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sentry33 is offline sentry33
Warlord
Warsaw, Poland
Jun 2004
time: 06:20
  Old Post 12-05-2005 11:53
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why land based transports? Support Apolyton, buy Civilization III: Complete

In some posts that i've read, people referred to idea of land-based transporters. I've tried to look for articles, but I could not find any summary of their benefits.

So.. why they are so useful?

Frankychan is offline Frankychan
King
In the Kingdom of Hawaii (CPA Member)
Sep 2001
time: 19:20
  Old Post 12-05-2005 13:03 Visit Frankychan's homepage!
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where'd you find that post? maybe it was talking about the ridiculousness of land-based transports.

Stacking your units like that... Unless that transport has some major buffs like AAA and ECM or something...but even then I wouldn't recommend using it. Too much at stake for my tastes...

sentry33 is offline sentry33
Warlord
Warsaw, Poland
Jun 2004
time: 06:20
  Old Post 12-05-2005 13:50
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somewhere in CGN archives, in few places.. i do not remember details

mart7x5 is offline mart7x5
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Sep 2002
time: 22:20
  Old Post 12-05-2005 14:09
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Land based transports are not quite for the purpose of stacking units in them. They are particularly usefull for adding movement point or points to infantry units, which are best in attacking bases. I may write an article on that, but first need to complete some things in RL...

Sikander is offline Sikander
King
Boulder, Colorado, United Snakes of America
Jan 2000
time: 22:20
  Old Post 12-05-2005 15:27
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Ogie has written extensively about this, both here as well as at CGN. The CGN thread is probably the most comprehensive.

Senethro is offline Senethro
Prince

Jul 2004
time: 05:20
  Old Post 12-05-2005 15:28
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Do fusion engines give rover transports 2 movement points? What other land transport units can you make?

mart7x5 is offline mart7x5
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Sep 2002
time: 22:20
  Old Post 12-05-2005 16:06
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quote:
Originally posted by Senethro
Do fusion engines give rover transports 2 movement points? What other land transport units can you make?

As far as I remember, there is nothing like that. "Transport" ability does actually minus 1 move point. Rover transports give no advantage compared to infantry chassis and actually cost more. hovertank transports have basic 2 move points. However elite units get the +1 move. Infantry elite land transport has 2 move points!

Senethro is offline Senethro
Prince

Jul 2004
time: 05:20
  Old Post 12-05-2005 16:27
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Elite land transport has 2 move points?

Guys, I'm having an idea here. kk, how about this.

Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture.
Would the attacker suffer an airddrop penalty or would being in the transport mean it avoids the penalty.

How to make an elite land transport...
command centre + bioenhancement centre = commando. It can't accept monolith upgrades. (Q: can a scout be upgraded to drop infantry transport? Could a monolithed scout keep its elite status if upgrade is possible?) A few turns in power would get you the last morale level, or fundy/power for Gaians.

Edit: can land transports have a carrier deck? Drop choppers anyone?

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:20
  Old Post 12-05-2005 18:13
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quote:
Originally posted by Senethro
Guys, I'm having an idea here. kk, how about this.

Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture.



Thats the idea. In an era pre airpower, an extra movement point can be a decided advantage. Even if the transport is not elite, an elite rover inside one can be a very very unpleasnat suprise for your enemies.

In the drop era, you outlined some possible tactics.

I don't use these units often but it is a big mistake to think they are worthless

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 12-05-2005 18:19
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quote:
Originally posted by Senethro

Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture.
Would the attacker suffer an airddrop penalty or would being in the transport mean it avoids the penalty.


When I get home tonight I'll send you some notes on building different "unique" units. Also, look at mine and Rubin's writeup in the SMAC Academy over at CGN, specifically the area about the #UNITS Section - should give you some good ideas as to now to approach the questions you've askled above.


quote:
Originally posted by Senethro
Edit: can land transports have a carrier deck?


Yes. I've built them before. I call them Scud Launchers. I typically put a few nerve gas missiles in hibernation mode on them, then when an unwary human wanders by POW!


D

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 12-05-2005 18:47
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quote:
Originally posted by Senethro
Elite land transport has 2 move points?

Guys, I'm having an idea here. kk, how about this.

Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture.
Would the attacker suffer an airddrop penalty or would being in the transport mean it avoids the penalty.



Sounds like a good idea, but there is one big problem - non combat drop units can't move after a drop and the transported unit are also considered to have used it's movement points, so no action from none of them after drop.

A better alternative would be chopper, gravship or air transporters. Units in choptrans doesn't suffer damage, so they can go pretty far although they have a max of 8 with a singular engine. Just remember one thing : don't use up all of the chop/air transporters movement. If that happen, the transported unit cannot be unloaded.

Senethro is offline Senethro
Prince

Jul 2004
time: 05:20
  Old Post 12-05-2005 19:14
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I thought air transporters could only unload in cities?

BlackCat is offline BlackCat
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Jul 2004
time: 05:20
  Old Post 12-05-2005 19:16
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quote:
Originally posted by Senethro
I thought air transporters could only unload in cities?


Nope, they can only load in cities, but they can unload in terrain.

sentry33 is offline sentry33
Warlord
Warsaw, Poland
Jun 2004
time: 06:20
  Old Post 12-05-2005 22:16
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thanks for replies everyone - i have learned a lot of new tricks

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 12-05-2005 23:00
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quote:
Originally posted by Frankychan
where'd you find that post? maybe it was talking about the ridiculousness of land-based transports.

