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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:20
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quote: Originally posted by dacole
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...? |
Its the only way I could simulate an orbital assault in SMAC(X). As far as how the units survive impact I visualize them dropping (they all had drop pods) clear at the last moment before impact - sort of like paratroopers dropping out of a plane, only in this case the plane is on a one way trip to an intended hardened target.
quote: Originally posted by dacole
Had never thought of that idea though man what an interesting late game strategy will have to remember that! |
You can't build them in the workshop. I designed them into the alphax.txt file. Here is the line from the file:
DRACa MK3, Missile, Conventional, 3-Res, 0, 0, 6, Disable, -1, 00000100000000010000010000
btw DRACa stood for "Drop Re-entry Assault Carrier: armored"
D
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:20
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Ogie is an avid supporter of them (dont get him started ).
He likes them for the above mentioned infantry-gets-extra-move-or-two thing, and also for moving formers around to get some turn advantage. The latter can be proven to be cost effective, I think, but I've never been fond of paying the support. By the time clean comes around, it doesn't seem worth the trouble anymore.
I do like clean drop transports, however, for shuttling units around, like to move units between where they were built and/or going to and a base near a monolith to upgrade them. You also can tack on an extra move (of the transport-unit combo) after the passenger unit's regular move, if not before. Of course, they also serve as a regular land transport if they have any slack time.
The advantage of doing it this way is that you can use the two ability slots for something else and don't need to tie one of them up with drop pods or make an extra upgrade.
Lord D, how do you give special abilities in the faction file? Or are you just creating a special unit with the ability or giving them the tech?
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mart7x5
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This all discussion reminded me of smth opposite from the WWII. If you maybe heard about it, people were recovered by planes, low flying with possible very small speed, they were not jets of course. A man was put into a "basket" with cusioning and in a certain way, so the acceleration would not hurt him. Plane had a hook, similar to todays planes landing on carriers, where they loos speed that way, but then, the hook kept the basket with the plane. This operation was performed on the territories occupied by Germany when planes could not land due to terrain and secret agents or special messengers needed to be recovered from behind the enemy lines.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:20
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Seems like the AAs should sometimes be booby-trapped; after all, what would you expect to see in the sci-fi movie when they open up the mysterious alien object they just found, Elvis?
--Instead of giving you a free tech, it could ruin all your network nodes;
--Instead of helping to build a prototype, it could build an wild Battle Ogre you'd have to deal with;
--Instead of adding to an SP build, it could delete one you already had;
--Then there are the old standbys:
blowing up the base, spreading a plague, submerging the land all around or turning it into fungus, or turning your men into fungus - or turning a bunch of them into wild NL controlled units, ..., or turning you personally into an AA.
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Senethro
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If that happened with random events turned off I would start looking for good firing positions overlooking the programmers offices. Things which are random and beyond the players control are not good things.
Popping pods is acceptable because you choose when to take the risk, where to take the risk and with what support to take the risk.
Losing a base? to ever use an alien artifact then I would need a 1/50 chance of getting Singularity mechanics.
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dacole
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Hmm I tried to make a land transport once and I just can't see the point. It goes down to one move point from rovers so it only has one move point thus at the most it has two points but that is if you move the unit in the cargo after moving the cargo. Then the next turn you have to move the transport back to pick up the unit using it's one move so you can't even really leapfrog. How exactly would this work for formers even? Roads seem like a much better investment...
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:20
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quote: Originally posted by Frankychan
...Anyway, is it possible to make a land-based missile carrier? |
Scud Launcher: paste this into your UNITS# Section of your alpha(x).txt file and see if this is what you had in mind.
Scud Launcher, Speeder, Transport, 8-Res, 3,10, 4, Disable, -1, 00000000000000000010000000
Carries missiles/ nukes. Moves similar to the real thing.
D
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