Author Topic: AAR: A pilgrimage through fire and steel - [Complete]  (Read 13490 times)

0 Members and 1 Guest are viewing this topic.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #15 on: October 19, 2014, 11:34:52 PM »

When your colony pod runs straight into an battle ogre.




Others are getting some SPs underway. I'll be starting mine soon.


MM build a new base. Vigil Grounds is feeling pretty cut off right now. Also an earthquake at the top.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #16 on: October 19, 2014, 11:40:26 PM »

Unity AI's getting a bit hissy, but all it does is let's me teleport my colony pod closer to where I want it.. so hey.

« Last Edit: November 19, 2014, 01:42:20 AM by ete »

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #17 on: October 19, 2014, 11:52:04 PM »


Handy, but not excellent right now. Planned+Police State is just too low effic for non-yang.



Infiltrated the MM. They have 4 stealable techs, which is tempting, but I'm not ready for a war over it yet and framing is too unreliable. Need a bunch of probes ready for when the fight happens though, she has 2/2 tech and I'm on 1/1.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #18 on: October 19, 2014, 11:55:28 PM »

It's fun when a pod teleports you across an ocean.


And even more when you get a Battle Ogre! That'll help a lot when war comes.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #19 on: October 20, 2014, 12:03:14 AM »

New base! Trying to keep them vaguely close together so I can easily reinforce, and this is a nice spot anyway. Plenty of places for river+forest, two specials.






Usually I'd avoid SoHB like the plague.. but this time I'm curious to try out the Pilgrim's ability to use it without the usual -2 research downside.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #20 on: October 20, 2014, 12:18:01 AM »

That Battle Ogre is getting a bit nosey...


Going for the same SP as me.



aaaaaaa, not just yet, give me a few more turns..

Let's see how much trouble I'm in.



Quite a lot. Out numbered roughly 3:1 and with much weaker weapons/armor. I have a battle ogre, probes, and better tactics, so I've got hope, but it's not going to be easy. It's those 16 2/2s that are going to be an issue..


Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #21 on: October 20, 2014, 12:26:29 AM »

WP gone, 'tis fine. I like it, but it's not essential here.



Grabbing some tech.



huh.. turns out MM is massively probe weak. And I've been saving cash for a while.

This will be easier than I'd thought.



That rover sure is falling through the dimensions a lot.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #22 on: October 20, 2014, 12:39:30 AM »

Brave Scout Patrol beat the odds and fended off a rover the turn it was built!


HGP almost ready, looking forward to having this base contribute to the war effort. 15 min income :).




Probes are awesome. Sadly, this one died.


Tried to go for the base, took an AA but it was filled again with a new defender. Another time.


Now is the time to focus on that battle ogre. Would cost 160 to steal.. which I can't afford any more. Ah well.

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #23 on: October 20, 2014, 12:40:01 AM »
And I'm done for tonight. Maybe back tomorrow for part 2.

As always, feedback and comments appreciated.

Offline JarlWolf

Re: AAR: A pilgrimage through fire and steel
« Reply #24 on: October 20, 2014, 12:52:34 AM »
I'm watching this with great pleasure. I'm really happy about the roster of factions you have here...

On another note, this proves my theory that probe weakness's do indeed matter. The Machine Mandate is a tough enemy because they can pump out units very rapidly and have good research- but they are very vulnerable to probes, being machines and so closely tied to information networks, they can be subverted.

The Crimson Comrade's also have a slight probe weakness, as their society is a little bit more open when it comes to information transfer- they are very egalitarian about information control and flow so this leaves them a little bit vulnerable to outside malcontents, so spying on them isn't hard. Subverting them is a bit more difficult though then it is for the Machine Mandate..



"The chains of slavery are not eternal."

Offline Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49225
  • €136
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  Someone thinks a Winrar is You!  
  • 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: AAR: A pilgrimage through fire and steel
« Reply #25 on: October 20, 2014, 12:57:54 AM »
I'm lovin' it!
 ;popcorn

Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #26 on: October 20, 2014, 01:13:44 AM »
I'm watching this with great pleasure. I'm really happy about the roster of factions you have here...

On another note, this proves my theory that probe weakness's do indeed matter. The Machine Mandate is a tough enemy because they can pump out units very rapidly and have good research- but they are very vulnerable to probes, being machines and so closely tied to information networks, they can be subverted.

The Crimson Comrade's also have a slight probe weakness, as their society is a little bit more open when it comes to information transfer- they are very egalitarian about information control and flow so this leaves them a little bit vulnerable to outside malcontents, so spying on them isn't hard. Subverting them is a bit more difficult though then it is for the Machine Mandate..

Thanks :). And yea, Probe weaknesses do hurt. Probe bonuses on the other hand are fairly unimportant, in my opinion. Nice, but usually no big deal.


@BU: Glad you're enjoying it

Oh, and I'll leave you guys with one last picture:


Anyone want to hazard a guess as to why the Genachs are catching up with the Imperium despite
(click to show/hide)

Offline Sigma

Re: AAR: A pilgrimage through fire and steel
« Reply #27 on: October 20, 2014, 04:50:35 PM »
Human Genome project perhaps? HGP + Navarro's Talent bonus is generally a pretty terrifying combination.

Incidentally ete, are you using the most recent version of the faction pack, here? Judging from the fact that the game is calling them Genarchs instead of Chrysalites I'd assume not. It mostly buffs the Authority (which doesn't apply here) and nerfs the Chrysalites, probably a bit too hard (I need to take another pass at them).


Offline ete

Re: AAR: A pilgrimage through fire and steel
« Reply #28 on: October 21, 2014, 12:00:28 AM »
On the right lines with a SP, but it's a fair bit more important than the HGP!

And no, I apparently missed that. Will download for next game, though for this one I'm glad I have the non-nerfed version.

Offline Green1

Re: AAR: A pilgrimage through fire and steel
« Reply #29 on: October 21, 2014, 10:43:26 AM »
A strong roster of well designed factions. This will be interesting to watch.

 

* 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

Information, the first principle of warfare, must form the foundation of all your efforts. Know, of course, thine enemy. But in knowing him do not forget above all to know thyself. The commander who embraces this totality of battle shall win even with inferior force.
~Spartan Battle Manual

* 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: 47 - 1280KB. (show)
Queries used: 44.

[Show Queries]