October 22, 2003, 07:48
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#61
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Warlord
Local Time: 11:37
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Hasselt, Belgium
Posts: 234
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All right, seems fine for me
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October 22, 2003, 07:57
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#62
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King
Local Time: 10:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: soon to be a major religion
Posts: 2,845
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i agree use this one Drogue
__________________
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
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October 22, 2003, 08:16
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#63
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Emperor
Local Time: 03:37
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Note:
As part of the diplomatic negotiations I also asked Miriam "for a joint attack on my enemy" - then selected PEACE.
For 215 credits she'll join the fray!!
(and you know that she'll never truce, treaty or pact with them thereafter - anyone'd get the "I have accepted payment for his destruction" spiel)
G.
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October 22, 2003, 08:20
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#64
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Warlord
Local Time: 11:37
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Hasselt, Belgium
Posts: 234
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Certainly an option to think about, if this war is going to drag on (not likely  ) and we can get some energy reserves. Although I'd rather invest those 200 EC's in some ships or probes probably...
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October 22, 2003, 08:47
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#65
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King
Local Time: 10:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: soon to be a major religion
Posts: 2,845
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well if we get some extra`s because of planet pearls or our raids i am willing to send in miriam.but first priority is to build up our own forces...
__________________
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
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October 22, 2003, 10:39
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#66
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Emperor
Local Time: 03:37
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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and don't forget podpopping for energy with your 8-turn cruiser now roaming around. With so many of the podpops disabled, energy happens more frequently than it otherwise would
(And also, to prototype impact and plasma, you can always build an armored impact cruiser and use a crawler to speed the prototyping - plus some energy I would imagine)
G.
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October 22, 2003, 15:07
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#67
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Local Time: 10:37
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Oxford or Northampton, England
Posts: 8,116
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I agree with all that's been said. Will play tonight (within the next 3 hours). Thanks all
__________________
Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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October 23, 2003, 18:52
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#68
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Local Time: 12:37
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Quote:
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However I think the switch out of wealth is needed. It would be illogical to launch a war with very green troops IMHO.
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Indeed.
Btw, if you say that units built under Wealth don't get a morale bonus when you switch to eg Knowledge, does that also mean that if you would switch from Knowledge to Power, none of the units you built under Knowledge would get a morale upgrade?
If so, I must say I find it quite odd.  I always had the impression increasing morale effectively increased the morale of ALL units, and not the recently built ones.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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October 24, 2003, 19:06
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#69
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Prince
Local Time: 05:37
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 861
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As far as I understand it, building units under wealth and then switching to knowledge will not increase their morale. However, building units under knowledge and the switching to power will increase their morale. Building units under wealth and switching to power will increase their morale, but only to normal, not to the bonus from power.
I believe the mechanism is that negative morale modifiers last permanently, while positive morale modifiers don't (at least for SE choices).
__________________
Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.
Last edited by Corellion; October 24, 2003 at 19:22.
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October 24, 2003, 19:12
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#70
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Local Time: 10:37
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Oxford or Northampton, England
Posts: 8,116
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I believe Corellion is correct.
__________________
Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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October 25, 2003, 07:17
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#71
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Local Time: 12:37
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Ah ok, that explains it. Thanks.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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October 25, 2003, 09:45
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#72
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Emperor
Local Time: 03:37
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Just an interesting note now that you are a naval power (and this was discussed very early in the game with the Pirates, so I'm not giving any advantage by mentioning it - in fact, I'd be disadvantaging you by not mentioning it):
As results from podpopping exclude techs and AA's, the probability of other events increases. In playtesting I found sea podpopping to yield above average instances of unit cloning (one of the reasons I cut PEACE back to one starting gunfoil) and energy credits (the 200 ec's came much earlier in the game than usual)
I confirmed that this was not unique to the Pirates last turn when I playtested to get to the PEACE turn (to see how my AI factions were doing) - I got an immediate clone of your Cruiser on its first podpop.
just leveling the playing field ............
G.
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October 25, 2003, 18:15
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#73
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Prince
Local Time: 05:37
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 861
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Either Lemmy's becoming more active, or that's the sweet sound of pod popping I hear.
__________________
Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.
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October 26, 2003, 09:16
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#74
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Local Time: 10:37
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Oxford or Northampton, England
Posts: 8,116
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We must start to pod-pop a bit more IMHO  Especially with naval units.
__________________
Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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October 26, 2003, 14:51
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#75
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Prince
Local Time: 05:37
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 861
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Indeed.
__________________
Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.
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October 27, 2003, 06:52
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#76
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Warlord
Local Time: 11:37
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Hasselt, Belgium
Posts: 234
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Maybe use the laser cruiser that we were planning to use for patrols?? And we can maybe use the transport too, if we can find some free time for it after the initial assault...
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November 4, 2003, 09:37
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#77
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Deity
Local Time: 22:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Quote:
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Originally posted by Corellion
I believe the mechanism is that negative morale modifiers last permanently, while positive morale modifiers don't (at least for SE choices).
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So let me get this straight.... if I build a unit under an SE choice with no morale effects, it is (let us say) green. The if I change to Wealth it has two downgrades to morale (very very green), but if I change back out to an SE choice with no morale effects then the unit stays at the -2 Morale? Or do you mean that only units built DURING the time of -ve morale effects have the negative effects permanently attached?
