance of capture for a second native unit. It would be best to do this with 2 units if possible. The spore launcher can troll fungus without much fear though. A native won't attack it, and a native can be herded towards the scout patrol.Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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From what I've read, native spore launchers attack each other as a by-product of one of them attacking an improvement and the other of them defending it.
I've done some play testing with spore launchers extensively trolling fungus and finding MW's. The MW's never attack those spore launchers. This was using 2 spore launchers over 30+ turns in large fungus patches and 20 of those years had increased native activity. Granted this is a small sample but I think it should hold up. Spore launchers had no problems capuring MW's either. If it misses the capture it defaults to an artillery attach instead, and it's still there next turn to try to capture again.
So...let's play it "safe" and mainly pop pods with the spore launcher.
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good point though about finding another spore launcher. That wouldn't be good, unless we killed it. Perhaps we should attempt to get the scout over there to tag team? I'm ok with popping pods and meeting in the middle.Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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The Unity Foil:
a) Load it with a scout and look for land pods, maybe near the south pole. We'll need a scout for this.
b) Keep it empty and pop sea pods and have some chance of finding an alien artifact. This can start immediately.
c) Take 12-20 turns to find our nearest neighbor, with or without a scout aboard. This can start now or later (scout or no scout).
I like (b) but I agree it would be a pity to lose the unit. No matter what we eventually do with it, I think we should (cross our fingers) pop that 1st pod ASAP, and hope for some EC's.
EDIT: I just recalled reading about "The Dauntless". Maybe we should follow Vel's example and have some fun with it, use it to map our coastline for the next 20 turns.Last edited by Net Warrior; July 19, 2004, 23:20.
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if attacking is key. So no pops on end of move if alone? Or just go for it We'll get another earthquake in the flats, I just know it! But such is luck. Perhaps she'll shine on us later.
I'm fine with trusting luck on that sea pod then. If this is policy, we have some brave Gaian sailors. (Gay sailors?)Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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I advise against popping that pod in fungus. It will be IoD very likely, and it will be dreaded 2115 next turn. Lets use it to scout sea teritory rather. But if you wish to pop the pop, go ahead. I will test the average probability of getting IoD. We had bad luck for now . As for former, more roadsSMAC/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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