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RolandtheMad is offline RolandtheMad
Warlord
North Carolina
Dec 2002
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  Old Post 08-08-2004 23:31
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Occasionally a game will come to one last show down between myself and a roughly equal power. My answer is, of course, a massed Planet Buster first strike accompanied with Nerve Gas Jets. Planet doesn't seem to like this? Shortly following will be a flood of biblical proportions (not really a problem), and then an unending horde of worms and locust.

Last game I was pretty far down the tech tree and was playing SMACX, so I used the Resonance 9 shields for police/garrisons along with tachyon barriers and all the relevant secret projects (+50% psi defense, etc). The garrisons seemed to hold out real well, taking 5-10 demon boils to destroy a unit, but attrition held the day.

I found that by attacking the boil stacks with my garrisons I could take them all out in one fell swoop, but I could only kill one unit at a time with the air support (why?). The only problem with this is that there would usually be 2 or 3 stacks at a time and they would regenerate the next turn. I tried to build more garrisons after it started but the never ending tide of worms overtook my industrial capacity.

I have a feeling no matter how many garrisons I had prepared I would've eventually succumbed to the worms. Even if I kept the worms out of the city they and the fungal eruptions would destroy the tile improvements. I could put alot of money into orbital resources but I usually don't have alot of time to prepare except for a few planet busters which I like to keep handy anyway.

Any ideas on how to stem this demon boil tide?

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
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  Old Post 08-08-2004 23:58
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use empath rovers rather then air units to eliminate whole stacks.

RolandtheMad is offline RolandtheMad
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Dec 2002
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  Old Post 09-08-2004 00:04
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Does it ever end or do they just keep coming forever?

Commy is offline Commy
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Mar 2004
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  Old Post 09-08-2004 00:38
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Once eco-damage, stuff like sea-levels rising and such, starts, it's permanent, and will only get worse. The best you can do is prevent it from getting worse, although this is very hard. Sometimes you just have to sacrifice a few bases so you can hurry a Transcendant victory, or other wise you will be erradicated.

Overall, you're screwed. About the only thing that is really effective is never getting there in the first place. There are, however, two strategies that appear to work, although I never use them, for they are highly unpractical...

One is using only artillery. Artillery kills mindworms, regardless of their lifecycle. Only problem is on SMAX, spore launchers tend to kill this idea...

Another strategy is filling every possible square on the map with a unit. By doing so, fungus pops may occur, but no midworms can possibly appear in the same square...

My personal strategy is to use a couple of artillery units, and a lot of missiles. Wipe out offshore worms with missiles, weaken other worms artillery, and use a couple of empath tanks to take out the now weakened worm mush. When it comes to worms, take like Civilization Strategy. Either you take them all out on the same turn, or you don't attack at all...

Whoha is offline Whoha
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  Old Post 09-08-2004 00:50
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You have to prepare for a planetbuster strike if you don't want this to happen. build and sell off 5 preserves for every planet buster you plan on launching.

RolandtheMad is offline RolandtheMad
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  Old Post 09-08-2004 00:54
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Well I wasn't really expecting it. I keep two garrisons per city and a few planet busters as a matter of policy. Isn't it funny how you can be in Pact with somebody the whole game but they always seem to turn on you in the end?

How does that work with the building and scrapping of preserves though?

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
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You can hold off worms only if you attack them and destroy them in stacks. Artillery and empath land units are good at this. With the insane amounts of energy you should be getting, you can rush Centauri Preserves all across your empire and stem the flow of mind worms, or you can keep refreshing lost units to continuously attack the new worms. If all the fungal pops ruin your terraforming, depend more on satellites, or later on, harvest fungus directly. Boreholes also will survive fungal pops.

Whoha is offline Whoha
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  Old Post 09-08-2004 01:39
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The game apparently doesn't just count the number of buildings that reduce the effect of ecology, it counts the total number of these that were ever built. so building and selling off preserves works for some reason.

Nabvrimn is offline Nabvrimn
Chieftain

Mar 2004
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  Old Post 09-08-2004 01:49
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I'd use air superiority* empath choppers in water or coastal cities and empath rovers or tanks in land cities. Have a positive planet rating so you can capture mindworms and have those captured mindworms sit around your bases. I don't think they get penalties for being attacked in fungus, but in any case they were free so it doesn't matter so much if they get killed outside your bases.


