Author Topic: AAR 5 (Morgan): Aliens are bad for business.  (Read 34505 times)

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Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #180 on: June 03, 2014, 12:57:49 PM »
Man, I never did finish this thing. September 9th... It is 2014 now. But man there was a lot going on back then and a lot of real life adventures to be had.

Funny thing is that I believe the save is on an old laptop I still have. The keyboard of it suffered a tragedy where I spilt a Monster energy drink on it. It took out the wifi key and rendered it incapable of getting on the internet.

Since the video LP is almost done of Age of Wonders and I still am waiting for the cable company to come to upload, I may grab a USB stick and see if I can rescue the save file.

No guarantees on that.

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Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #181 on: June 03, 2014, 01:39:50 PM »
Please?

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #182 on: October 14, 2014, 02:53:26 AM »
Looking on an almost dead and severely damaged laptop from years of use and abuse in my villainous agendas... I found a file entitled "Morgan of the Morganites,2409". It was placed in a conspicuous place. I wonder what it could be?

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #183 on: October 14, 2014, 03:10:31 AM »
No..no no... not Miriam... though Miriam stomping is fun... where did that file go that I just put on the command laptop?

With a test screenshot though, the Win 8 version of MS paint seems to be making everything small with white borders.

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Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #184 on: October 14, 2014, 03:36:56 AM »
CROP!

P.S.  :clap:

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #185 on: October 14, 2014, 03:39:07 AM »
However, upon research I find MSpaint is recording in some HUGE format and not the standard. I adjust this going under properties to the resolution of my laptop.

Ahhh... beautiful Miriam ownage of Antimind.... but we are not here for that.

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Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #186 on: October 14, 2014, 03:45:40 AM »
We're not?

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #187 on: October 14, 2014, 03:49:03 AM »
In fact, THIS situation is MUCH, MUCH more dire.

Now, realize, I HAVE NOT TOUCHED THIS IN A YEAR AND HAVE NO CLUE HOW I WILL PULL THIS OUT!!!

I think I may need to take a deep breath, go through, and see just HOW BAD I AM SCREWED.

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #188 on: October 14, 2014, 03:50:43 AM »
We're not?

No... we are a commerce faction on a world full of vicious custom ALIENS! We are Morgan, of all the f&%% factions!

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #189 on: October 14, 2014, 04:04:32 AM »
Okay... sweat running down... I need a beer.

It seems we are at pact with the Antimind. Not sure why Morgan would agree to that, but it is one less threat. It appears Antimind is pushing out to sea, separating our territories.

Politics are Simple, Green, and Power. I do not see Police State available, so I assume I am missing Doctrine Loyalty. I think I agree with the social engineering in the situation.

Current research is Synthetic Fossil Fuels which means I was probably trying for Air Power. No point in changing that as I see a lot of impact troops and ships.

BTW, what I am fixing to show is a useful skill also for MP in ANY 4x game. Most MP games have droppers where you will take someone else's faction, often under severe conditions. Some people do not like the issues. Since it has been so long since I have played, this is almost like that.

So, research and politics out of the way, lets first tackle domestic issues on a base by base basis. Then, discuss WTF to do strategically.

Also remember... all aliens are ALWAYS at war with other aliens due to the coding of SMAX. By being allied with Antimind, we are at war with everyone. And, we cannot breathe safe just because we have a small maritime empire. Sigma's Procyon are a very high growth sea alien faction that can mess up our day as well as any aliens with air power.

Next post I will start with our HQ and go out from there BEFORE doing crazy things and pressing NEXT TURN in dire situations like this.

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #190 on: October 14, 2014, 04:21:58 AM »
First off in our "state of the empire" audit is New Headquarters, capital (as it is) of the Morganites. It is on the northwestern end of a small island.

The city screen shows we are being crowded out on squares by an Antimind sea dwelling to the north, taking up a precious nutrient resource and another of our cities two squares south.

A land colony pod is there and a transport foil will be ready in 1 turn. Not sure where I was going to put it, but expansion seems to be a great idea.

It has decent facilities, but my concern would be the kind of troops there. There is a synthmetal armored laser infantry there and a synthmetal sentinel. HQ is not in any danger of attack, but I am assuming these are obsolete. Once I go through the rest of the bases and the transport is through, I will probably try to get better defenders.

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #191 on: October 14, 2014, 04:37:46 AM »
Morgan Antimatter directly to the south is, like HQ, at Morgan's max population of 4. It has a network node and rec commons up. Interesting it is building one of my favorite units, the foil probe team ready in 2 turns.

There is definitely room to get a big population as many of the sea squares have kelp on them. But that would require a hab.

I do notice a better garrison here in 3-res garrison and a trance synth sentinel. There is also one transport here and a generic land former sitting idle.

Morgan Antimatter currently is not in danger, either.

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Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #192 on: October 14, 2014, 04:52:15 AM »
Awesome to see this continue mate ^_^

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #193 on: October 14, 2014, 05:25:26 AM »
Awesome to see this continue mate ^_^

Yeah I have been given a little of reprieve lately. I know folks are just here to hear stories of weird AARs but in going through this, it is like one of those time capsules. I remember what I was doing back then. My, has life changed. I have an awesome girlfriend who is 10 years older than me and a ballroom dancing fanatic! I do this myself as well. Man, we look sharp! It feels good to have a non [poopy] gf for once. Back then, I was really underemployed. Now, I have a nice apartment (though it has little in the way of furniture... some stress of losing everything keeps you from accumulating more stuff) and a decent job, though the hours are horrible.

And maybe I should say this. If you guys think worse of me... so what? All during that time I was stealth camping. Homeless, if you prefer that term. I had a tent located first in New Orleans then Baton Rouge in patches of woods. The location I had in New Orleans was epic! NO ONE found me. I posted AARs through a solar powered deer feeder battery hooked up to a laptop and cell phone. The reason I dropped out of MP was that months after I relocated my camp to Baton Rouge by bus was that my tent was stolen. So, I had to crash and steal internet through hacking a dentist's router while sleeping behind the office. When I got the new job, I put myself up in a hotel room, but had no internet. And, the ghetto apartment I had after making company had horrible reception and cable thieves.

There. I said it. :D Let me tab out and keep going through these bases. :D

Offline Green1

Re: AAR 5 (Morgan): Aliens are bad for business.
« Reply #194 on: October 14, 2014, 05:42:03 AM »
Morgan Data Systems on the east end of the island is probably also in no danger of attack. It is building an impact foil which I approve of and has a crawlers (both LAND and sea) getting minerals. It is also crowded by Antimind bases for resource tiles.

Do not like trance synth sentinels when one faction has air and I can make plasma or 3-res AAA troops. But, the prvious two bases have that issue as well.

 

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