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Turn 245: 1275 AD

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  • Netscape crash. This is not nice of my pc... I was just going over the last notes for the economical part. More then a page of text lost.

    I'll try to reconstruct everything, but forgive me if the save is a bit different from the report.

    DeepO

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    • okay, this is a shortened version of the econ report.

      - Tornado: shortrushed to knight, builds DD next turn. 72 g (IIRC)

      - Typhoon: shortrushed to knight, builds DD next turn. 104 g (IIRC)
      - I'm uncertain if Typhoon can get to 50 spt in WLTKD (I remember there was one wf combination which gave this perfect score, I don't remember which one). I already mined T 78.
      - Typhoon takes wheat from Cyclone, instead of coast

      - Cyclone takes grass from Tornado
      - Tornado takes wheat from Cyclone
      - Cyclone set to settler

      - Blizzard takes coast instead of desert
      - SS takes desert instead of mountain

      - WoC 23 forest chop.
      - problem: chop went to inchoff, even if WoC was working the tile!
      - Inchoff unsure to get 20 spt in WLTKD (I thought it was 18). WoC moves off grass, onto coast (not sure if this gives 100 spt: check this next turn and shortrush if necessary)
      - WoC set to BB
      - Inchoff shortrushes to tank [edit: 4 shields for 16 g. That's a surplus of 2 or 3]
      - Inchoff set to DD

      - Elipolis set to civil defense(CD)
      - forests on Eli 7 & 8
      - mistake: Eli 6 irr. corrected by mining it again

      - Monsoon set to CD.

      - Hurricane set to DD
      - EotS gives river fur to Hurricane. Set to tax man
      - Hurricane moves off coast for the fur.
      This is not completely legal. now, EotS is not producing 80 spt without the buggy mob bonus anymore. However, we could correct it if we wanted it, but the difference is only 1 fpt, and it involves a lot of changes. Now, next turn all that needs to be changed back for 1-turn bombers is the river furs again.

      city builds

      - Eli: CD in 2
      - Velocity: explorer in 11
      - WoC: BB in 2 (shows 3)
      - Inchoff: DD in 1
      - D-ville: airport in 1
      - SA: airport in 2
      - Blizzard: DD in 2
      - Monsoon: CD in 1
      - Arashi: MI in 2
      - WW: MI in 2
      - Tempest: bomber in 1
      - SS: settler in 3 (shows 4)
      - OG: CD in 4
      - EotS: airport in 1
      - Hurricane: DD in 1
      - Bolderberg: airport in 1
      - Cyclone: settler in 3
      - Tornado: DD in 1
      - Typhoon: DD in 1
      - Sufa: Explorer in 16
      - AA: barracks in 40
      - NI: barracks in 39
      - Abilene: settler in 1

      1136 g, -65 gpt, 60%, 571 bpt. Mini in 14.

      I think this was it.

      Save ready to be sent, I'll check it one last time.

      DeepO
      Last edited by DeepO; December 28, 2004, 20:39.

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      • clap clap

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        • Brilliant work again, DeepO & Aeson :notworthy:

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          • Save sent

            I noticed one last thing: in between the battles, and the upgrading, I forgot to check where ND was in strength opposed to us. After upgrades, we're still strong to everyone

            DeepO

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            • DeepO

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              • I think I asked this before, but I forgot the answer: can you enter a tile with a radar tower from the sea, without using a marine?

                DeepO

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                • GoW report, and battle reports are something for tomorrow. I spent enough time on this game today

                  DeepO

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                  • I don't think so as it has to be destroyed.

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                    • okay, thanks. That's one less worker we need to use to cover a tower.

                      DeepO

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                      • Originally posted by DeepO
                        That should have been
                        LNT-TR, LNT-ID, LNT-CA(vet), LNT-CG.
                        I'm rereading everything... a correction here: that should have been:
                        LNT-TR, LNT-ID, LNT-CA(reg), LNT-CG.

                        Sorry about this.

                        DeepO

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                        • Originally posted by Aeson
                          I don't know if Artillery will count as a military presence to stop barb camps from spawning.
                          I don't think so... I'm not sure, but doesn't it just require a defensive value to keep barbs from spawning?

                          DeepO

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                          • I think you have to have a defensive value and an attack value to count, but I am not positive.

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                            • Are there units with defensive, but no attack value? Apart from ones you make in the editor, of course.

                              It doesn't matter, arties don't prevent spawns

                              DeepO

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                              • IIRC, I've seen barbs spawn next to a worker, so I guess that would it o be possible with artillery too.
                                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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