* so you can attack locusts. Psi combat doesn't have the ground attack penalty for air superiority units.

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 09-08-2004 04:50
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quote:
Have a positive planet rating so you can capture mindworms and have those captured mindworms sit around your bases.


Usually you'll find that you won't be able to do this, you'll get a message saying "our psi talents think that these mind worms are being controlled by a higher sentience" or something like that, and even though you have a positive planet rating, you won't capture any. But the positive planet rating certainly helps with the combat, adding 10% for each point. If you can, switch to green and cybernetic while you're under assault, and that will help.

An easy way to combat the worm armageddon is just to have oodles and oodles of trance and empath units - at least 5, preferably 10+ per base. Combine that with 3 cheap infantry arty units per base, the neural amplifier, the dream twister, and a planet rating of +4, and you should be able to withstand at least 20 worms/base/turn.

I'd actually be curious to see what the absolute limit is for how many mind worms could pop up. Thousands? Millions? For instance, what would happen if you launched 100 planet busters on the same turn? How many defenders would you need? You'd have to have pre-built pressure domes in all bases, that's for sure. You'd have a complete worm infested water world on your hands. Could be a fun scenario...

And yes, like Navbrimn said, in order to attack locusts with ground units or artillery (or is it just artillery?) you must have the SAM ability on the unit.

Dis is offline Dis
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  Old Post 09-08-2004 05:24 Visit Dis's homepage!
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quote:
Originally posted by RolandtheMad
Occasionally a game will come to one last show down between myself and a roughly equal power. My answer is, of course, a massed Planet Buster first strike accompanied with Nerve Gas Jets. Planet doesn't seem to like this? Shortly following will be a flood of biblical proportions (not really a problem), and then an unending horde of worms and locust.

Last game I was pretty far down the tech tree and was playing SMACX, so I used the Resonance 9 shields for police/garrisons along with tachyon barriers and all the relevant secret projects (+50% psi defense, etc). The garrisons seemed to hold out real well, taking 5-10 demon boils to destroy a unit, but attrition held the day.

I found that by attacking the boil stacks with my garrisons I could take them all out in one fell swoop, but I could only kill one unit at a time with the air support (why?). The only problem with this is that there would usually be 2 or 3 stacks at a time and they would regenerate the next turn. I tried to build more garrisons after it started but the never ending tide of worms overtook my industrial capacity.

I have a feeling no matter how many garrisons I had prepared I would've eventually succumbed to the worms. Even if I kept the worms out of the city they and the fungal eruptions would destroy the tile improvements. I could put alot of money into orbital resources but I usually don't have alot of time to prepare except for a few planet busters which I like to keep handy anyway.

Any ideas on how to stem this demon boil tide?


at least I feel like I'm not the only one now . See my thread about how I felt like nerve gas should not cause eco damage. I didn't like being raped by planet like that. I lost every single city (I hadn't prepared for the assault- I had never had that much ecodamage before) except one. And that was later taken by the believers. A loss for me.

Dis is offline Dis
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quote:
Originally posted by Zeiter


Usually you'll find that you won't be able to do this, you'll get a message saying "our psi talents think that these mind worms are being controlled by a higher sentience" or something like that, and even though you have a positive planet rating, you won't capture any. But the positive planet rating certainly helps with the combat, adding 10% for each point. If you can, switch to green and cybernetic while you're under assault, and that will help.

An easy way to combat the worm armageddon is just to have oodles and oodles of trance and empath units - at least 5, preferably 10+ per base. Combine that with 3 cheap infantry arty units per base, the neural amplifier, the dream twister, and a planet rating of +4, and you should be able to withstand at least 20 worms/base/turn.

I'd actually be curious to see what the absolute limit is for how many mind worms could pop up. Thousands? Millions? For instance, what would happen if you launched 100 planet busters on the same turn? How many defenders would you need? You'd have to have pre-built pressure domes in all bases, that's for sure. You'd have a complete worm infested water world on your hands. Could be a fun scenario...

And yes, like Navbrimn said, in order to attack locusts with ground units or artillery (or is it just artillery?) you must have the SAM ability on the unit.


I think I remember launching about 6 or 8 fusion PB's and not getting hurt by planet that much. I was probably running green at the time.

But not like the scenario I described above. I used enough gas to accumulate 2000 years of sanctions. Planet did not like this. I had never seen such a relentless assault.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
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  Old Post 09-08-2004 06:29 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Zeiter

I'd actually be curious to see what the absolute limit is for how many mind worms could pop up. Thousands? Millions? For instance, what would happen if you launched 100 planet busters on the same turn? How many defenders would you need? You'd have to have pre-built pressure domes in all bases, that's for sure. You'd have a complete worm infested water world on your hands. Could be a fun scenario...


Sounds like a Starship Troopers scenario.

Mead is offline Mead
King

Aug 2003
time: 00:34
  Old Post 09-08-2004 08:03
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Defense Against Native Life Forms in a High Eco Damage World Enter the AD-FREE zone

Before I learned about clean minerals I developed the following tactics to deal with the mind worms/locusts.

Make a lot of drop artillery.
These are useful as a 'fire brigade' to deal with any worm pops that appear near your land bases. If you have orbital insertion, then they can drop into any threatened land base and fire at the worms on the same turn. Follow up with land assault.

Concentrate on the big stack.
When there is a pop there will usually be worms in three squares per each pop. Two of these squares will often have only one worm in it. The third will have a large stack (sometimes 16 or more). Concentrate your offensive efforts on the large stack. Kill that stack first before you go after the other squares.

Remember that once you kill the native life in a square all the nearby ones seem to grow a life-cycle (as if they were not demon boil already).

Consider SAM artillery for the locusts.
I have not used this before, but have heard of its use by others. The SAM artillery softens up the locusts just as easily as the regular artilleary softens up the worms. I have been reminded that, because you can only have two special abilities per unit, you cannot make 'drop' SAM artillery. Deal with this by basing a couple of SAM artilleary in every base you want to protect, or give the units a high mobilty chassis to cover more ground.

I have not had to deal with the rampant worm attacks since I discovered clean minerals, but I am tempted to try a game where I am a complete eco-damaging, planet busting, and gassing demon to see just how badly I can tick planet off, and survive.



Mead

Mead is offline Mead
King

Aug 2003
time: 00:34
  Old Post 09-08-2004 08:17
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If, as a result of your eco-damage, you get repeated warnings of sea level rising 1000+ meters over the next 10 or so years, you'll need to modify the above post to rely more upon fast ships to provide your artillery support instead of the 'drop artillery'.

If you use ships instead, I guess you could add empath as a special ability.


Oh, and like others said, having Neural Amp, Dream Twister, good planet rating, and those other good SPs (Phonos Mutagen (spelling?)) help out too. I usually like having the DT and a good planet rating. NA only helps with the defense and you don't want to be on the defense. NA is good to have, but only as a backup.


Mead

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
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  Old Post 10-08-2004 02:09
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I personally have never had an unending attack.

However, I have gottne to the point where I didn't get economic sanctions anymore.... somewhere around 6500 years of sanctions total, primarily from razing enemy bases if they didn't line up perfectly with my base
In that game, I have 3-10 squares of fungus growth every turn. But no mindworms, and only 1 square per base. I've also found that in this situation where my bases are all lined up perfectly(their resource squares don't overlap), only the bases that are on the border of my huge blob of bases are attacked by fungus...

And what do you mean by Clean Minerals???

Chaos Theory is offline Chaos Theory

King
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Oct 2002
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Clean mineral count =
16 + fungal pops + #ecofacilities built - atrocities by you - 5*PBs used by anyone

Ecofacilities are: Tree Farm, Hybrid Forest, Centauri Preserve, Temple of Planet

Ecodamage ~= (mineral production + terraforming damage - clean mineral count) * modifiers

Terraforming damage:
+1 for most terraforming
-1 per forest
+5 per condensor
+7 per echelon mirror
+9 per borehole
*2 for tiles actually worked (IIRC)
*.5 with tree farm
*.5 with hybrid forest
*0 with both tree farm and hybrid forest

Therefore, if your clean mineral count is high, no ecodamage.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:34
  Old Post 10-08-2004 02:53
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I had a nerve gas and PB war in which I ended up losing a few bases to mindworms. They do keep coming for a while but eventually they stop-- perhaps because my minerals went back under the limits by raising my clean mineral count.

Defending against the swarms is really a losing battle so I can only recommend ONE trance resonance defender per base-- he resources for addtional ubits should be funnelled into 6r-empath rovers , SAM arty and the occasional empath chopper for killing strays and finsihing off the locusts. With a well sensored land, you should see all the worms and you always seems to get first crack.

