Malazan Empire: Eclipse III - Game Thread - Malazan Empire

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Eclipse III - Game Thread The third one!

#6701 User is offline   Tapper 

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Posted 10 October 2013 - 09:11 PM

View Posttwelve, on 10 October 2013 - 04:11 PM, said:

View PostImperial Historian, on 10 October 2013 - 03:52 PM, said:

Tapper used to live about an hour away from Amsterdam proper in Den Haag, presumably your flying to Schipol though which is a bit closer to him, though I never did manage to get over to visit him.



As far as I know the tickets haven't be purchased yet so I don't have any flight plan or itinerary so I can't say for sure.

I moved about 15 km from Den Haag, but that shouldn't be any problem.
I live about 45 minutes from Schiphol Airport by train (which I think is the only intercontinental airport in the Netherlands) and about an hour from Amsterdam (and 15 minutes from both The Hague and Rotterdam). Meeting up should be quite possible.
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#6702 User is offline   Tapper 

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Posted 10 October 2013 - 09:14 PM

Send 2 dreads and 4 interceptors to Zeta Chameleontis (lower left wormhole).
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#6703 User is offline   twelve 

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Posted 10 October 2013 - 09:14 PM

View PostTapper, on 10 October 2013 - 09:11 PM, said:

View Posttwelve, on 10 October 2013 - 04:11 PM, said:

View PostImperial Historian, on 10 October 2013 - 03:52 PM, said:

Tapper used to live about an hour away from Amsterdam proper in Den Haag, presumably your flying to Schipol though which is a bit closer to him, though I never did manage to get over to visit him.



As far as I know the tickets haven't be purchased yet so I don't have any flight plan or itinerary so I can't say for sure.

I moved about 15 km from Den Haag, but that shouldn't be any problem.
I live about 45 minutes from Schiphol Airport by train (which I think is the only intercontinental airport in the Netherlands) and about an hour from Amsterdam (and 15 minutes from both The Hague and Rotterdam). Meeting up should be quite possible.



When I get more info on the trip I'll be in touch. Make sure you empty that inbox of yours. It tends to fill up.

Also It's your go and I'm itching to get this game done. This sitting around waiting for things to move is killing me.

This post has been edited by twelve: 10 October 2013 - 09:15 PM

I don't know what I'm doing but it sounds good.
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#6704 User is offline   twelve 

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Posted 10 October 2013 - 09:16 PM

Build 3 Interceptors in the Galactic Center (17$, 0S, 0M, -10 Upkeep)
I don't know what I'm doing but it sounds good.
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#6705 User is offline   twelve 

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Posted 10 October 2013 - 09:24 PM

I've PMd CF. I should poke Khell and Tatts to get thinking of what they would like to do as they are on deck.
I don't know what I'm doing but it sounds good.
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#6706 User is offline   Galactic Council 

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Posted 10 October 2013 - 09:27 PM

View PostTapper, on 10 October 2013 - 09:14 PM, said:

Send 2 dreads and 4 interceptors to Zeta Chameleontis (lower left wormhole).


Of course you do that. How did you know I was posting updated maps?
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#6707 User is offline   twelve 

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Posted 10 October 2013 - 09:28 PM

Gnaw I see that you posted a map update and I found something that needs to be corrected. SS didn't move his cruiser into his homeworld he moved it to the Warp portal hex, I think. That's Gamma Valorum right?
I don't know what I'm doing but it sounds good.
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#6708 User is offline   Galactic Council 

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Posted 10 October 2013 - 09:45 PM

View PostGalactic Council, on 10 October 2013 - 09:27 PM, said:

View PostTapper, on 10 October 2013 - 09:14 PM, said:

Send 2 dreads and 4 interceptors to Zeta Chameleontis (lower left wormhole).


Of course you do that. How did you know I was posting updated maps?



View Posttwelve, on 10 October 2013 - 09:28 PM, said:

Gnaw I see that you posted a map update and I found something that needs to be corrected. SS didn't move his cruiser into his homeworld he moved it to the Warp portal hex, I think. That's Gamma Valorum right?


*sigh*

Danke.
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#6709 User is offline   Galactic Council 

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Posted 10 October 2013 - 09:49 PM

Round 9
turns 1-4
Spoiler

Turn 5:
  • Tapper: Upgrade 2x Hull to Sentient Hull on the Hull components of the Dreadnought blueprint.
  • Twelve: Upgrade Interceptor and cruiser with tachyon drive over nuclear drive. (17$, 0s, 9m)
  • CF: Move 2 interceptors from gamma valorum over to Pollux via the SE wormhole - ie up through Khell's territories. (U = -13. E = 0. S = 0. M = 1)
  • Khell: BUILD 1 Cruiser in Arcturus. [0, 1, 2] Thank you. I was about to charge you 6 mats. Caught the error because you did that.
  • GP: Move 2 interceptors to 001
  • Morgoth: Upgrade Dreadnaught - Remove gauss shield, add positron computer ( $ -4 + 8, m-1, S-0)
  • D'rek: Upgrade
    • replace a cruiser plasma cannon with a gluon computer,
    • the dreadnought electron computer to gluon computer and remove one dreadnought plasma cannon.
    • colonize the two money slots in Mu Arae
  • SS: MOVES interceptor from chi Draconus to 55 homeworld and cruiser from pulsar system into gamma Valorum.
  • VP
    • Twelve - 47
    • D'rek - 36
    • CF - 31
    • Khell - 23
    • Tapper - 22
    • Tatts - 20
    • SS - 15
    • Morg - 10

