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Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:37
  Old Post 25-07-2004 12:50
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quote:
Originally posted by Maniac

Here's how they look when fullgrown.





Thanks Maniac!

Is there a Wiki or similar for this game?

Back in the day when I was waiting for Moo3 I hacked up a webpage with a similar function. It wasn't used too much but it still gets at least 10 visitors per day so I guess it must have some fans Here's the URL: Citadel of Words. If you all think something similar would be useful for SMAX let me know and I can whack up a clone for us.

And oh, I vote to hurry the foil

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 25-07-2004 18:07
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Battle Report MY 2117


  • R-112 CRV moved one tile SW. Fungal Tower discovered! R-112 CRV attacked the Fungal Tower and won, completely unharmed! We got 20 credits worth of planet pearls. No morale boost though.
  • The Chiron Knights. I changed production in SC1 to a speeder former, but to no avail. The first pod was once again a nutrient resource far far from our territory. Then I saw a second pod immediately west of the previous pod location. Because there was no other fungus-free tile to move to, I decided to pop it for a change, despite that it was the rover's last move. And bad luck, this time I popped a mind worm. Probably because we're the last human faction in the turn order, I already got to see the battle. The rover won. 40% damage, but with a morale boost.
  • Energy allocations changd to 50-0-50 for this turn, to prevent loss of a labs point when tech is researched.
  • CP and rover moved according to the original plan.
  • SC1 production switched to a CP.
  • Gythium Harbour gun skimship production hurried with 15 credits. It'll be finished next year.

Sparta MY 2117 presend

Googlie is offline Googlie
Emperor
Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 25-07-2004 19:14 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
Energy allocations changd to 50-0-50 for this turn, to prevent loss of a labs point when tech is researched.


Hmm - I was under the impression that you only lost carry-forward lab points from a base that contributed 50% or more of the total lab points

At 30/10/60 allocations, SC1 contributes 3, with SC2 the same and Harbour contributing 2. So at 56 needed and 54 accumulated, I would have thougth that 6 would carry over to the next tech

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 25-07-2004 19:59
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Put an end to popups!

quote:
Originally posted by Googlie
Hmm - I was under the impression that you only lost carry-forward lab points from a base that contributed 50% or more of the total lab points


I just tested the theory, and it seems one always loses the carry forward lab points of the last base contributing to the previous tech research, even when the base is producing less than 50% of the total labs points.

Maniac is offline Maniac
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Gent, Belgium
Jul 1999
time: 06:37
  Old Post 25-07-2004 20:14
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quote:
Originally posted by Googlie
That's prolly true. About the only goodie that seems to come from a fungus pod is a monolith. But a mindworm is more likely


Indeed. I've done some tests and a mind worm is a likely outcome. I even got an eartquake once, destroying the Crater. So the theory that one doesn't get bad pod popping results when the pod is in a base radius doesn't seem to be correct.

Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:37
  Old Post 25-07-2004 22:36
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Tired of ads?

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

Maniac is offline Maniac
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Gent, Belgium
Jul 1999
time: 06:37
  Old Post 26-07-2004 00:39
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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...

Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:37
  Old Post 26-07-2004 00:54
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Put an end to popups!

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.

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 26-07-2004 05:11 Visit Googlie's homepage!
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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 it’s 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 unit’s 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

Dis is offline Dis
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Las Vegas, Nevada
Feb 2000
time: 21:37
  Old Post 26-07-2004 05:26 Visit Dis's homepage!
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I vote to repair the rover in our territory. . I'm too late to vote for rushing the gun foil, but that's cool with me.

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 26-07-2004 09:21 Visit Googlie's homepage!
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I suggest sending R-112 CRV over the neck of land to Chiron Knights - if it encounters a pod, then pop it (we might get fortunate and uncover a monolith in the vicinity which would speed the healing process for Chiron Knights) - and if not, then by the time they rendezvous Chiron Knights will be closer to full health and ready to go on joint manoevers

I presume that Rolling Thunder will proceed to pop the 2 pods just west and northwest of Gythium harbour (after base # 4 is established, of course)

Maniac is offline Maniac
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Gent, Belgium
Jul 1999
time: 06:37
  Old Post 26-07-2004 16:21
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Battle Report MY 2118 midturn


  • 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.
  • Things still to be done:
    1) Move the Ogre. How about east to Sparta Command? It could use a police unit in a few turns.
    2) Move the gun skimship. How about moving the ship right next to the near unity pod (so it can be immediately popped next turn), but not yet pop it? If we'd pop it now, it would have to be with our last movement point, meaning we would be defenceless against an Isle of the Deep (25% chance of getting that pod popping result).
    3) Move the Chiron Knights. Three different opinions until now. Should I throw a dice if we don't get a fourth opinion soon?

Sparta MY 2118 midturn

I'll hopefully post some screenshots later. Now GeoModder is visiting.

ChairmanSlick is offline ChairmanSlick
Warlord

Apr 2004
time: 05:37
  Old Post 26-07-2004 16:44
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thats good news about the ogre!!!



we'll kick that human hive in a new york minute!

o, btw, whats the Pass for the presend??

