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16.Sep: ZAKHAROV TURNS ELEVEN
15.Sep: `POSSIBILITY` IS ALL FOR NOW
15.Sep: THE SINGULARITY CONNECTION

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Pocus is offline Pocus
Settler

Jan 2002
time: 05:21
  Old Post 03-01-2005 22:20
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my newbs questions Browse Apolyton AD-FREE

hi,

1. how to harvest a forest? I dont find any shortcut, do I have to plant a farm?
2. are the type of damages and armors coded (energy/projectile/...) ?

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:21
  Old Post 03-01-2005 23:29
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Increase the size of your Attachments

hey

1. To make a forest a with a former, use shift-f-- you do not need a farm-- you can work this like any other tile

2. This feature was supposed to be part of the game but was not used. I think it might appear in some help files or something but its irrelevant. Combat is resolved by weapon strength versus armour strength ( with applicable midifiers for terrain, sensors, special abilities and with certain exceptions for things like artillery and air interceptors

Major Guz is offline Major Guz
Warlord
Nijmegen, The Netherlands
Feb 2002
time: 06:21
  Old Post 03-01-2005 23:35
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Hi,

To answer your questions:
1) To harvest a forest, build something other than a road, magtube, bunker or sensor on it (thus a farm, solar collector, borehole, echelon mirror or condensor should do the trick)
shortcuts: farm = f, solar collector = s, Borehole = B [take not that it is capital B, not b], echelon mirror = E, condensor = n
They should be in the right click menu under the option "terraform...", then a detailed terraform menu pops up.

2) They left out projectile and energy armor attributes.
For example a plasma steel armor (=3) defends as 3 against laser and projectile weapons alike.

I hope this answers your questions!

Have fun playing!

Major Guz is offline Major Guz
Warlord
Nijmegen, The Netherlands
Feb 2002
time: 06:21
  Old Post 03-01-2005 23:37
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While I was typing Flubber already posted the answers.

Sorry for the somewhat double post.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:21
  Old Post 03-01-2005 23:50
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Lose 30 kilos (of popups)

yup major guz

But I'm thinking that pocus thinks you can harvest a forest for a minerals boon as IIRC you can do in CIV3. That is NOT the case.

In SMAX you can work or crawl a forest like any other tile and you can get rid of it by terraforming something else

Pocus is offline Pocus
Settler

Jan 2002
time: 05:21
  Old Post 04-01-2005 00:54
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ah yes, I just wanted to harvest fast a forest, so the minimum turn usage is 3 to plant it, and 3 to put a sensor. Not that interesting then.

Googlie is offline Googlie
Emperor
Commanding Officer, CRYPTEIA
Apr 1999
time: 21:21
  Old Post 04-01-2005 01:24 Visit Googlie's homepage!
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quote:
Originally posted by Flubber
yup major guz

But I'm thinking that pocus thinks you can harvest a forest for a minerals boon as IIRC you can do in CIV3. That is NOT the case.

In SMAX you can work or crawl a forest like any other tile and you can get rid of it by terraforming something else


HUH?

see (my bold italics):

quote:
Extracted from alphax.txt

10, ; Retool exemption (first X minerals not affected by penalty)
20, ; Minimum # of turns between councils
5, ; Minerals for harvesting forest
8, ; Territory: max distance from base
20, ; Turns to corner Global Energy Market


If you remember the old "Mountainman" scenario challenge, that was it - minerals only from planting then harvesting forests

G.

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:21
  Old Post 04-01-2005 02:09
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Help yourself to an AD-FREE life

But to harvest the forest you have to build something else right?

The only 1 turn thing that exists is farm... and ONLY in the Aldebaran mod with Weather Paradigm and Super Former....

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:21
  Old Post 04-01-2005 23:22
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Remove this text

quote:
Originally posted by Googlie




If you remember the old "Mountainman" scenario challenge, that was it - minerals only from planting then harvesting forests

G.


wow learn something new every day . . . How does one "harvest" a forest in smax? I don't recall that option . .. Or is it just something that happens automatically if you terraform something else. does the forest need to be inside a base radii or will it work anywhere in your territory ??

Pocus is offline Pocus
Settler

Jan 2002
time: 05:21
  Old Post 05-01-2005 00:12
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replace it and you gain the minerals.

Ka Plewy is offline Ka Plewy
Warlord
WV
Nov 2001
time: 05:21
  Old Post 05-01-2005 01:36
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Suffering from ads?

And, the city which gets the minerals is the city that created the former in the first place, not the closest city, or even the city currently using the tile.

Major Guz is offline Major Guz
Warlord
Nijmegen, The Netherlands
Feb 2002
time: 06:21
  Old Post 05-01-2005 02:04
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Ahh, I never figured out why the minerals did not go always to the closest cities.

Indeed, as googlie stated, the bonus from a harvested forest is 5 minerals. In civ 3 it is 10, but you can only harvest a forest one time (in civ3 that is).

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:21
  Old Post 05-01-2005 05:09
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Lose 30 kilos (of popups)

quote:
Originally posted by Pocus
ah yes, I just wanted to harvest fast a forest, so the minimum turn usage is 3 to plant it, and 3 to put a sensor. Not that interesting then.


As Major Guz earlier stated, it has to be something other than a road, magtube, bunker or sensor - so a sensor will not do the job.

girlfight_club is offline girlfight_club
Chieftain
on an alternate Chiron
Feb 2004
time: 05:21
  Old Post 06-01-2005 04:06 Visit girlfight_club's homepage!
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#14 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Flubber
wow learn something new every day . . . How does one "harvest" a forest in smax? I don't recall that option . .. Or is it just something that happens automatically if you terraform something else. does the forest need to be inside a base radii or will it work anywhere in your territory ??


You should listen to your Planetary Ecologist:

From script.txt (SMAC):


#HARVESTFOREST
#xs 400
#wave 20
#caption Planetary Ecologist
Forest harvested. $NUM0 minerals returned to $BASENAME0.


That should pop up every time you replace a forest with a different improvement!

Or do we have all our warnings turned off...?

GFC

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