As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[SPOILERS] Serdoas and Nobles Thread with a little bit of Gaspar sprinkled in

And the scout was just there in case he doesn't look closely on the units on that tile. I'm not sure but I think military unit graphics are shown before civilian unit graphics, so he should see the scout not the worker.
Reply

(September 30th, 2015, 00:30)Old Harry Wrote: Click on his name Noble.

That's one of the million tips I owe you paid off jive.

I used to know this but then I forgot. So thanks. smile

(September 30th, 2015, 01:58)Serdoa Wrote: And the scout was just there in case he doesn't look closely on the units on that tile. I'm not sure but I think military unit graphics are shown before civilian unit graphics, so he should see the scout not the worker.

Then you should use the skip turn button so that it looks like we were moving instead of fortifying on the tile. wink It's an okay reason I guess, and yes the scout is shown first. I thought we would want to move the scout so that we would see incoming impis.
Reply

I just hit space, I thought that is skip turn.

And yes, moving the scout to see Impis makes sense. I'm not sure it will do anything now, but I'll move him forward anyway, as additional cannon fodder in the city if he comes with Impis.

What is the next build in the capital btw? I assume Archer, given our worries?
Reply

Capital was supposed to do a worker next in the original plan. I'm not sure about now. I think I favor the worker still, because the new archer wouldn't be faster than the Pagle archer in getting to the city anyway even if we whip it which we don't want to. I haven't changed it but I think we should. If we don't do the worker then the copper city will be delayed.

Note though that the plan also calls for two workers in a row then the settler for the copper. The settler gets one chop so it's faster than normal.
Reply

(September 30th, 2015, 03:56)Serdoa Wrote: I just hit space, I thought that is skip turn.

I got this one too! Any military unit that ends turn with all its movement points gains fortification whether you fortify, heal or just cancel movement... (2/1 000 000 crazyeye .)
Reply

Not so fast buddy! lol We're talking about the graphic of the unit shown, not whether it gains the fortification bonus. Yes, it will gain the fortification bonus either way, but if you use skip turn the scout should remain in standing stance whereas if you use fortify (or fortify until healed), then the scout should appear in crouching stance. I logged in and saw the scout in crouching stance so I assumed Serdoa had chosen fortify. It's possible that it's different due to Pitboss.

Did I mention #fuckpitboss? wink

P.S. Sorry for never responding to your post in PB18, but no, I wasn't lurking anyone - just wasn't lurking much at all that game. Or most games really these days.
Reply

I'm on chat for a bit.
Reply

Donovan has updated his thread after 5 days of no updates. Not sure if this is good or bad.

Anyhow, I made our moves. Scout onto Warrior and Settler as I believe he could have the whipped Impi in range for an attack onto that tile next turn, and that from two tiles that are not visible right now, so no way to make certain with the scout upfront.

Else we found plako.
Reply

Impis do not have Mobility anymore. They cannot attack through forest without promotions. We're fine unless we see an impi. WTF IMPIS STILL HAVE MOBILITY. FUCKING AMBIGUOUS/UNCLEAR/INCORRECT NOTES. FUCK YOU KRILL.

Also if I understand the graph correctly (and it's quite possible that Pitboss throws it off), it looks like he didn't whip an impi since his power dipped. But due to Pitboss peculiarities it's possible that the power doesn't register until the next turn.

Anyway it's all right, we'll finish the archer in the capital then resume the original plan which just means copper is delayed 2-3 turns. That's not terrible, and we're better protected from barbarians this way.
Reply

We have our first Barb Warrior, 2NE of the mine by Nat Pagle. If I move the archer back, we can try to protect the mine by moving onto it. Barb either attacks or moves N of city, we then move back in city and hope he attacks instead of going onto the mine. If he moves onto the mine, we have bad luck, because attacking with the archer and hoping to win without another unit nearby doesn't sound smart.

Other possibility is to use the archer that is being built in the capital. We can't move onto the mine on time with it though. But it would not delay getting the archer into Overspark.

Or last possibility, we move both archers up to Nat Pagle, kill that barb and then move them around. And probably get a third while we are at it.

Last one delays us the most I guess, but does make it possible to protect the worker up there as well, so that we can do all the stuff you had planned for him. It opens a window for Donovan of course, but his power has still not risen, so he probably hasn't built an Impi.
Reply



Forum Jump: