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Zeiter
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Perhaps it is just more likely that a good pop will happen. I also heard somewhere that a pod pop will always be good if it is right next to a base.
Edit: Also, do we want to repair Chiron Knights to 80% strength before doing more scouting, or do we want to continue scouting with it when it has 40% damage? I vote for spending two turns to repair the rover before moving on.
Last edited by Zeiter on 25-07-2004 at 22:56
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
Prima's Guide says:"
"In normal, non-fungus, non-sea aquares, the "discover resources" event is as likely as all other events combined (ie, about 50% of pods will be resources), but a "discover resource" pod has a 50% chance of porducing one of the other results as well" (ie - a "double goody" such as a nut bonus plus a Unity Rover - - or maybe a mineral bonus plus a mindworm - ) |
Does the Prima Guide say other things about unity pods? I've been doing some systematic testing of pod popping, and it would be interesting to see if the data matches the theory.
quote: Originally posted by Zeiter
Edit: Also, do we want to repair Chiron Knights to 80% strength before doing more scouting, or do we want to continue scouting with it when it has 40% damage? I vote for spending two turns to repair the rover before moving on. |
I don't have the turn open right now, but IIRC the Chiron Knights are just outside our territory. This means they would only repair at 10% per turn instead of 20% per turn. A solution could be to drive up the rover next turn, into our territory. But on the other side, there's fungus on the river, so we would run the risk of encountering native life. And with 40% damage, that could be rather dangerous...
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Zeiter
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Whoa, wait a second! A unit repairs twice as fast when it is inside its own territory? I never knew that. Cool.
Well, we could just keep on exploring, as the rover still has 2 moves a turn. We would have to repair it, though, before we popped any pods in case we got another mind worm.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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The Game manual says:
quote: extracted from SMAC Manual
DAMAGE
When a unit takes damage, the colored bar graph located just above and to the left shows how badly its been hurt. As the bar descends, it also changes color from green to yellow to red. When the bar is completely exhausted, the unit is destroyed.
As surface units take damage, their movement rates decline. This reduces the maximum move of vehicles with a move of more than one, and also makes it more difficult for vehicles to enter fungus squares.
Units repair damage by remaining undisturbed for a turn. To skip a units turn, press z. If they move or come under fire, they do not repair that turn.
No unit may repair itself to better than 20% damage (80% normal strength) using field repairs, unless your faction possesses the Nano Factory Secret Project. The Sentry command can streamline the field repair process, requiring much less of your attention (L; see Action Menu, p. 90). In a base, several facilities can repair an undisturbed unit in one turn:
A Command Center repairs land units in one turn
A Naval Yard repairs naval units in one turn
An Aerospace Complex repairs air units in one turn
A Biology Lab repairs native units in one turn
Units repair at least 10% of their damage each turn, modified as follows:
+10% in friendly territory
+10% if air unit at airbase
+10% if land unit in bunker
+10% if in a base
x2 rate if a land unit is on board a Transport with a Repair Bay
+100% if the controlling faction owns the Nano Factory Secret Project |
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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In the meanwhile here's some explanation about Ogres for non-SMAXers.
Battle Ogres are battle units left over from when the Progenitors (the alien factions in SMAX) last left Chiron. (Do you know the basic story around them?) Ogres can be rarely encountered in Unity pods. In three varieties. The later in the game, the higher the odds of encountering a more advanced model. Attached you see a screenshot with the three models.
They have some SMAX-specific weaponry:
6r means Resonance Laser. A weapon with strength 6 and a 25% combat bonus when attacking native life.
12r similar. Strength 12 weapon with 25% bonus against natives.
30 = String Disruptor. A new SMAX weapon completely at the end of the tech tree.
Armour:
3r: Res-3 armour. Strength 3, with a 25% combat bonus when defending against natives.
8r: Res-8 armour: similar as above, but with strength 8.
IIRC "(Dissiocative) Wave" is a special ability, which ignores the special abilities of units you attack. Eg a Wave Chopper could attack an AAA garrison, and the garrison wouldn't get the normal +100% defensive bonus from AAA.
A special thing about ogres is that they can't repair. Once damaged, it's irreversible.
Besides being useful for police duty and a shock unit when attacking a technologically inferior enemy (compared to the ogre weaponry), they can also be used to hurry a secret project early on (or anything else, but that's a bit a waste of the valuable unit while you could hurry easily). When disbanding an Ogre Mk1, you get 5 mineral rows. Very handy when you don't have (many) crawlers yet and are racing to an SP.
***
Edit: ChairmanSlick: "domination"
Attachment: ogres.jpg
This has been downloaded 40 time(s).
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ChairmanSlick
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i totally agree with your suggestions, having looked at the turn now. Moving 3 out of the 4 movement points toward the pod (for the gunfoil) is not that big a sacrifice at all. ( only missing out on 1 movement point), and it just makes good sense. I think that keeping the ogre close to home for the time being is a good idea, particularly since the populations are growing fast. Ie. sparta command goes from 1-2 pop, in 4 turns.
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ChairmanSlick
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sorry to double post, but also - i think that naming the pass isn't that great an idea since we have already named the wall and overall our land looks somewhat unattractive due to the excess in landmarks. just my opinion tho.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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On popping seapods:
If an IoD, it will always seek to drop off its cargo on the nearest land, except that if a unit is interposed, it will attack that unit.
