Ah, the universe. (M.A.X. Interactive Let's Play)
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Ah, the universe.
Upper left peninsula.
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Fri Apr 15, 2011 9:34 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Ah, the universe.
The head of the shovel-looking peninsula right at the bottom.
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Fri Apr 15, 2011 11:52 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Ah, the universe.
Crab Cape.
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Sat Apr 16, 2011 1:09 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Ah, the universe.
After establishing a landing site near the Crab's Cape (As you've taken to calling it...), you deploy your beachhead force of two engineers, two constructors, two tanks, a scanner, a repair unit, and a surveyor. You begin the mundane tasks of setting your surveyor to automatic, to allow it to freely search the planet surface for valuable minerals and fuel, and establishing a storage site for raw materials, which should be complete in about two turns time. Moving on, you quickly put your tanks, scanner, and repair unit into position at the only early stage vulnerable point, the land to your immediate west. With that, you wait, and contemplate what to order your constructors to build first. A light units factory, a heavy units factory, an air units factory, a shipyard, or should they focus on establishing power stations, or habitats for colonists, to train infantry and infiltrators? Barring a military approach, you quickly remind yourself, it is completely viable to establish eco-spheres to gain terraforming points. When the Concord return in 400 turns time to see who has won victory over the planet, these points can be used to gain favour with your sponsors, allowing them to 'evict' your opponents, should they have placed less empathizes on their own terraforming endeavors... Decisions decisions, you muddle.
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Sat Apr 16, 2011 2:31 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Ah, the universe.
I say first we get some heavy units, so we can secure our end of the continent. Then we can think about colonists and whatnot.
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Sat Apr 16, 2011 2:46 am |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Ah, the universe.
Heavy Units Factory, seeing as we're the Heavy Units Clan.
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Sat Apr 16, 2011 9:54 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Ah, the universe.
You order your constructor to establish a heavy units plant. Even under accelerated build speeds at the cost of additional resources, the plant will not be ready to operate until 15 turns have passed. You end the turn, and your engineer reports that the storage unit has been completed. You order it to build 2 more in a path north of your mining station, as well as supplying your secondary engineer with resources to establish another 2 storage units, for a total of 5. Your engineers are ordered to build at an accelerated pace, the 4 additional units will be ready in 2 turns. You quickly check your Infodex on your current base structures. You also inch your scanner and 1 tank forward to expand your detection range. (At any time, feel free to use 'STATUS: X' to be updated on that particular item. I.E. In the coming turns, if you lose track and want to know how many turns are left in construction of that heavy units plant, or check up on the surveyor to see if we've found any viable mining expansion points.) (P.S.: If you have any questions concerning game mechanics or unit specifics please inquire freely.)
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Sat Apr 16, 2011 4:27 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Ah, the universe.
Find more stuff to mine.
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Sat Apr 16, 2011 5:36 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Ah, the universe.
What Allstone said.
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Sat Apr 16, 2011 5:43 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Ah, the universe.
411570N3 wrote: Find more stuff to mine. This. Tap new ore and make it a priority to focus on the economy.
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Sat Apr 16, 2011 5:46 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Ah, the universe.
ATTACK!
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Sat Apr 16, 2011 9:03 pm |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Ah, the universe.
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Tue Apr 19, 2011 12:51 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Ah, the universe.
Build heavy units and find more resources.
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Tue Apr 19, 2011 12:54 pm |
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crodude
Joined: Tue Dec 28, 2010 5:14 pm Posts: 25
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Re: Ah, the universe. (M.A.X. Interactive Let's Play)
Shouldn't this be moved to the forum games section?
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Tue Apr 19, 2011 3:00 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Ah, the universe.
Place turrets at the "base" of the crab claw, where the two pincers meet. Send out a vehicle to scout.
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Tue Apr 19, 2011 3:12 pm |
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