Building defenders never made sense to me in a situation where one rover attack should kill the entire worm stack-- heck -- how many defenders would you need to contain stacks of 20 worms??

Flubber is offline Flubber
Emperor
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Aug 2000
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  Old Post 10-08-2004 02:55
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quote:
Originally posted by Chaos Theory


Terraforming damage:
+1 for most terraforming
-1 per forest
+5 per condensor
+7 per echelon mirror
+9 per borehole
*2 for tiles actually worked (IIRC)
*.5 with tree farm
*.5 with hybrid forest
*0 with both tree farm and hybrid forest

Therefore, if your clean mineral count is high, no ecodamage.



I have seen thses lists before but isn't it simply the first formulas you posted that matter. If you stay beneath your clean mineral limit you won't have fungal pops period. ??

shawnmmcc is offline shawnmmcc
Prince

Jan 2003
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  Old Post 10-08-2004 03:47
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I read somewhere, I cannot remember the reference, that Nanoreplicators also count as an Ecofacility. The problem is that they increase the mineral production at the same time, so it's a mixed blessing. Still, they are superior to any other mineral +50% facility simply for that reason.

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King
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Oct 2002
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Flubber: what I listed is part of the SMAC/X help for Ecodamage (Advanced). It may not be correct, but I haven't seen anyone challenge it.

Whoha is offline Whoha
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Nano replicators are clean facilities to.

The description of eco damage is wierd in the advanced concepts though, it says that the % is:

(Minerals/1 + # of Preserves,temples,nanoreplicators ) *difficulty * technologies *(3-planet)*LIFE/300.

Flubber is offline Flubber
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Aug 2000
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quote:
Originally posted by Chaos Theory
Flubber: what I listed is part of the SMAC/X help for Ecodamage (Advanced). It may not be correct, but I haven't seen anyone challenge it.



I haven't specifically tested this but I don't think it is correct, despite it appearing in the help files. I think this for the following reasons

1. Ecodamage in a given base ALWAYS seems to correspond to mineral production and my clean mineral limit. Put simply, If I have a base showing an ecodamage chance number, this number reduces if I lessen the number of minerals that base produces. Lets say it produces 30 minerals, I will see the ecodamage number go down with EACH mineral taken out of production until lets say at 26 minerals, my ecodamage number is 0. I have just worked backwards to discover my current clean mineral limit. If I check several bases, they all seem to come back to the SAME limit, regardless of their facilities OR terraforming

2. The clean mineral limit seems to be global-- in that EVERY base seems to have the same clean mineral limit irrespective of terraforming-- more specifically, the base with all forests and a few mines will show ecodamage while the base with 8 condensors and an equal number of mines to the forested base, will not. Where does this terraforming damage concept come in?

3. I haven't tested the effect of treefarms but if you do nothing else on a turn that affects ecodamage other than build a single treefarm, you will see the chance of ecodamage go down in ALL your bases, since you just added one to your clean mineral limit ( assuming at least one prior fungal pop). It does appear to have a greater impact in the base where it is built and I can accept the idea that it reduces the chance of ecodamage in that base by more than would be attributable to the clean mineral limit change. Put another way, I think a treefarm will lessen the impact of any minerals in excess of the clean mineral limit


So in summary, I'm not saying for certain that the help file stuff about "terraforming ecodamage" is bullcrap, but that is the direction I am leaning. In my games, mineral production in an individual base and the clean mineral limit determines ecodamage. The more you exceed the clean mineral limit, the higher the chance of ecodamage. A base with 10 condensors seems to never have ecodamage unless it also has a lot of minerals while the minerals inherent in forested bases mean that many of them might have ecodamage.

So my experience does not go in accordance with those help files. But if anyone has the inclination, it might be worthwhile to test it themselves. I don't have the time ( I am behind in a bunch of PBEMs and while I can post from work, I can't play)

Flubber is offline Flubber
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  Old Post 10-08-2004 19:02
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quote:
Originally posted by Whoha
Nano replicators are clean facilities to.

The description of eco damage is wierd in the advanced concepts though, it says that the % is:

(Minerals/1 + # of Preserves,temples,nanoreplicators ) *difficulty * technologies *(3-planet)*LIFE/300.



