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Think you know everything - Turn Tracking

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  • #46
    Sorry, I don't think I can be more detailed. You have a large number of rovers popped from pods to move around, formers to use etc. I have nothing special, except for alien mind worms, and I can guarantee that anyone could replicate my turn exactly from the discription above.

    Will play after lunch.
    Play hangman.

    Comment


    • #47
      Scout at (29,31) attempts to move to (31,31) to pop pod. Fails.
      Scout at (23,31) attempts to move to (25,31) to go to Data DeCentral. Fails.
      Probe team moves to (32,38). Hopefully will infiltrate Cult in 2 turns.

      OptiCommons production changed to scout patrol (0/10). Former moved to (29,27). Begins work on a farm.

      Sliders changed to 50,0,50.

      END TURN - DELETED
      Last edited by Chaunk; June 15, 2004, 08:11.
      Play hangman.

      Comment


      • #48
        The DataAngels view, 2106.

        DELETED
        Last edited by Chaunk; June 15, 2004, 08:11.
        Play hangman.

        Comment


        • #49
          Boo! Hiss!
          That makes the Uni look weak.

          Comment


          • #50
            psh... If you think I'm gonna change my alphax.txt for every game, you can think again!
            Play hangman.

            Comment


            • #51
              Former #2 moved to 7:55 and popped the mining laser robot, who moved to 7:53 to pop the chopper. It (chopper) relocated to Gaia's Landing (renamed St Andrews, golf's headquarters) and rehomed there to free up a mineral for Carnoustie. Former #2 commenced planting a forest at 7:55.

              Ind scout now heading back to St Andrews to become its pro-tem garrison - I've changed production there to another former. Former #1 (at St.A) has completed the forest in the river tile, so I've moved its worker there. (1-2-2 versus 1-1-2) The new former being built will complete in 4 turns and will be a candidate for rush building next turn. I'll tinker with moving that worker between the two tiles depending on whether I need food, minerals or energy from that source (and as it's also in Carnoustie's base radius its worker might also get placed there from time to time)

              My turns-to-complete next tech (Social Psych) is 0, so obviously I got the dreaded rollover (game looked at the tech completion before allocating this turn's lab points). So I'll max my nuts and mins this next turn as I'll only get 2 lab points carried over to the next turn from Carnoustie (I lose St.A's since that is producing 4 of my 6 per turn) - that was the reload message - I fast-forwarded thru E_N and Chaunk to see how many labpoints I start 2107 with)

              Mindworm moved south to pop the pod it was beside and uncovered a minerals tile

              ENDTURN
              Attached Files

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              • #52
                edited to remove obselete attachment
                Last edited by Googlie; June 14, 2004, 18:34.

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                • #53
                  D'oh... my DL failed to notify me on replies.
                  I'm playing the turn now.

                  Comment


                  • #54
                    -turn process-
                    Units move around in fungus.
                    Worm killed at (57,33).

                    Planetary Networks researched, starting research on Industrial Automation.
                    Switching to Planned.
                    Rushing the Cpod in UniBase by 11 ECs to ensure that it completes next turn.

                    Scout moves from Uni base (not needed for drone control).
                    Formers move SW of UniBase, storing former time so they can remove the Fungus later.

                    Now I can talk to Sven and get his 'phat tech' without reducing my time to research IA.
                    CentEco --> Sven, Doc:Flex --> Enigma
                    InfNets --> Sven, Doc:Mob --> Enigma
                    I'll take a guess that he won't have Perims for some time, so if I research Impact weapons then my naval force will conquer his 2 bases.
                    Last edited by Enigma_Nova; June 14, 2004, 23:32.

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                    • #55
                      Will play tomorrow, have migraine today
                      Play hangman.

                      Comment


                      • #56
                        scout -> (31,31). pod, earthquake.
                        scout -> (25,31).
                        probe -> (31,41) to infiltrate cult next turn.

                        doc:Mob next turn.

                        END TURN

                        Day after tomorrow I know, but then thats life sorry.

                        2107 view.
                        Attached Files
                        Play hangman.

                        Comment


                        • #57
                          And the turn.

                          DELETED
                          Last edited by Chaunk; June 16, 2004, 14:29.
                          Play hangman.

                          Comment


                          • #58
                            2107 turn

                            OPEN TURN:

                            Got Soc Psych – start on Secrets of the Human Brain (on the Centauri Empathy beeline, and also to be able to add trance to my units for virtual immunity to mindworm attacks with my +1 Planet rating)

                            Mindworm moved south and east thru the fungus – no encounters, but will pop a pod next turn

                            Chopper sent south and east from St Andrews to spy out the lie of the land

                            Ind Scout heading back to St Andrews to be its garrison while the former is being built there

                            Miner heads towards the shattered deck of the Unity to recover the 150 ec’s stashed away there (will get there by 2109 – he’s a slow mover!!)

                            END TURN & SAVE


                            (not much change to the map, so no image)

                            (and, remember, as a courtesy to Apolyton, go back into old posts and delete obsolete attachments. This removes some "clutter" from their web hosting site
                            Attached Files
                            Last edited by Googlie; June 14, 2004, 18:36.

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                            • #59
                              A bit of dyslexia with the name of the zip file there googlie.
                              tytke.zip
                              Think you -typo- know everything?

                              The old attachments were deleted.
                              Now, to play my turn. I hope I can get my pods to the MJ fast enough...

                              Comment


                              • #60
                                LOL

                                Think You Truly Know Everything, maybe?

                                G.

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