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livid imp is offline livid imp
Prince
Gimme a quarter or I'll touch you
Mar 2004
time: 21:35
  Old Post 17-04-2004 02:35
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What usual units do you use? Get a bigger avatar today!

For instance, on that odd game that you make it to the psi weapons and defense. Ever make units with them? Often use the 12res weapon over the Shards(13)? Any other oddities you use?

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:35
  Old Post 17-04-2004 02:46
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never used psi defence, it comes way too late to be really useful. That and it's not really _that_ useful to begin with. psi attack sometimes, because WAVE psi choppers are nice for bypassing trance units, but then again I rarely play planet factions.

Res bolts > shards for the gaians or the cult, and I'll usually have a few 12er-1-2s around for pops in the late game.

1-1-1 police for the Hive are nice. 1^-x-1 drop defenders for playing chop 'n drop. Infantry and boats without armour (unusual? for the AI at least. *shrug*) SAM choppers maybe...dunno if they're considered unusual. I use high morale sometimes, like as the drones for dealing with wealth, and the mineral cost is dealt with by the industry bonus.

8~-1-1*2 units...marines are fun, and necessary for dealing with a spartan faction who uses comm jammers

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:35
  Old Post 17-04-2004 02:56
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Well, I used to produce psi defense units as a third base defender, or upgrade my police units to psi/police unit.

Psi attack units, no, very rarely.
Usually have shard weapon way before 12bolt weapon. It's the way my tech goes, since I prefer to go into space.

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:35
  Old Post 17-04-2004 03:02
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aye. Living refinery, energy sats, shards > Theory of Everything, res bolts.

Santiago_Claus is offline Santiago_Claus
Warlord

Mar 2004
time: 05:35
  Old Post 17-04-2004 03:08
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In order of "unusualness":

I use armored infantry for defensive probes, on the assumption they don't move much and the extra protection might serve as a last-ditch defense.

Armored crawlers are in such widespread use I hesitate to call them "unusual", but I do build a lot of 'em.

SAM artillery is also a fairly widespread phenomenon, but it probably bears mentioning as the only counter against the dreaded all-locust army.

Drop crawlers, drop formers, and drop transports are useful for exploiting distant, unclaimed resources like volcanoes. Drop crawlers can also be re-homed and reassigned quickly, so I tend to build quite a few for that reason if nothing else.

Drop probes are darn convenient, but it isn't often they're useful, for at that stage of the game the player dominates technologically. Still, if some fac happens to run down an "independent" branch of the tech tree and gets Silksteel or one of the res techs before you, a quick probe drop behind enemy lines sure beats a transport foil. XenoDome is nice for probes, too, incidentally.

To answer your specific question on res weaponry I seem to put a lot of it on ships.

livid imp is offline livid imp
Prince
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Mar 2004
time: 21:35
  Old Post 17-04-2004 03:11
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What I guess I meant bout the res bolts is even after you get shards, do you ever build 12res units, or just stick with the extra point of attack rather than the +25% psi.

I am always looking for that "thinking outside of the box" (which ironically is its own cliché now )

livid imp is offline livid imp
Prince
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Mar 2004
time: 21:35
  Old Post 17-04-2004 03:26
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quote:
Originally posted by Santiago_Clause
Drop probes are darn convenient, but it isn't often they're useful, for at that stage of the game the player dominates technologically. Still, if some fac happens to run down an "independent" branch of the tech tree and gets Silksteel or one of the res techs before you, a quick probe drop behind enemy lines sure beats a transport foil. XenoDome is nice for probes, too, incidentally.


I thought drop probes were considered non-combat units and can't move after a drop.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:35
  Old Post 17-04-2004 03:27
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quote:
Originally posted by livid imp


I thought drop probes were considered non-combat units and can't move after a drop.


You are right-- But they are useful if you can drop them in an unexpected place and then use them on the following turn

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:35
  Old Post 17-04-2004 03:33
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Got spare money?

Drop into fungus of course, so noone can see them

I'm using whatever I get my hands on, but favorites are the old 1-1-1(police) and the 4-1-2 Impact Rovers. Shard Choppers are good, and 0-2-1(trance) formers are handy to upgrade to if you see a worm.

-Jam

bondetamp is offline bondetamp
Prince
Oslo, Norway
Nov 1999
time: 06:35
  Old Post 17-04-2004 03:41 Visit bondetamp's homepage!
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I don't think I use any unusual units.

I always keep a few sea probes around. They are among the first foil units to enter service, and among the first cruiser units.

livid imp is offline livid imp
Prince
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Mar 2004
time: 21:35
  Old Post 17-04-2004 04:20
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quote:
Originally posted by Jamski
Drop into fungus of course, so noone can see them


So is it true the AI can see you even with a unit in the fungus/cloaked/submerged?

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:35
  Old Post 17-04-2004 04:21
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I think it is. But i've never really used a cloak or subs too extensively.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:35
  Old Post 18-04-2004 21:27
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Okay, I didn't read any but the first post, so if alreay said, oh well. Until very, very recently I never built any units but normal formers, probe teams, and missiles. Of course, now I build weird crap like psi attacking units and send them off to morgan and a couple probe teams with silksteel armor (does that even do anything), and of course, a lot 2-2-2 units, which are probably the most useful. Garrison units, which usually have weapons (until late in the game) of power 1, can't kill them, and these rovers can attacke infantry attacking units, usually with no armor and slaughter them. And of course, they're cheap, but sometimes they really just don't work.

livid imp is offline livid imp
Prince
Gimme a quarter or I'll touch you
Mar 2004
time: 21:35
  Old Post 19-04-2004 23:41
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quote:
Originally posted by Commy
....now I build weird crap like psi attacking units and send them off to morgan


That is what inspired this thread. I was making psi units to deal with well fortified Free Marketers. I thought about making psi troops with dislocative wave (or whatever it is called) to cancel out trance. With the Dream Twister this would be a nice combo. But by that time the game is over.

quote:
Originally posted by Commy
and a couple probe teams with silksteel armor (does that even do anything),


Yes it does If I get the Xeno Dome I like to send 3res/trance probe teams through the fungus to probe hard to reach enemy cities. With a +75% to psi defense, they almost never lose to worms on the way.

quote:
Originally posted by Commy
and of course, a lot 2-2-2 units, which are probably the most useful.


2-2-2 units are useful eh? I'll have to take your word on it. Seems like they wouldn't have enough defense to defend a town and not enough offense to take one, other than very early in the game. Even then, I'd rather have one 1-2-2 and one 2-1-2 to the same job with double the move and double the hp.

Frankychan is offline Frankychan
King
In the Kingdom of Hawaii (CPA Member)
Sep 2001
time: 19:35
  Old Post 20-04-2004 00:33 Visit Frankychan's homepage!
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Unusual units.

Nuclear Subs.

Cruiser Transports with Underwater capability and air transportation....loaded with stockpile of Sin Busters.

Just park one of these things on the coast of your enemies faction and watch the fireworks.

EDIT: Only thing is that these "units" are expensive as heck to make.

Santiago_Claus is offline Santiago_Claus
Warlord

Mar 2004
time: 05:35
  Old Post 20-04-2004 03:10
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The AI can "see" all of your units, all of the time.

Sorry, folks.

However, fungus is still the "native element" (har har) of probe teams if you have the XenoDome.

Also, the AI seems reluctant to leave a base completely undefended in order to chase down a probe team.

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