Author Topic: AAR4- Now it begins  (Read 19331 times)

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Re: AAR4- Now it begins
« Reply #15 on: July 08, 2013, 11:09:07 PM »

Offline Green1

Re: AAR4- Now it begins
« Reply #16 on: July 08, 2013, 11:15:22 PM »
I have to back up with that scout patrol. There is a spore launcher in the black that hit it. If I back up, it will pound that Borg base instead.

Those Commie Bastards started griping about that Unity rover being in their territory. The unity rover left, but not out of any respect for the heathens but because I wanted to see if there is a way through that fungus to that vulnerable Borg base before the Borg can throw up an actual defender!

I spend around 50 EC to rush a colony pod at New Jerusalem.

Offline Green1

Re: AAR4- Now it begins
« Reply #17 on: July 08, 2013, 11:20:50 PM »
Oh...My...God...

I am like a giddy school girl.

How stupid of the AI of the Borg. You LEAVE the former there! NOT move it AWAY!

If the Borg cannot rush a scout patrol next turn, that base is mine.

Offline Green1

Re: AAR4- Now it begins
« Reply #18 on: July 08, 2013, 11:25:55 PM »
 :danc:

Offline JarlWolf

Re: AAR4- Now it begins
« Reply #19 on: July 08, 2013, 11:43:20 PM »
That had to be one of the flukiest conquests I've ever seen. That or the Borg are just really, really bad at fighting on this planet.


"The chains of slavery are not eternal."

Offline Green1

Re: AAR4- Now it begins
« Reply #20 on: July 08, 2013, 11:45:36 PM »
I hear you, Jarlwolf!!! That HAS to be one of the easiest conquest I have seen, too! I am guessing a mindworm got the base and I came by at the right time!

Of course, the Borg escaped. it is still early in the game. Maybe I will try to harass them for tech for a (short) peace. Maybe they will be eaten by the Antimind who is still out there in the black parts of the map.

Anyways, I do have the Borg Command Node. That is not fitting because the Borg do not fit in with Miriam...er ... God's Plan. I will name it "What Jesus Would Do" as a reminder of what happens to heathens who surgically alter themselves and lose their soul.

Applied Physics is out. After a second colony pod goes out at New Jerusalem, I will probably prototype some laser infantry. The pod that is already out will plop down near the circle. I really want a base on or near Sunny Mesa. Not only is that area good for energy, it is on the way to the Crimson Comrades. Only thing is all that fungus. Well, lets let that plan simmer a bit. I will pray on it.

Offline Green1

Re: AAR4- Now it begins
« Reply #21 on: July 08, 2013, 11:48:04 PM »
 :danc:

Offline Green1

Re: AAR4- Now it begins
« Reply #22 on: July 08, 2013, 11:52:42 PM »
Yeah... mindworms I think was the Borg's problem. They have a negative planet rating.

Plus, one mind worm, like a ninja just jumped out of the fungus on that ridge right west of What Jesus WOULD do and almost ate my unity rover. I had to bring it back to WJWD to heal up.

Offline Green1

Re: AAR4- Now it begins
« Reply #23 on: July 09, 2013, 12:00:18 AM »
2120. We now can see the power graph!

Kilkalon's Oblivion has the lead in population and the graph!

The Antimind is leading in tech.

Of course, I have territory since I did take that base and have just plopped another.

The Comrades lead in military? Hmmm...

I do get a little help by finding a pod that completes the second colony pod at New Jerusalem. I will send that out toward a non-fungus infested square on Sunny Mesa to prepare to mobilize against the Crimson Comrades.

Offline Green1

Re: AAR4- Now it begins
« Reply #24 on: July 09, 2013, 12:07:09 AM »
Colony pod is away to Sunny Mesa. I will have to cross one fungal square with it, so I am taking a slight risk to expand aggressive. The nearest Unity rover is busy exploring southwest.

I did find a monolith up north near WJWD. Good, I could use the morale upgrade on that rover with all this native life around.

Laser infantry is being prototyped now at New Jerusalem! I will rush it if I get the energy.

Offline Green1

Re: AAR4- Now it begins
« Reply #25 on: July 09, 2013, 12:11:56 AM »
I hate when I get cocky with those small fungul towers. I was hoping since my unity rover was hardened morale, I could get the cash to rush something. Instead, I end up with no rover nor to explore southwest.

Offline Green1

Re: AAR4- Now it begins
« Reply #26 on: July 09, 2013, 12:15:08 AM »
Information Networks is out. Next in line... Nonlinear Math for Impact Weapons!!!!!!!

Offline Green1

Re: AAR4- Now it begins
« Reply #27 on: July 09, 2013, 12:20:58 AM »
All that sexy nutrients in New Jerusalem. The former completed farm/solar/road on one and I will increase the next. I like that mineral bonus in that lake, but I am not sure how I am going to go about getting a sea former in there without some very creative thinking and Doctrine: Flexibility which is not on my priority at the moment.

Oh, and I am afraid I now have laser infantry rushed for about 20 EC!

Offline Green1

Re: AAR4- Now it begins
« Reply #28 on: July 09, 2013, 12:27:54 AM »
The name generator came up with From on High for the name of the base on Sunny Mesa. I think it fits. It will be the high road over and around all that fungus straight into the lands of the Comrades.

Already, the first laser infantry heads over there where we will mass. Of course they will be followed by impact infantry brethren in a bit, too.

Offline Green1

Re: AAR4- Now it begins
« Reply #29 on: July 09, 2013, 12:33:57 AM »
Rushed recreation commons at WJWD and another former at Revelation Base to help with all that fungus.

I need infrastructure! I need roads! All bases not on military, I will put on formers. If only I had enough cash to rush the recreation commons at Eternal Reward, too.

Maybe that spore launcher near Up on High can be harvested..

 

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