Stacking your units like that... Unless that transport has some major buffs like AAA and ECM or something...but even then I wouldn't recommend using it. Too much at stake for my tastes...


Just out of curiosity - how do you put AAA on an unarmed unit ?

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 12-05-2005 23:12
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quote:
Originally posted by BlackCat


Just out of curiosity - how do you put AAA on an unarmed unit ?


Actually, shouldn't your post read "how do you put AA on an unarmed unit? " , cuz you can put the defensive AAA on an unarmed (i.e. no offensive capability) unit....


D

BlackCat is offline BlackCat
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Jul 2004
time: 05:20
  Old Post 12-05-2005 23:19
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quote:
Originally posted by Darsnan


Actually, shouldn't your post read "how do you put AA on an unarmed unit? " , cuz you can put the defensive AAA on an unarmed (i.e. no offensive capability) unit....


D


Erhm, no, you can not put AAA on formers, CP's, transporters SC's and probes - just tested it in SMAX .

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
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  Old Post 13-05-2005 00:04
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quote:
Originally posted by BlackCat


Erhm, no, you can not put AAA on formers, CP's, transporters SC's and probes - just tested it in SMAX .


I can.

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 13-05-2005 00:18
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quote:
Originally posted by Darsnan


I can.


Fiddling with alphax doesn't count

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 13-05-2005 00:37
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I didn't! Double

Actually, I fiddled with the Faction file.....

Over at CGN I put together a couple of games where I gave the aliens free nerve gas. The "X" then showed up on all units, including Formers, Probes, Transports, etc... The same concept can be applied for AA, AAA, Empath, etc....


D

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 13-05-2005 00:47
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doesn't make it better

btw, I've seen CGN a couple of times but google gives 809.000 hits that I can't make myself look through - what is it ?

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 13-05-2005 00:49
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www.civgaming.net/forums

Hosted by buster. Damned good SMAC(X) site!


D

Senethro is offline Senethro
Prince

Jul 2004
time: 05:20
  Old Post 13-05-2005 01:14
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Oh darsnan, what files won't you edit?

CGN seems to be down right now. Some good SMACX resources but the 'poly is the best (only) active forum.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:20
  Old Post 13-05-2005 03:16
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Well, you could make the transport a combat unit by giving it synthmetal armor. I don't think it's possible to upgrade to one, but if you build a commando synthmetal one, you could then monolith it.

As to unloading in air, it's a bug. I think with the rightclick menu you can force an unload from the air, but you're only meant to load/unload in cities.

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 13-05-2005 03:53
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quote:
Originally posted by #endgame
Well, you could make the transport a combat unit by giving it synthmetal armor. I don't think it's possible to upgrade to one, but if you build a commando synthmetal one, you could then monolith it.

As to unloading in air, it's a bug. I think with the rightclick menu you can force an unload from the air, but you're only meant to load/unload in cities.


Quite right. That's the reason you should not use all of the transporters movements, that gives acces to the Action - Unload option wich you loose when fully moving the unit.

If it's a bug or not may be a matter of definition. IRL unloading of even heavy armoured units from an areoplane is actually done - I think that the French has made that a speciality of theirs. From a chopper, it should obviously be possible.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:20
  Old Post 13-05-2005 04:39 Visit Dis's homepage!
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I don't know how cost effective drop pods are, but I use them all the time.

I wouldn't even think about messing around with transports for my infantry units. I'll just slap drop pods on them.

like I said, I haven't looked at the costs. But drop pods seem like a better way to increase movement.

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 13-05-2005 04:54
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quote:
Originally posted by Senethro
Oh darsnan, what files won't you edit?


The Terran and Terranx files, because I can't!

quote:
Originally posted by BlackCat
IRL unloading of even heavy armoured units from an areoplane is actually done - I think that the French has made that a speciality of theirs. From a chopper, it should obviously be possible.


Think Apocalypse Now where a Heli flew in the gunboat!

Also, over at CGN I set up a game whereby I staged an orbital assault onto a Planet using the Missile chassis with transport capability: the missile hits one target, eliminates that, then releases its clutch of assault shock troops which can then immediately go into combat. I loaded up a bunch of these missiles with Drop Assault troops and launched them against a heavily defended planet. Note that this game also included Usurpers with the free nerve gas ability for all their units. Cool stuff!


D

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:20
  Old Post 13-05-2005 04:56
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Here are a few past threads in which land transports are discussed. As was previously mentioned, Ogie Oglethorpe is a great advocate of these units.

http://apolyton.net/forums/showthre...threadid=113066

http://apolyton.net/forums/showthre...threadid=105356

http://apolyton.net/forums/showthre...&threadid=58837

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 13-05-2005 04:56
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Somehow I think that this discussion is past the point where cost/benefit is an issue. I have difficulties in imagining that transporters are an advantage compared to choppers and drop units unless it's so late in the game that it doesn't matters.

The same with drop CP's - they are quite effective, but they are not available when they can make a critical difference. For me the stratetic battle is long over when airdrop is achieved, after that it is "just" a tactical issue.

dacole is offline dacole
Prince

May 2003
time: 05:20
  Old Post 13-05-2005 05:04
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ok so now there is a unit I have haveing trouble visualising even in the sci-fi world of alpha centauri. Exactly how would the units being carried in the missle survive the impact of the missle...? Had never thought of that idea though man what an interesting late game strategy will have to remember that!

 
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