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Turn 244: 1270 AD

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  • I missed something with the empties. I can't put them out of range of the 4 ships, if they still have 6 movements remaining. I can however put them where they are safe if those ships only have 5 mp. Let's do that instead, moving the ships 47777. That should give them 2 shots if Hub 2 survives (and hub 3 is destroyed). And, with a lot of chaining and planning, it should also cover for hub 2 in case that was destroyed and hub 3 survives.

    Now let's only hope those ships don't encounter a sub when moving up there. Moving 88444 should minimize the risk.

    DeepO

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    • We wouldn't be sure to be able to keep the captured Workers anyways. So I agree. Capture the cities, sell off everything.

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      • I've tried to repeat things, but I've ended up with a 1/5 Battleship left in front of Quanto with no Transports left...

        Says it all I guess, on how close this can be.
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

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        • Originally posted by Aeson
          Just for peace of mind, make sure to move the Tanks and Settlers to Q6 before abandoning Quanto. Tip may have had a road built on the tile, or abandoning your own cities could possibly be different than enemy cities, or it might have something to do with if Coal and Iron are hooked up to the tile... no need for chances right?
          Agree.... no need for anything strangely.

          DeepO

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          • Man I can't keep up. Before I can ead a post and put up an answer it has been anwered and 5 more post are up.

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            • Originally posted by Trip
              A question: Can you post a list of every action you've taken so far this turn?
              Uhm... Trip, everything is here, and normally clearly marked too. If you really want to, I can go back and sort everything out, but I'm kind of in the middle of something. As said, the only thing I did not note, is which units went on which transports, and which transports moved first (normally, I just pick the top one, or right-clicking the stack and finding the first one suitable. But especially with the chaining this can differ quite a bit. If that plays any role, there is no way to repeat this, as there are simply too many combinations. But it shouldn't, right?)

              I've tried to repeat things, but I've ended up with a 1/5 Battleship left in front of Quanto with no Transports left...
              ??? Did the bombardment work out the same way? This is worrying!

              I'm definately not going to close this save now, that's for sure!

              DeepO

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              • Nothing turned out the same way, from the first.

                When the Destroyer ran into the invisible sub it killed it but was 3/4, not promoted to 3/5 as you noted. From then on things remained different (though there were some similar occurances, like one of the Transports taking out a 2/5 BB).

                If I were you, I'd finish the turn before it crashes, or you may be SOL.

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                • Oh, and saying things are plain to see in a thread that's 19 pages long is stretching it... there's a reason why I asked for a complete list, and it's not because I'm lazy.

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                  • Okay, trying to replay again... investigating Abilene, investigating Stanwix...

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                    • The build queue changes might have affected the RNG. Did you change the builds too Trip?

                      The Diplomacy screen is also notorious for using RNG rolls. Maybe checking costs for spy actions affected things. Maybe checking other nations for updates could affected things.

                      I know there are RNG rolls that I don't know when/where they occur. Run into them when trying to reproduce timelines every once in a while. Some of those can be attributed to incorrect timelines, but some of them are just mysteries.

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                      • movement continued
                        - transport from our stack off Abilene with 8 tanks moved to NI8
                        - reloaded tanks onto 3/5 transport.
                        - 3/5 transport moved to Quanto, and awakened

                        - transport at NI 4 moved into NI.
                        - loaded with 7 tanks, 1 MI
                        - moved to Quanto, unloaded
                        - moved to Quanto 4.

                        - transport at NI 4 moved into NI.
                        - loaded with 8 tanks
                        - moved to Quanto, unloaded
                        - moved to Quanto 4.

                        - all units in Quanto moved to Quanto 6.

                        - all units present in NI forted
                        - all transports from stack near Abilene moved into NI, and unloaded.
                        - all units in NI forted again.

                        DeepO

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                        • Build queues... now that could be it. I don't know exactly, but I changed some builds after going through the build phase. I think I changed the MI in Tornado only after doing all the rest. Also, I cycled a couple of time through the cities to see if we had enough airports (IIRC, Bolderberg was changed once I saw we might need another one, as it otherwise is a good MI city).

                          If that affects the RNG, there is no way this game can be reproduced. But I reloaded after the first day, I thought, and did the build phase again as it supposed to be? And diplo... well, didn't that happen twice after going to bed as well?

                          DeepO

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                          • You're not forgetting to move the marine to investigate Quanto before the chaining, right?

                            DeepO

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                            • I'm going to see if I can duplicate it completely later, but I have to do the C3C ISDG turn now.

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                              • Something else: We don't have 2 empties in that stack, we had 1, and 2 2/4 DDs. Now we've got a choice: we can put all of those ships on Hub 3, which already has a transport and a..........

                                ****. What's this? That DD promoted to 3/5, right? Now then, why is it 1/4 in my game? This is not something I could have missed this easily.

                                Trip, do you know when I reloaded? I mean, was it before or after running into the sub? I can't remember. In case it was before, we got a different outcome, and I didn't notice it. In case it was after, something is very much amiss in this game. I can understand the transport losing movement, after all, it's only a push on the space bar when you're not paying attention. But a DD losing hp???

                                DeepO

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