So always approach the pod from the seaward side before popping - that gives you the chance to either attack, if your psi odds are favorable, retreat seaward with any remaining movement points (the IoD never follows), or sit still and do nothing (when the IoD moves away from you to the nearest land about 50% of the time)
Edit: (Just looked at the midturn map)
- I suggest moving the foil (name?) to 54:26, and popping that pod next turn (if an IoD, and we don't attack it, then if it drops its cargo ashore on the south slopes of the crater, Rolling Thunder can deal with it)
- move Chiron Knights up river to 61:31, then next turn use it to pop the adjacent pod. If a baddie, then R-112 CRV is there to deal with the repercussions. If a monolith, then whoopee.
- But I'd change Gythium Harbour's production to a network node before popping, just in case
- Change Placeholder's former to a speeder former before popping that pod with Rlling Thunder (change back if we don't get a completion bonus)
- I'd change Gythium Harbour's production to another gunfoil - so far it's our only naval base so is the only one that can produce foils.
Last edited by Googlie on 26-07-2004 at 19:22
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
If an IoD, it will always seek to drop off its cargo on the nearest land, except that if a unit is interposed, it will attack that unit.
So always approach the pod from the seaward side before popping - that gives you the chance to either attack, if your psi odds are favorable, retreat seaward with any remaining movement points (the IoD never follows), or sit still and do nothing (when the IoD moves away from you to the nearest land about 50% of the time) |
Thanks for the tip! I put it to the test, and it seems that indeed an IoD will always move to the nearest shore, even if there's a foil two tiles away. However if there's a unit on a tile right next to the IoD, it seems it will always be attacked, even if the unit is on the seaward side. 
quote: move Chiron Knights up river to 61:31, then next turn use it to pop the adjacent pod. If a baddie, then R-112 CRV is there to deal with the repercussions. If a monolith, then whoopee. |
That means together with Dissident, there's a majority for moving up river.
Therefore I continued playing the turn. Ogre and foil moved as suggested.
When I tried to move the Chiron Knights upriver, immediately a worm appeared on (62.32). I attacked. The theoretical battle odds were close (81 to 70 or something), but the Chiron Knights performed remarkably well and only took 10% additional damage. This brings the unit on a total of 50% damage, meaning it'll only have one MP next turn. On the positive side, it has upgraded to veteran (+). 
After those annoying fungal blooms and worm, things are once again going splendid for Sparta!  
Anyway, as a consequence, we got 10 credits worth of planetpearls, bringing our total reserves to 28 credits.
That's why I am posting yet another midturn save.
We have the ability this turn to hurry the western crater base former with 24 credits and get the former next year. Or we could save our cash for a later date for one of three other base productions. What to do?
New midturn save
Edit:
Screenie with base productions

Last edited by Maniac on 26-07-2004 at 20:12
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ChairmanSlick
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i vote to buy the former == aggregately we will benefit from the early former.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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quote: Originally posted by Snoddasmannen
Seriously, how are we going to get it in action? Seems too slow to march cross country and too valuable to ship on our tin foil designs. |
If we do use it offensively, and plod it overland, or send it on a trannie, we must ensure that there's an infantry probeteam with it at all times. Too valuable to be subverted.
Right now it's our best defensive unit (as well as best offensive) but the extra police rating it has is great for garrison duty. They do deteriorate with fending off mindworm attacks, etc, until they - as Maniac says - become useful only for their minerals contribution to an SP
quote: But hey - we have the most powerful navy in the world - Go Sparta! |
Well - we don't know if Yang, Zak or Lal have discovered Flex yet!!
(one neat thing about being last in turn order is that we see the end-of-turns messages, etc. So we'll see when Secrets gets discovered, for example (and promptly send our probefoil there to extract that information)
Unfortunately we also have to tell the others what's contained in these end-of-turn messages - global warming, etc etc
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
(one neat thing about being last in turn order is that we see the end-of-turns messages, etc. So we'll see when Secrets gets discovered, for example (and promptly send our probefoil there to extract that information) |
Only today I discovered this message in the turn tracking thread:
"For what it's worth, the Uni has discovered SotHB."
So it apparently are the first in turnorder (the Gaians) who get to see the general messages. Note that Chaos Theory only added this message twenty hours after posting the turn. As a consequence I assume we all missed it.
To avoid such a thing in the future, especially for something important like global warming, how about the Gaians have to tell such general messages to Drogue or Method, who could post them in each private forum?
Anyway, here's a copy of the Battle Report:
Battle Report MY 2118
- Informations Networks researched. Next choices were as predicted. Applied Physics selected. Our tech cost has risen to 75 labs.
- Lieutenant Dissident, Founder of the Spartans Naval Corps, christens the first combat ship on Planet. Production in Gythium Harbour temporarily set to a Speeder Former.
- Placeholder (temporary name
) base founded.
- Rolling Thunder moves to the unity pod in the Crater Lakes and discovers a... Battle Ogre Mk1!!!
(production in Placeholder then changed from speeder former to normal former)
- R-112 CRV moved E-S through the passage between the fungal walls. (Should we give this passage a name?) Unity pod discovered SW of its location.
- Ogre moving east.
- Gun skimship moved next to a unity pod. Should be popped next year.
- The Chiron Knights attempted to move up the river, but encountered yet another worm. It was flamed and we got 10 credits worth of planetpearls. The Knights are now 50% damaged and have veteran (+) morale.
- The former in our new base has been hurried and will be complete next year. 24 credits spent. 4 left in our reserves.
Sparta MY 2118 presend
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