Did I misinterpret something? The CP is headed northwest for fertile land, but is stacked with the scout patrol for protection from random mindworms in fungus.
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I think they are talking about it should go NW into that nonfungas square CT. It might be rather unlikely that a random mindworm will appear and attack the CP if it is not in fungus.
[Edit]spelling.
[Edit]Same with the last one regarding whether this is a spam post.Last edited by Snowflake; August 2, 2004, 10:12.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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I am just proposing that we exit the fungal wall as quickly as possible.We know that fertile lands are there, but attemptiing to move with CP into fungus first might be a turn lost, and turn advantage is precious.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 was planning to head straight north next turn. We can move the CP first or the scout patrol first. Whichever unit moves second has a higher chance of making it, but if the CP moves second and finds a worm (unlikely as it may be) then the scout patrol will have to defend against that worm."Cutlery confused Stalin"
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I will have turn simulator ready by Friday with the results of average chances of that happening.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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Originally posted by HongHu
I have to say that nobody had raised any opposition when Chaos Theroy asked for confirmation.
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BTW, north to me means that Rocky square in our original position.
And no Chaos, you didn't misinterpret anything I don't think. We all got a bit bungled and compromised. Let's make the best of it.
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Yes I know. In the beginning of a demo game it is natural for misunderstanding to happen. (This is another reason against turn chats. Oops wrong forum. ) Given more time it'll be easier for people to know what each other is saying by the way he talks.
I'm not giving any opinions one way or the other. Just making some general observations.
[Edit] Again I think I actually had a point for this post. If it is considered spam by the Gaians I will edit it out.Last edited by Snowflake; August 2, 2004, 10:14.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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By which you mean 'Discuss this elsewhere?' Be specific please.
As to our next move:
[list=1][*]Attempt to move scout North[*]If fail, move CP southwest into the greenery[*]If succed with Spatrol, move CP north as well[/list=1]
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Originally posted by smacksim
By which you mean 'Discuss this elsewhere?' Be specific please.
[Edit] This is response to a post. Hopefully not considered spam.Last edited by Snowflake; August 2, 2004, 10:15.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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Sorry HH, I thought you were hinting that I was posting too much here. I've made some more detailed discussion possible over Here
Even if you were not implying it, it would probably be best to keep this strictly for discussing the turn in question, off-linking to relevent detailed arguments for various things.
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Enigma_Nova told me that factions with +1 planet will always be able to move into fungus. I tend to disagree. But the question is moot if the Scout patrol makes it, or better, finds a worm and makes it.
Then again, if it looks like more and more fungus to the north after the scout moves, it's trickier. In that case, I'd say go with moving it sw towards the water, not south on the Unity pod.
I would probably explore the pod with our CP in a single player game, yet, here it seems best to get a little safety first. If we were to go for that Unity pod, better to move the CP first, then the scout (if a worm, can follow up).
If the scout does not make it North, then CP to the SW is, at the very least, a chance to build a base on the following turn(s). The scout will make it though
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