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Frankychan
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In the Kingdom of Hawaii (CPA Member)
Sep 2001 time: 19:36
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I've probably posted this somewhere, but I can't find it so let's just say that we're doing a "Fighting Off Planet" revisted thread...
Late ingame, I'm finding it harder and harder to fight off planet. When fungal blooms happen, they tend to unleash dozens upon dozens of worms, spore launchers, and locusts at me. I'm talking about 20+ per new fungal tile. I've tried the artillery tactic, the psi-garrison tactic, choppers, and the like, but nothing seems to work for me. On the off-chance that I do destroy the fungal hordes, I rake in mad EC's but I'm finding my tactics aren't adequate enough to destroy Planet.
Does anyone have any advice on how I can teach Planet to bow before me?
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Blake
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Brainfallocatione
Oct 2000 time: 17:36
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You should not confront Planet as an enemy. Build those darn treefarms and centauri preserves and get that ecodamage under control mate 
I don't think it's really possible to fight off a properly enraged planet (like dozens of bases all with ED's in the 50's and fungus everywhere...), you have to find a comprimise between ED levels and minerals (or better yet, just build/sell CPreserves's). Run Green/Cybernetic, get the SP's that reduce ED globally, I think that goes without saying.
Military Tatics:
* SAM Artillery is one of the few things capable of wrecking locusts, you'll need about 3 volleys from chaos+ artillery to wipe out a stack of locusts.
* Self Destruct, any fusion laser/fusion reactor or better unit or missile will do the trick, choppers work quite well, you can "chop" your way into the middle of a group of worms than kaboom. One of the few good locust crowd-control methods, and incredibly economical, you'd lose easily 10 choppers killing a locust stack for normal way - Self Destruct is a nearly essential tatic in dealing with big worm outbreaks.
* It's really useful to have a magtube network and/or the nano factory to speed up repairs. Ideally you'll send a hovertank along the magtube, wipe out worms until it (almost) runs out of moves, then shuttle it to a monolith. Next turn it's ready to go again. If it runs out of moves then the next turn it can be sent to a base - if it spends it's entire turn moving on magtubes it will still get the instant repair from CC's. So avoid fighting off magtubes (use choppers to kill those worms instead).
* Mass produce cheap empath rovers/tanks to kill stacks - if your actively intending to do some pearl collection then it helps to garrison your bases in advance with these units (and make them clean). Unit gifts/steals from the AI are also useful to throw at worms. Empath and/or Trance artillery can also be useful to have around, but unfortunately cannot be made clean unless based on ships.
* Never defend. If your on the defensive - it's too late, planets giant stacks will wipe you out - you must kill the mega-stacks at any costs (sacrifice units if nessecary). But if you have to defend, it pays to note that air units make the best PSI defenders, because they always fight 1:1 on defense, rather than 2:3, combined with base, sensor, trance this makes for some mean odds.
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Santiago_Claus
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Everyone else has already handed out the best advice, particularly about SAM artillery, so I'll just supplement:
Don't build infantry garrisons -- infantry is for attacking bases. Rovers usually cost the same or only slightly more, yet their doubled speed makes them more than twice as useful. Hovers are better still, and again usually cost the same.
Remember that with better reactors and 8r armor your trance defenders can get 6r weaponry at no additional charge. (The 8r armor is way higher-level than the 6r weapon, so trance remains a freebie.) All those boring old garrisons suddenly have teeth!
When your entire defensive force is also a potent attacking force it takes a mighty planetary rage indeed to overwhelm you. I don't even put empath on them, nor do I build land-based artillery. The 25% res bonus and sheer numbers have always been sufficient. (Note that if you ecodamage >99 you absolutely must have SAM artillery!)
If you're overwhelmed remember the fungal pops are ALWAYS of the form "a bunch of units in the popped square, 1 unit in all adjacent fungal squares." If your attack force is limited hit the big stacks first, and like Blake said use whatever means you must.