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 26-07-2004 16:50
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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).

ChairmanSlick is offline ChairmanSlick
Warlord

Apr 2004
time: 05:37
  Old Post 26-07-2004 17:01
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Lose 30 kilos (of popups)

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.

ChairmanSlick is offline ChairmanSlick
Warlord

Apr 2004
time: 05:37
  Old Post 26-07-2004 17:04
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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.

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 26-07-2004 18:45
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quote:
Originally posted by Googlie
The Game manual says:


Shall we include this in "Planet: A Survivalist's Guide"?

quote:
Originally posted by ChairmanSlick
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.


We could always invent a name we use for referring to the passage in roleplay or combat manoeuvres, without actually naming it on the map. Or make a one-time screenie with the landmark on it, and post it in the map thread, but then erase the landmark.

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 26-07-2004 19:03 Visit Googlie's homepage!
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#258 Report this post to a moderator
Put an end to popups!

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

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 26-07-2004 19:28 Visit Googlie's homepage!
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For those without the game up and running, here's SCC Invincible:

Attachment: scc invincible.jpg
This has been downloaded 31 time(s).

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 26-07-2004 19:43 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
In the meanwhile here's some explanation about Ogres for non-SMAXers.


The game manual extract(my bolded italics):

quote:
Extracted from the SMAX Manual
These ancient mechanical devices were possibly used by the Progenitor race to wage war. Each Ogre is a self-contained battle unit that relies on long-lost technologies for their power and movement.

Ogres come in three varieties:
  • Mark I Ogres: 6r-3r-1 units (resonance attack and defense). They count double for police duty.
  • Mark II Ogres: 12r-8r-1, with police powers and dissociative wave. They possess the equivalent of a level 2 reactor.
  • Mark III Ogres: 30-12-3 Elite units with police powers and dissociative wave. They possess the equivalent of a level 3 reactor.

The Ogre’s main downfall is combat damage can never be repaired, not even at a monolith. Guard them carefully!

Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:37
  Old Post 26-07-2004 19:50
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quote:
Originally posted by Maniac
In the meanwhile here's some explanation about Ogres for non-SMAXers.


Thanks Maniac!

Our Ogre will make a fine addition next to the abandoned grain silos in SC

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.

But hey - we have the most powerful navy in the world - Go Sparta!

Maniac is offline Maniac
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Gent, Belgium
Jul 1999
time: 06:37
  Old Post 26-07-2004 20:05
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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

ChairmanSlick is offline ChairmanSlick
Warlord

Apr 2004
time: 05:37
  Old Post 26-07-2004 20:19
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i vote to buy the former == aggregately we will benefit from the early former.

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:37
  Old Post 26-07-2004 20:32 Visit Googlie's homepage!
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Put an end to popups!

Rush the former. We can put a NN in production next turn before we pop that crater pod, and might get lucky

Googlie is offline Googlie
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Apr 1999
time: 21:37
  Old Post 26-07-2004 20:45 Visit Googlie's homepage!
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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

Googlie is offline Googlie
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Apr 1999
time: 21:37
  Old Post 26-07-2004 20:56 Visit Googlie's homepage!
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Next turn I suggest we move Chiron Knights upriver thru that fungus patch - it might be able with 2/3rds of that 1 mp left to hang a left into 60:32, then have R-112 CRV pop that pod and hope for a monolith (it's not in fungus). If a baddie, it will still have 1 mp left to deal with it, and if the worst happens (whatever that might be - a sporelauncher just out of range maybe) then it can move to stack-cover Chiron Knights

But, as before, I'd change production at Harbour to a NN just in case we get a completion goodie - I think a Network Node would be more valuable in the long haul than another foil (similarly with popping the seapod with the foil next turn - get NN's in the nearest base just in case)

Googlie is offline Googlie
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  Old Post 26-07-2004 21:11 Visit Googlie's homepage!
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After Rolling Thunder has popped the pod southeast of "Placeholder Base" - and assuming no deleterious results from the SCC Invincible's seapod pop requiring RT to hang around - I'd move it due east 2 tiles to that branch of the Eurotas River then barrel upriver to Mount Olympus to get exploring north and east

Maniac is offline Maniac
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Jul 1999
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  Old Post 26-07-2004 21:14
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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

Googlie is offline Googlie
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Apr 1999
time: 21:37
  Old Post 26-07-2004 21:20 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
The former in our new base has been hurried and will be complete next year. 24 credits spent. 4 left in our reserves.


Hmm - I make it 25 ec's - if the worker is left on the 3-1-1- nut, or 23 ec's if that worker is moved to a 1-2-1 crater tile.

I don't get an even number under any circumstances (31 - [2 x mins] to rush the last row of a unit)

G.

Andemagne is offline Andemagne
King
Rovaniemi, Lappland, Finland
Dec 1999
time: 07:37
Talking  Old Post 26-07-2004 22:11
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quote:
Originally posted by Kassiopeia
Short and to the point, the Spartan way.


yes, the Laconic Way.

 
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