Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Land type for remake?

Siren-ish
- 2 (40%)
Krigg-ish
- 1 (20%)
Siren-ish with limited space age
- 1 (20%)
Krigg-ish with limited space age
- 1 (20%)
Other?
- 0 (0%)

Total Members Voted: 5


Pages: 1 ... 20 21 [22] 23 24 ... 42

Author Topic: Planetfall: Sci-Fi strategy. The resurrection.  (Read 34358 times)

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 3.
« Reply #315 on: July 25, 2010, 05:04:27 pm »

Any success?
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #316 on: July 25, 2010, 07:55:19 pm »

This is Captain Frederick, get us a shuttle ASAP! We are failing to oppress the good citizens, and they have seen us through. Nearly all have rebelled, and they are have taken control of most of the ship. We need help now.

(Surprise one-time boost of 2 RP to Knight Otu and Wimdit for being the only two to provide a correct, copy-pastable force list in their turns. Thank you for making this easier on the GM.)

Spoiler: Siren (click to show/hide)
Spoiler: Light Green Neyvn (click to show/hide)
Spoiler: Blue RAM (click to show/hide)
Spoiler: White Techno65535 (click to show/hide)
Spoiler: Abcullater_2 (click to show/hide)

Spoiler: Krigg (click to show/hide)
Spoiler: Orange Cheddarius (click to show/hide)
Spoiler: Grey Knight Otu (click to show/hide)
Spoiler: Red Wimdit (click to show/hide)
Spoiler: Dark green Wolfchild (click to show/hide)
Logged

Neyvn

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #317 on: July 25, 2010, 08:35:44 pm »

DIPLOMACY//
Accepting to trade with RAM, Colonization 3 for Industry 3...

RESEARCH//
Research Amour 2 - 2 RP
Trade Tech Colonization 3 to RAM - 1 RP
Trade Tech Industry 3 from RAM - 1 RP

INDUSTRY//
Produce Unit - Patrol Drone, Fighter Design, 2/1/0/9 - 25IP

ORDERS//
Tile I21, Siren > Tile J22, Siren
  Colonist 0/3/0/1 (Land)
Tile G19, Siren > Tile I19, Siren
  Colonist 0/3/0/1 (Land)

CITIES//
Talkido Neather Port - H20, Siren

FORCES//
Talkido Neather Port - H20, Siren
  Sight Drone - 1/1/0/1 (Land)
  Patrol Drone - 2/1/0/9 (Fighter)
  Patrol Drone - 2/1/0/9 (Fighter) - Underconstruction

Force 1 - G19, Siren > I19, Siren:
  Colonist 0/3/0/1 (Land)
Force 2 - I21, Siren > J22, Siren:
  Colonist 0/3/0/1 (Land)

STATUS//
Remaining Industry: 0 (+30) [10]
Remaining Research: 0 (+4)

Weapons 2
Armor 1 > 2

Shields 0
Engines 2

Size Limits 2
Colony Limits 3
Industry 2 > 2
Logged
Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #318 on: July 25, 2010, 09:17:14 pm »

New ruling, after seeing the effectiveness of airborne colonists: From this point forward, A colonist may build a colony while it has no movement points left, such as after it has moved.
Logged

techno65535

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #319 on: July 25, 2010, 09:24:49 pm »

Spoiler: turn (click to show/hide)

Logged
... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #320 on: July 27, 2010, 09:20:23 pm »

Spoiler: Turn (click to show/hide)
Logged

wolfchild

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #321 on: July 28, 2010, 12:08:00 am »

Spoiler: turn (click to show/hide)

Spoiler: after turn (click to show/hide)

Also, there was some stuff in my city that i had already moved out, i removed it

edit: Changed the stuff cheddarius pointed out
« Last Edit: July 28, 2010, 11:52:13 pm by wolfchild »
Logged
You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #322 on: July 28, 2010, 01:31:18 am »

You can't build units in a city that is being built that turn.
You wrote "research Industry 2" when you meant "Industry 4".
Logged

RAM

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #323 on: July 28, 2010, 04:30:45 am »

I am giving away my secret weapon here, please show respect for my sacrifice...

