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August 29, 2005

Greasemonkey update breaks my script

I just noticed that my Game Status Hider wasnt working any more.... I rolled back the Greasemonkey version back to 0.3.5 as it had been auto-upgraded. Its working again but I'll need to figure out whats wrong and fix the script to be compatable with 0.51.

I'll get to it soon!

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Posted to LSN

Nothing yet

No enemies sighted or scanned just yet. No explosions either. Its too quiet....

My flock of hunters are lining up to op fire towards the corner while a lone hunter is set on Retreat on Sighting to get a glimpse round the corner of the building. The XTs are making their way into the central area with a few set to Halt On Sighting in case something comes that way.

Up in the top the Mt continues its trek across the map and the Scanner and XT's get into better positions.

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Posted to M1: 181611 Vs prismatic

Here we go

Ok, first things first I'm moving the MT grouping to the right, trying not to tread on each others toes too much. There is not much room for manouvering. I want to get a scanner in the next building along with an XT guard, and I want to get the MT a few buildings along with some nice firing lines. It wont get there for a few turns yet though.

Down the other flank I'm sending the hunters out for a spotting trip and moving the XT sinto a forward position.

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Posted to M1: 181611 Vs prismatic

Regroup time

Rad has snuck a lone Hunter up the left hand side, but I did have an XT posted at the top. It managed to get a hit, but not much damage was done. I'm moving the injured XT's into a position to fire at it. Meanwhile I'm moving the AI into the room with my bashed up robots to get some healing going on.

My troops at the bottom are all falling back.

I managed to pick off one of the damaged XT's bringing the score to 4 a piece. This is certainly an interesting game.

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Posted to M1: 181042 Vs Rad

Lights, Camera, Action!

There has been a lot going on this turn, with some nice 'splodes too.

As I worried Rad's XT's pressed on at the top and joined by another from behind they surrounded the MT. A great volloy of shots was firied, inflicting a lot of damage. However, the MT did get a missile off right into their midst causing a lot of damage. (I was a bit worried that it wouldnt fire off since I had used Terrain Fire, and anything blocking the firing line would have cancelled the shot) That shot took out one XT and wounded 2 others. The cavalry arrived in the form of the XT's I had pulled back from the centre and they finished off another of the XT's.

However, my Missile Tank got taken out by this barrage, couple with a few long distance AI shots. That did cause some collateral damage which almost took out my Scanner and the two enemy XT's.

So, in the top I have two wounded XT's to take care of, and there is still the scanner tucked away in the corner. I'm bringing the AI back through the room, targetting the Scanner and XT with each step. My main priority is to get back near the XT's that are in urgent need of repair. If I can take out a few enemies at the same time, then thats good too. I do have a lot of troops to attack the two nearby XT's so hopefully they wont be a problem.

Down at the bottom of the map my troops advanced in an attempt to catch anything soming up the side corridor. However, since all his efforts were concentrated on my MT nothing much happened down there. An enemy Hunter made its way through my lines and tried to nip up the long side passage, but it looks like it was set on Halt On Sighting as it turned round and reentered the main room. I'm going to move my XT's back into that room for a turn to see what damage they can cause and then I'm thinking of pulling back a little to regroup.

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Posted to M1: 181042 Vs Rad