Author Topic: [ISPG] Interactive SinglePlayer Game  (Read 25443 times)

0 Members and 1 Guest are viewing this topic.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #120 on: January 30, 2016, 11:08:27 AM »
And we attempted first Mining Laser (did not succeed) and then former.
There is a monolith, tile is now free of fungus.
And it could be within our new base in that region.
Quite good outcome.


Offline Artemis

Re: [ISPG] Interactive SinglePlayer Game
« Reply #121 on: January 31, 2016, 04:35:37 AM »
Congratulations to the brave men and women of our terraforming crew, who, although not trained in combat, volunteered to scout this Unity pod drop site.  I suggest we engrave their names on a commemorative plaque to be placed at the base of this monolith.

Offline Buster's Uncle

  • With community service, I
  • Ascend
  • *
  • Posts: 49341
  • €848
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: [ISPG] Interactive SinglePlayer Game
« Reply #122 on: January 31, 2016, 04:43:06 AM »
...If it's a short list of short names, I can do that...

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #123 on: February 01, 2016, 12:39:48 PM »
Endturn
A lot of interesting events, this endturn and next turn.

Colonials resigned from entering monolith.
Rover was lucky enough to get to 1 tile from the next pod!
Colonial scout is, where our mining laser.
Our crawler gets nutrients from the new monolith, to faster recover population

2124




- We know, that Colonials attempt to pop the second pod, since visible scout has order to go there.
- A new colony pod from Mission Priority base is ordered to establish base, as shown. It can be there in 2126!
In this case our eastern base will most likely be imposible.
What to do? Look for other location to the east? Our copter can scout that location this turn.

- Should we upgrade mnning laser?
- A road on monolith? We loose only 1 turn-former in fact.

We still need to prototype a rover chassis, so no matter if we build 1-1-2, or 1-2-2, the cost is 3 rows.

Colonials are 6 turns from (green) Explore tech. We have 2 more techs for trade, so it should work to exchange it.
Is it Doctrine Flexibility? Other?

Should we plan a Secret Project?

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #124 on: February 01, 2016, 09:59:44 PM »
I wonder, if since Colonial scout is going to the unity pod on the coast, maybe the rover is going to that pod on the river tile to the north.
In such case, mining laser could be faster to the pod on the coast.

I have impression, the rover went north, and not north-east. This could suggest, rover will go NW and leave the coastal unity pod.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #125 on: February 03, 2016, 08:43:42 PM »
There is some bug, it appears. The colonial rover is in fact only one tile to the north from our Mining Laser.
So the game somehow does not render the unit where it should. Reason? Maybe, because rover was attempting to enter another tile with 1/3 point, it failed, and the location of the unit is now some problem for the game engine?

Copter made the exploration flight, there are locations if we have trouble with new Colonial base to the east.

We will soon establish the third base (2125).
Invitation for celebration!

Offline Akritedes

Re: [ISPG] Interactive SinglePlayer Game
« Reply #126 on: February 04, 2016, 01:21:30 AM »

Huzzah! Industry expands!

...shame those colonials are better at expansion and industrial growth than we've been. :/

Offline Artemis

Re: [ISPG] Interactive SinglePlayer Game
« Reply #127 on: February 04, 2016, 05:50:24 AM »
I have a bunch of stuff going on, so won't be able to contribute much until the middle of next week earliest.  But carry on, because when I can get 5 minutes free I enjoy checking in on this thread.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #128 on: February 04, 2016, 06:03:30 PM »
Colonials got nutrient from the coastal unity pod.
The new monolith will have road.
And now, we have excellent location for the next base in that region thanks to two lucky unity pods.

2125


Apollo Construction established!!!