Build sensors, preferably in your bases. This requires you build the sensor before the base.
When building magtubes concentrate first on connecting all bases in as few builds as possible, then start worrying about areas that would be inaccessible if they were hit with a fungal pop.
Ships are an incredibly versatile resource, and my favorite form of artillery. I know artillery is the uber-countermeasure, but I don't even build it except in the form of ships.
For the cost of 9 rows, you can build a (6e)r-8tr-6*3 Cruiser, or a "Calypso" as I call it.
The res and empath attack give it the punch to take out even big fat enraged IoD's, as well as deliver a respectable artillery barrage onto land or sea.
Its defenses are equally formidable: combining res and trance make for a very tough nut to crack. It can attack an IoD adjacent to another and survive the second's counterattack. Sail it into a base and that base is very well accounted-for, even if the Calypso suffers some damage attacking an adjacent IoD or locust.
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Santiago_Claus
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Sensors are important enough to cover with a supply crawler -- preferably armored -- if the sensor isn't on a base.
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Santiago_Claus
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Like Daffy Duck smacking himself on the head with a sledgehammer in trying to swat a fly, eh, Commy?
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Qwerty88
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The best thing to do is get a 3+ planet rating a build the Manifold Harmonics, then taraform everything to fungus so you don't get >pop
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:36
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As dumb as it sounds, if it's late in the game you should try your darndest to Transcend as quickly as possible once Planet starts going nuts. I know that by the time I reach the "holy crap worms" phase, I'm usually not far from the Ascent, so I just focus on damage control to a point and go for the gold in a base that's not getting worm-rushed. Best advice I can offer.
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Santiago_Claus
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Wow, Blake, that's brilliant! All those fungal patches on rocky tiles (or under Echelon Mirrors) are perfect places to station "native defenders".
Nakar, your suggestion has merit: when you build VoP fungal pops cease to cause native life forms to erupt AND global warming no longer occurs. Of course your days are numbered, because other factions are then allowed to build A to T ... and the "hurry cost" of everything is doubled.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:36
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Most games I play, the mindworms are bound to kill me, and when I know the base is going to die to mindworms, I'll just save the game, activate the scenario editor, and planet bust those little pests. Yeah, the base is gone in the explosion, but it was going to die anyway, and it's more fun...
And why, might I ask you, livid imp, would any creature, even a duck, hit himself with a sledgehammer? Better yet, why would anyone want to hurt a fly? I mean, come on people, what did the critter ever do to you? (Besides being an annoying pesk that is just asking for it?)
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anarchie
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Fungal towers have popped under my Crawlers for aeons now, and the only way to not lose my Crawler while taking care of it is to right-click on the square and select the Crawler from the row of units. Curiously, other native life has not popped beneath my Crawlers, only towers.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:36
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quote: Originally posted by anarchie
Fungal towers have popped under my Crawlers for aeons now, and the only way to not lose my Crawler while taking care of it is to right-click on the square and select the Crawler from the row of units. Curiously, other native life has not popped beneath my Crawlers, only towers. |
You are right . .. happens all thetime
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Santiago_Claus
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Commy:
Nuking oneself to rid ones lands of enemies is like unto Daffy Duck hitting himself with a sledgehammer to swat a fly.
Blake:
Res too expensive? I put that stuff on just about everything. Come on, it's not THAT bad.
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Enigma_Nova
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Geez, it works against an alien race with biotechnology and hospitals and adaptive resonance but it doesn't work against some measely worms?
Go figure.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:36
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quote: Originally posted by Enigma_Nova
Geez, it works against an alien race with biotechnology and hospitals and adaptive resonance but it doesn't work against some measely worms?
Go figure. |
I'm sure some biology type can tell us if it makes sense (perhaps less developed nervous systems are less susceptible??) but thats the way the game is.
besides logic with these games went out the window long ago-- remember when a phlanx managed to shoot down a bomber??
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