I need to get some things straight - logically and easy to follow straight. So expect lots of silly questions like this from me.
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November 4, 2003, 19:05
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#78
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Local Time: 10:37
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Oxford or Northampton, England
Posts: 8,116
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It remains -2 morale. All ships are downgraded when negative morale is applied, and none are upgraded when positive morale is (expect those built after).
__________________
Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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November 5, 2003, 11:06
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#79
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King
Local Time: 03:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Civ4 Colonization UI Programmer
Posts: 2,473
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Is their any chance of us getting access to POWER! *Imperial Storm Trooper Music, Dun, Dun Dunnunn  *
So we can switch breifly to it as our Impact Crusiers are being completed so as to gain the moral bost atleast temporarily?
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
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November 5, 2003, 17:08
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#80
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Prince
Local Time: 05:37
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 861
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It would require a fair detour in our techs, and even if we did get it I would not support such an action. -2 industry (-1 with Planned) is an enormous penalty, and one I'm not willing to endure. It would take 22% longer to build anything.
__________________
Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.
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November 5, 2003, 20:13
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#81
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Emperor
Local Time: 03:37
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Your 2145 turn is hanging in the general turn reporting thread (only I've downloaded so far ..........)
G.
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November 6, 2003, 17:31
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#82
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Local Time: 10:37
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Oxford or Northampton, England
Posts: 8,116
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I have too. I will play tonight, unless I see an objection.
__________________
Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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November 17, 2003, 06:40
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#83
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Deity
Local Time: 22:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Slight problem - the forest due for completion near Aurora next turn (2146) claims to take two more turns in the 2145 presend I downloaded. Thus we will be one mineral out of completing that Transport on time in the orders.
Time for a rush somewhere?
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November 17, 2003, 06:51
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#84
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Deity
Local Time: 22:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Also, I see the plan as it stands allows for no more Cruisers to be built - we should probably be ready to change to another Impact Cruiser in Pi Square when we attack in case of bad results. Perhaps a rush of the first Plasma Garrison there? We have the cash for some rushing even now.
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November 17, 2003, 07:18
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#85
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Deity
Local Time: 22:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Also I just noted that Logic Loop is at 14 min per turn not 12 as scheduled, and Apolyton Prime at 7 per turn not 6. This will mess up the schedules a bit.
Time for us to update them? For greatest efficiency, naturellement.
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November 18, 2003, 19:02
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#86
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Local Time: 12:37
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Quote:
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Slight problem - the forest due for completion near Aurora next turn (2146) claims to take two more turns in the 2145 presend I downloaded.
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I would prefer to send the Boolean crawler to rehome at Aurora. That way the cruiser transport would be finished even sooner than planned, and our invasion could start earlier
Quote:
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Also, I see the plan as it stands allows for no more Cruisers to be built - we should probably be ready to change to another Impact Cruiser in Pi Square when we attack in case of bad results. Perhaps a rush of the first Plasma Garrison there? We have the cash for some rushing even now.
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The plan is more or less outdated as you already noted on a few points. Later in this thread a few of us agreed that building one plasma sentinels (which we have already done) is sufficient for now and that we should concentrate on offensive units. So another impact cruiser in Pi Square after the current one is finished seems great!  If we besides that also build one in Zetaris we already have a respectable fleet.
As for updating the schedule. I'd love to, but I don't really have time right now.  If someone else is willing, be my guest of course!
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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November 25, 2003, 18:13
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#87
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Local Time: 12:37
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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We will have three probe defences next turn and one probe team in production. May I therefore suggest we switch production in Apolyton Prime to a Marine Impact Squad next year? Logic Loop I would still let produce a Marine Impact Rover?
Edit: "marine" added.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
Last edited by Maniac; November 26, 2003 at 14:47.
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November 26, 2003, 00:11
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#88
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Deity
Local Time: 22:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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I assume the updated plan calls for a few Probe teams for defence and one for inflitration or something? If this is it, we surely do not need any more.
Will post on Marines vs normal Infantry once I get home and view the save again.
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November 26, 2003, 14:57
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#89
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Local Time: 12:37
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I would vote to keep that current probe defence in the northern Pi Square where it is, and move the other two probe defences and the future probe team to Boolean Bay where they can be shipped to infiltrate and probe-attack PEACE, and defend captured bases. Since the current plan is to attack Alexandria first, I guess PEACE would try to probe-attack that base after we capture it, and not our bases east of it (Boolean Bay, Binary Bastion), making it wise to move all available probe forces to the front.
What units should we include in our initial invasion transport to Alexandria btw? One probe defence to infiltrate PEACE, and then three offensive units, or rather two probe defences: one for infiltration and one for defence in case PEACE has again built up a probe force?
If only we had infiltrator info about PEACE, we could plan things better.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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November 26, 2003, 22:40
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#90
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Deity
Local Time: 22:37
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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So let me get this straight - we want to strike a deal with the Hive where we will vote for them as Planetary Governor, and then I suppose they are near certain to get in (assuming their pop is typically large). In return they will then give us PEACE infiltrator info. All correct?
And if we got this decision, we would then be in a position to call the Council, or be in a position to give someone else the last contact(s) they need to call the Council - correct?
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