Proposals/issues:
- The new base AC has set formers as their building item. 10 minerals are already accumulated, so we could hurry it.
This is the only base with nutrient bonus at the moment, and it could need forest to fully yield its benefits at this time.
Or, we switch it to some other building item.
- In case our eastern base location (marked: 1) would be in Colonial terrain, after they establish a new base east from Mission Priority, we would need some other location. Is 2 a good location? Other proposals?
- What to do with Mining Laser? It could help the new base in that region, but presently the cp is still some turns away.

Reminder, password is a single key:
<SPACE>

Offline Artemis

Re: [ISPG] Interactive SinglePlayer Game
« Reply #129 on: February 06, 2016, 09:41:06 PM »
Can't load up the save because I'm traveling, but I agree with keeping production on formers and hurrying if it would still leave us some credits for flexibility.  A pact does decrease the need for garrisons right now. 

It would be nice to have an alternate colony site further east, I'm concerned that putting the alternate site on that peninsula north might limit our control of the eastern territory. But we don't have that area explored and I don't think we should risk the copter further.

We could send mining laser north to scout out a few more squares.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #130 on: February 07, 2016, 09:21:05 PM »
Former in AC hurried.
Mining Laser goes north.

Endturn
- Colonial scout rover, which got nutrient bonus went west then north. It should show, where it is drawn, but is not.
A bug? Maybe graphics problem since this is a set with custom factions. Our borders for example do not show.
- Colonial establish their fourth (!!!) base Normandy Base. Our intended terrain for eastern base is now within Colonial territory.

2126



Important questions. We need Council!
1) Colony pod in the east
a) go further east and search for a good place for eastern base?
b) return west and settle north from MM?

2) Scout patrol in the east

a) scout/pop pods in the east? We can here pop colonial pods, as they are popping ours.
b) return west. This option would be here only if colony pod returns west.

Please vote
on these issues. They are very important.

Offline Artemis

Re: [ISPG] Interactive SinglePlayer Game
« Reply #131 on: February 08, 2016, 04:18:11 PM »
We're getting seriously squinched for space.  I hope that pactmate pod goes west instead of trying to settle north.  We may be in the position of needing to seriously make nice with them while trying to find other land masses to settle to expand.

If I were playing alone I would send our pod east and bet on finding a settleable square just outside the explored territory.  If we can find a spot that would hopefully cut them off from further expansion east--on the other hand it might be just fungus or we might run out of land.  It's a gamble.  Since this is transcend it might not be worth the risk, especially since if things go sour with our pact that colony will be isolated.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #132 on: February 08, 2016, 05:05:01 PM »
I was surprised, that game assigned so many tiles to Colonials after they made this fourth base.
One tile with fungus is even 1-tile more far away from NB, than from AH.
But I noticed previously, that the algorithm for territory is somewhat like that. Just I counted for some tiles there we would be able to have available.

Yes, this is a gamble.
And since Colonials are 3 turns from an Explore tech, I have impression, this will be Doc Flexibility.
With foils we would have option to explore/reach eastern land from the sea.

Offline Artemis

Re: [ISPG] Interactive SinglePlayer Game
« Reply #133 on: February 08, 2016, 11:08:04 PM »
Perhaps we should send our colony pod back west then and consolidate our grasp northward.  Maybe pop that pod with our scout, though.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #134 on: February 09, 2016, 12:45:53 AM »
Perhaps we should send our colony pod back west then and consolidate our grasp northward.  Maybe pop that pod with our scout, though.
My vote too.
The scout can continue scouting, and maybe pop now all the pods there (hoping it survives it all).

Actually, that tile 3 to the east from AH, on that peninsula, is good spot for a base. Good to be reached by foil transport though. It should push Colonial border if by that time they do not advance more to the east. There is much fungus there, we have a chance for that.

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

And here we tinker with metal, to try to give it a kind of life, and suffer those who would scoff at our efforts. But who's to say that, if intelligence had evolved in some other form in past millennia, the ancestors of these beings would not now scoff at the idea of intelligence residing within meat?
~Prime Function Aki Zeta-5 'The Fallacies of Self-Awareness'

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 38.

[Show Queries]