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  • #76
    Chaunk,

    I checked up on something I vaguely remember reading here. Units moving with partial move aren't more likely to move if there's another unit there. The probability appears to stay the same.

    Instead moving into fungus where there's another unit there, don't get the addtional bounce (something I found out from watching the ACDG drones infiltration).

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    • #77
      -tests it himself-
      My Unity rover with 1 movement point moves more easily into fungus with the other Unity rover there

      My CPod with 1/3 of a movement point moves into fungus more reliably with another unit there

      It seems to double the probabilities!
      I'd do more testing, but I have enough info to work with.

      /me resumes trying to stay awake longer than Kody

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      • #78
        What I'm saying it removes the fungus bonuce, but it doesn't change the partial move bonuce.

        I think Chaunk mentioned something about a partial move bounce. However, he's deleted the old post. I meant to check the claim about a week ago, but then the ACDG forums opened up and I just HAD to read every single post in there.

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        • #79
          Best to generate spam in another thread. Googlie will look at the reply count and think his turn has been played for him!

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          • #80
            Ytyke – turn 2111

            OPEN TURN

            Mindworm pops pod – gets 75 ec’s – yeah – moves east and encounters another mindworm, which it disposes of, netting 10 ec’s from the planetpearls (who buys these planetpearls anyway?)

            Miner moves towards last piece of Uniuty wreckage

            Scout on rendezvous path for the AA decided to pop pod, and exposes a monolith. A warm and fuzzy morale upgrade ensues

            Former #1 has completed its forestry task and is headed to 5:49 to prep for a base there
            Former # 2 starts a forest on the sunny tile, 7:63
            Former #3 will reach its assigned tile - 10:68 – next turn and commence the base preparation there

            Chopper goes on an exploratory sortie to see if it can sniff out any mindworms

            Secrets doesn’t need any more lab points (30 needed and 30 accrued) so reset the sliders to 40-10-60 to eliminate inefficiency

            END TURN

            (here's the 2111 map)
            Attached Files

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            • #81
              and here's the 2111 turn:
              Attached Files

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              • #82
                Play that turn!
                ~
                Googlie, Chaunk - you guys are pretty good at this.
                Did I make a stuffup in moving my pods over to the MJ so soon?

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                • #83
                  Since I won't have NLM in time, I'm building my Colony Pod where it stands - on the Nut bonus. I'll have formers working the Monsoon Jungle before the coastal pods arrive.
                  My base is called U3 (for less than obvious reasons)

                  AAs closer to home
                  Scout moves closer to pod at the peninsula
                  Rushing the Cpod at U1 fully, Stockpile in queue.
                  Sending my Rover north towards another pod
                  Rovers are crossing PlanetNeck, looking for pods

                  Colony pod moves to Overflow Ridge.
                  U2 production change to a Colony Pod.

                  Due to my low tech rate and my 3 AAs, I could take the HGP and expand horizontally or the WP and expand vertically.
                  Then again, I won't gain anything by denying Googlie of a secret project, save for the project itself.
                  Attached Files

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                  • #84
                    and here's a 10 year comparison from 2101 till 2111
                    Attached Files

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                    • #85
                      Oh thanks Googlie!

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                      • #86
                        (Well, it's actually an 11 year comparison, as I couldn't find an E_N turn for 2110 - so I progressed my turn thru to 2112 for E_N and decucted his energy accumulation for the year's turnover. Somewhat unscientific, but I'll do the next one at 2125 with better data)

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                        • #87
                          Those are some amazing pod pops.

                          Also he managed to pop a nut bonus under his first base from a pod.

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                          • #88
                            Got lucky. Stuff happens like that every once in a great while.
                            Do you think I'd be taking down Googlie without a lot of help from the pod lotto god?

                            You should see the Unit Clone Turn from Life is only a Game. W00h00!
                            Last edited by Enigma_Nova; June 18, 2004, 07:43.

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                            • #89
                              Probe attempts to pop pod at (29,35). Fails
                              Scout -> (31,29)
                              Formers -> DataDeCentral(). I wanted to move them to (25,29) but no dice. Aiming for a base at (23,29), to allow me two on the river, at (23,33) and also (19,33). X Geoff's the spot is marking my next base location should I fail to remove the fungus from (23,29) in time. Actually, its quite likely there'll be one on both at the same time.
                              Scout at (31,29) again fails to pop the pod. Gonna have to give him a pay cut...

                              END TURN

                              Kody: I can only say that in my experience units with partial movement seem more likely to enter a square if theres alreay a unit in it. I've not tested it, so it may be a false assumption. I didn't delete the post though, its there...

                              Attached Files
                              Play hangman.

                              Comment


                              • #90
                                2112 turn

                                OPEN TURN

                                Discover Secrets of the Human Brain

                                Select Centauri Empathy as the free tech

                                Commence researching Industrial Base

                                Toyed with switching to Green (40 ec’s) Produces a Paradigm Economy- no loss to inefficiency (+ 4 effic and +3 Planet) and if I reset sliders to 10/10/80 I get zero income but tech every 6 years … BUT … growth severely hampered (eg, under Simple, Carnoustie will produce next pop in 3 turns, with Green it’ll be 7 turns) I can’t afford to get behind in pop growth, so stay as Simple

                                Move scout to cover AA, now just 1 tile south of St Andrews

                                Former #1 continuing on path to new base site
                                Former #2 continues foresting sunny tile
                                Former #3 reaches destination, commences sensor array

                                Miner now just 1 tile away from destination

                                Mindworm frolics in the fungus, heading towards new Jerusalem to pay Miriam a visit (prolly around 15 turns or so thru the fungus, unless waylaid by mindworms on the way)

                                ENDTURN
                                Attached Files

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