Spoiler: Turn order (click to show/hide)
Spoiler: significance (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

abculatter_2

  • Bay Watcher
  • HOPE!
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #324 on: July 28, 2010, 02:00:26 pm »

I'm going to be gone for the next about 4 days, so you guys know.

Also, how the hell does cargo capacity work for carrying stuff?

Spoiler: Turn (click to show/hide)
« Last Edit: July 28, 2010, 02:27:59 pm by abculatter_2 »
Logged
Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

RAM

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #325 on: July 28, 2010, 09:07:34 pm »

You calculate the point value of the unit without cost increases from technology, so cargo each costs 1, land engines 2...
Forget that, +1 for each point of armour and weapons, +2? for each level of shields, +cost multiplier for each engine point(+1/3 for fighters, +2 for land units), +cargo space. Colonisation is free to carry...


So, mecha-colony has the following stats
8/4/4/4+12cargo+colony(land)
with the technology 2/2/2/2+2size... It would cost a lot, a very very lot, but we don't care, because technology doesn't factor into carrying other units... couldn't resist, 594, not as bad as I had feared to be honest.
the stats convert as follows:
from: 8/4/4/4+12+c
into: 8+4+8+8+12+0

=40[/s]
Except technology IS a factor, so it actually comes down to:
from: 08/4/04/04+12+c at 2/2/2/2+2 tech
into: 20/6/12/12+12=62

So mecha-colony jet-wings would require 40 62 cargo capacity. hmmm, could we get a cost increase to allow a carried item to fight while carried? As it is, mecha-colony would be helpless when its wings were attached...

Had mecha-colony been a bomber it would instead have cost:
from: 8/4/4/4+12+c
into: 8+4+8+2+12+0

=34
because the engines are smaller and the doubling of the cost only applies to manufacturing, not design...
« Last Edit: July 29, 2010, 06:42:50 am by RAM »
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #326 on: July 29, 2010, 06:21:12 am »

You calculate the point value of the unit without cost increases from technology, so cargo each costs 1, land engines 2...
Forget that, +1 for each point of armour and weapons, +2? for each level of shields, +cost multiplier for each engine point(+1/3 for fighters, +2 for land units), +cargo space. Colonisation is free...
Wrong. Low weapon/armor/shield/engine tech increases the point cost. This, in turn, increases the carrying capacity needed and the IP cost. Colonization modules cost 10 points and 10 IP.

The turn order is something more like this:
I am giving away my secret weapon here, please show respect for my sacrifice...

Spoiler: Turn order (click to show/hide)
Note that a captured colony needs to be garrisoned for a full turn before it is usable.
Logged

RAM

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #327 on: July 29, 2010, 06:44:54 am »

Does size-limit technology factor into cargo requirements?
Units 'remember' their own personal technology for upgrade purposes, I would assume that this applies to cargo requirements also...
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #328 on: July 29, 2010, 02:22:26 pm »

Does size-limit technology factor into cargo requirements?
Quote
No. Units will be the same size, you just don't have the proper technology to build tanks that large, or ships that large, or the proper logistics to supply them, etc.

Units 'remember' their own personal technology for upgrade purposes, I would assume that this applies to cargo requirements also...
Yes, of course. Which is why they will henceforth be tracked.
Achievement complete: Use "henceforth" properly in a sentence.
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Planetfall: Sci-Fi strategy. Turn 4.
« Reply #329 on: July 29, 2010, 02:29:42 pm »

Yes, of course. Which is why they will henceforth be tracked.
How about, when we want to upgrade something (not very often, judging from the test game), we just search the thread to find what tech it had when it was created? That seems simpler.
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 42