Turn 6

  • Tapper: Move Activation 2 dreads and 4 interceptors to Zeta Chameleontis (lower left wormhole).
  • Twelve: Build 3 Interceptors in the Galactic Center (17$, 0S, 0M, -10 Upkeep)
  • CF:
  • Khell:
  • GP:
  • Morgoth:
  • D'rek:
  • SS:
  • VP
    • Twelve - 47
    • D'rek - 36
    • CF - 31
    • Khell - 23
    • Tapper - 22
    • Tatts - 20
    • SS - 15
    • Morg - 10

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#6710 User is offline   Galactic Council 

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Posted 10 October 2013 - 09:53 PM

Question on Interceptor Bays and pinning:

Do interceptors IN a bay count towards pinning? If answer is yes, Tapper are you unloading the fighters and if so how many?
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#6711 User is offline   twelve 

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Posted 10 October 2013 - 09:59 PM

No they do not count for pinning. At the end of the move activiation they are removed from the bay and then can count towards pinning.
I don't know what I'm doing but it sounds good.
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#6712 User is offline   Galactic Council 

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Posted 10 October 2013 - 10:06 PM

View Posttwelve, on 10 October 2013 - 09:59 PM, said:

No they do not count for pinning. At the end of the move activiation they are removed from the bay and then can count towards pinning.


Thank you.

Quote

Interceptor Bay: Each Interceptor Bay Ship Part allows you to move up to two unpinned Inter- ceptors in the ship bay with one Ship activation (see explanation on the right). After each activa- tion, one or more Interceptors may leave the In- terceptor Bay and then be moved by themselves with further Ship activations. When moving In- terceptors in the bay, they do not affect pinning. The Interceptors are unloaded from the bay at the end of the Move action.





That's the way I read it too. They are automatically kicked out when the host stops. So all 3 of CFs interceptors are now stuck until/unless Tapper moves one of the 8 ships.

Edit: Damn. The downside of cloaking device is a rather significant downer. If you're pinned, you're outgunned. The more ships you have pinned the less likely you are to win the battle.

This post has been edited by Galactic Council: 10 October 2013 - 10:09 PM

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#6713 User is offline   twelve 

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Posted 10 October 2013 - 10:09 PM

View PostGalactic Council, on 10 October 2013 - 10:06 PM, said:

View Posttwelve, on 10 October 2013 - 09:59 PM, said:

No they do not count for pinning. At the end of the move activiation they are removed from the bay and then can count towards pinning.


Thank you.

Quote

Interceptor Bay: Each Interceptor Bay Ship Part allows you to move up to two unpinned Inter- ceptors in the ship bay with one Ship activation (see explanation on the right). After each activa- tion, one or more Interceptors may leave the In- terceptor Bay and then be moved by themselves with further Ship activations. When moving In- terceptors in the bay, they do not affect pinning. The Interceptors are unloaded from the bay at the end of the Move action.





That's the way I read it too. They are automatically kicked out when the host stops. So all 3 of CFs interceptors are now stuck until/unless Tapper moves one of the 8 ships.





Ummm. Tapper didn't move into that hex. He moved into the hex from your former warp portal hex; the one that CF has one starbase on. Right?
I don't know what I'm doing but it sounds good.
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#6714 User is offline   Galactic Council 

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Posted 10 October 2013 - 10:15 PM

View Posttwelve, on 10 October 2013 - 10:09 PM, said:

View PostGalactic Council, on 10 October 2013 - 10:06 PM, said:

View Posttwelve, on 10 October 2013 - 09:59 PM, said:

No they do not count for pinning. At the end of the move activiation they are removed from the bay and then can count towards pinning.


Thank you.

Quote

Interceptor Bay: Each Interceptor Bay Ship Part allows you to move up to two unpinned Inter- ceptors in the ship bay with one Ship activation (see explanation on the right). After each activa- tion, one or more Interceptors may leave the In- terceptor Bay and then be moved by themselves with further Ship activations. When moving In- terceptors in the bay, they do not affect pinning. The Interceptors are unloaded from the bay at the end of the Move action.





That's the way I read it too. They are automatically kicked out when the host stops. So all 3 of CFs interceptors are now stuck until/unless Tapper moves one of the 8 ships.





Ummm. Tapper didn't move into that hex. He moved into the hex from your former warp portal hex; the one that CF has one starbase on. Right?


:p
:p
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#6715 User is offline   Galactic Council 

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Posted 11 October 2013 - 03:07 AM

View PostGalactic Council, on 10 October 2013 - 10:15 PM, said:

View Posttwelve, on 10 October 2013 - 10:09 PM, said:


Ummm. Tapper didn't move into that hex. He moved into the hex from your former warp portal hex; the one that CF has one starbase on. Right?


:p
:p


Corrected and updated. Again.

Twelve?
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#6716 User is offline   twelve 

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Posted 11 October 2013 - 03:37 AM

Yes?
I don't know what I'm doing but it sounds good.
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#6717 User is offline   Galactic Council 

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Posted 11 October 2013 - 04:44 AM

View Posttwelve, on 11 October 2013 - 03:37 AM, said:

Yes?


Any errors?
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#6718 User is offline   twelve 

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Posted 11 October 2013 - 06:41 AM

From the quick look I gave it nothing glaring stood out but if you want to be nit picky CF's starbase should be on the crowded hex tile along with Tapper's ships but I understand why you didn't as it is likely that most of those ships will just be passing through.
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#6719 User is offline   Gnaw 

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Posted 11 October 2013 - 06:48 AM

View Posttwelve, on 11 October 2013 - 06:41 AM, said:

From the quick look I gave it nothing glaring stood out but if you want to be nit picky CF's starbase should be on the crowded hex tile along with Tapper's ships but I understand why you didn't as it is likely that most of those ships will just be passing through.




Yep.
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#6720 User is offline   Tattersail_ 

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Posted 11 October 2013 - 07:11 AM

CF to go next yes?
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