THat formula seems odd and is probably somewhat incorrect.. Any formula that does not mention specifically that you start with x clean minerals and then it goes up by one for every fungal pop and ecofacility built ( note that TFs and HFs definitely are among the ecofacilities) is probably not completely right .

I'm not saying its all wrong either since I have never fully understood what determines the % chance of ecodamage once a base exceeds the clean mineral limit. Obviously each additional mineral increases the ecodamage chance but it seems that there are other modifiers working as well--- This is probably where planet rating, tech and the ecofacilities in the particular base come in.

Chaos Theory is offline Chaos Theory

King
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Oct 2002
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The "minerals" in Whoha's formula refers to unclean minerals. Once you start getting ecodamage, that formula indicates how bad it is.

In cities with multiple boreholes, I've noticed I have significant ecodamage, even before reaching my normal clean minerals count. I have also seen an increase in ecodamage from merely building a borehole near a base. The borehole itself is worked by some other base.

That said, I don't believe the actual numbers (18 fewer clean minerals for a worked borehole?!), but it's an indication of what's going on.

Flubber is offline Flubber
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quote:
Originally posted by Chaos Theory


In cities with multiple boreholes, I've noticed I have significant ecodamage, even before reaching my normal clean minerals count. I have also seen an increase in ecodamage from merely building a borehole near a base. The borehole itself is worked by some other base.



I have not experienced this since my experience has been in accord with the clear concept

Below clean mineral limit-- no ecodamage
Above -- some although I have never figured out how the % is calculated

I may have to test this out ( don't know WHEN I will get the chance). It definitely wouldn't be the first time one of my long held assumptions turns out to be incorrect.

Natalinasmpf is offline Natalinasmpf
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Sep 2003
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  Old Post 10-08-2004 20:37
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You are using needlejets? Why not choppers?

Also, you could try suicide bombing, does that work?

Flubber is offline Flubber
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Aug 2000
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  Old Post 10-08-2004 21:21
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quote:
Originally posted by Natalinasmpf
You are using needlejets? Why not choppers?

Also, you could try suicide bombing, does that work?


needlejets can be useful against worms to provide air cover to vulnerable units if the natives don't have anything that can take down a plane. In theory you could use a wall of needlejets to contain the worms while you focussed on killing all the locusts.

A comparison:

1. The damage taken in psi combat means that a chopper will generally fight only 1 or 2 battles a turn anyway so the multiple attack feature is lessened-- But if they can get back to base they will repair a turn quicker than the needlejet which takes 2 turns for a single attack and then needs the 3rd turn to repair.

2. The crashing feature of choppers impedes survivability if you can't get back to a base. Usually not a major problem when protecting the homeland

3. needles only advantage is aircover and immunity to ground attack

Self-destructing

Self-destructing works and is actually a reasonably decent tactic. For example attack and kill one key stack in the middle and then drop your damage rover in next to 3 or 4 huge stacks. Destruct and see them all take say 30 or 40% damage. It makes it so much easier for the next rover to take out stacks more easily.

I generally don't self-destruct all that much since artillery can give the damage needed for easy kills, but if arty isn't available (or damaged from previous duels with sporelaunchers), self-destructing can be ok. Its just beautiful if you can hurt a bunch of stacks

shawnmmcc is offline shawnmmcc
Prince

Jan 2003
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  Old Post 16-08-2004 23:41
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As a note I can verify that Nanoreplicators do reduce your eco-damage, and I suspect it is 1 more free mineral per facility built just like a Hybrid Forest if my memory serves me properly. I gather multi-player seldom gets that far.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:34
  Old Post 17-08-2004 00:10
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Lose 30 kilos (of popups)

quote:
Originally posted by Flubber



THat formula seems odd and is probably somewhat incorrect.. Any formula that does not mention specifically that you start with x clean minerals and then it goes up by one for every fungal pop and ecofacility built ( note that TFs and HFs definitely are among the ecofacilities) is probably not completely right .

I'm not saying its all wrong either since I have never fully understood what determines the % chance of ecodamage once a base exceeds the clean mineral limit. Obviously each additional mineral increases the ecodamage chance but it seems that there are other modifiers working as well--- This is probably where planet rating, tech and the ecofacilities in the particular base come in.


clean minerals only apply to terraforming related damage according to the datalinks, which is wrong if CT is right which I think he is.

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