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Sprayber is offline Sprayber

Emperor
Dixie
Oct 2000
time: 23:37
Question  Old Post 02-08-2005 21:48
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Question About Getting Rid Of Bases Remove this text

Been awhile since I've played but shouldnt building a colonly pod when a base is at pop level 1 disband the base or am I missing something.



bondetamp is offline bondetamp
Prince
Oslo, Norway
Nov 1999
time: 06:37
  Old Post 02-08-2005 21:57 Visit bondetamp's homepage!
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This should be the case, yes. If you build a pod in a population 1 base, you'll get a message that the base can't produce it without getting disbanded in turn. You'll then get the choices ofeither disbanding the base or delaying the production.

Only exception is on the easiest difficulty level, where I believe the production is delayed automatically.

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
time: 05:37
  Old Post 02-08-2005 21:59
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I think at easiest level the production takes place and base stays at size 1.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 02-08-2005 22:07 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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During TCP/IP games, the choice is made for you - production is delayed. Very irritating, since the only remaining options for getting rid of a base are allowing a war to wipe it out or obliterating it as an atrocity.

Sprayber is offline Sprayber

Emperor
Dixie
Oct 2000
time: 23:37
  Old Post 02-08-2005 22:12
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Hmm. I'm not on the easiest setting.

The situation is that I'm using custom factions and I've conquered a base that is based on the Hive(same exact settings) The base is at level 1 and I rushed a colony pod because I hate it's location. It would have grown in size if I had not rushed the pod but it simply built one and didn't go away.

Sprayber is offline Sprayber

Emperor
Dixie
Oct 2000
time: 23:37
  Old Post 02-08-2005 22:13
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How about producing some mind worms and releasing them into the wild.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 02-08-2005 22:22 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I think bases can produce colony pods at size 1 and remain on the lowest two difficulty settings, but it's been a while since I played anything but Transcend.

Releasing a mind worm is a possibility, but IIRC you need to release it outside your territory for it to be wild, and it probably wouldn't go where you want. Soliciting worms with eco-damage is a more viable route, but by the time you can pump out enough production to yield mind worms reliably, it probably doesn't matter exactly where a base is.

Sprayber is offline Sprayber

Emperor
Dixie
Oct 2000
time: 23:37
  Old Post 02-08-2005 22:25
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Thanks guys for the info. It's been over a year since I played Smax but I find the old desire to stay up late turn after turn is still there. Guess I'll just deal with the base, the game will be over soon anyway.

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:37
  Old Post 02-08-2005 22:46
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quote:
Originally posted by Sprayber
The base is at level 1 and I rushed a colony pod because I hate it's location. It would have grown in size if I had not rushed the pod but it simply built one and didn't go away.


Perhaps the base would have grown to size 2 the same turn that you built the pod? IIRC growth takes place before the pod gets built. In that case, the base grows to size 2 and then goes back to size 1 (but you don't see the growth on the screen).

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 02-08-2005 23:13 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Production occurs before growth, so a city at size 1 at the end of a turn cannot normally produce a colony pod on the following turn and still exist.

spartak is offline spartak
King

Dec 2000
time: 05:37
  Old Post 03-08-2005 02:08
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Why don't you return it to the hive and retake it? That should destroy it.

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:37
  Old Post 03-08-2005 03:24
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quote:
Originally posted by Chaos Theory
Production occurs before growth, so a city at size 1 at the end of a turn cannot normally produce a colony pod on the following turn and still exist.


You're right. Must've been thinking of something else.

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:37
  Old Post 03-08-2005 05:03
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I have a problem figuring out if it's my mushrooms that are too strong or if it's yours

Though, I may have an excuse, because I can't remember that I ever had wanted to get rid of a base before CV, and after that it has been impossible to do the CP stunt.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 03-08-2005 06:11
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quote:
Originally posted by BlackCat


I have a problem figuring out if it's my mushrooms that are too strong or if it's yours

Though, I may have an excuse, because I can't remember that I ever had wanted to get rid of a base before CV, and after that it has been impossible to do the CP stunt.


My main reasons for wanting to get rid of a base are

1. if I really want a base 1 tile off its current location. That can be the case for instance if a one tile move would allow dropping from my base to an adjacent landmass.

2. Avoiding proberapes-- You might want to rid yourself of a threatening enemy base but that doesn't mean you want to own it. I actually think for the sake of a bit more realism, you should not be able to steal a tech from an opponent inn any base founded or conquered in the last 10 years. The idea that vital secrets would be found in remote outposts is laughable

Oh and I usually get rid of a base by gifting it to a pactmate but thats of no use if you want to get rid of it for reason 1. But then again, I haven't had a problem dibanding by building a colony pod

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:37
  Old Post 03-08-2005 06:18
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Dammit, I must some day take up a challenge of a human player

I have never experienced neither of your cases against the AI.

Senethro is offline Senethro
Prince

Jul 2004
time: 05:37
  Old Post 03-08-2005 14:34
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THeres no time like the present BlackCat.

If I have the PTS I often find myself dismantling captured bases pod by pod and resiting them within my borders. I'm just not in the mood to keep a base that can't pay for its own upkeep because of inefficiency.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 03-08-2005 20:30
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quote:
Originally posted by BlackCat
Dammit, I must some day take up a challenge of a human player

I have never experienced neither of your cases against the AI.


Oh yes, human opponents are much much more challenging. The probing situation is a common one against humans. You see a base you can capture but you know that your opponent has a dozen probes or probe cruisers that you can't account for. Even one or two defensive probes may be insufficient. I remember one game where my opponent had MCC aided elite probe cruisers that I feared greatly. I ended up raising land in a very large scale to reduce the ocean approaches and create straits that served as kill zones.

More generally, against the AI I can sit back and build, confident that I can repulse the AI's dribbling attacks and that I can conquer the world once choppers come on the scene. Against a human, you are likely to find others may have surpassed you.

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 04-08-2005 06:48
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quote:
Originally posted by Flubber


Oh yes, human opponents are much much more challenging. The probing situation is a common one against humans. You see a base you can capture but you know that your opponent has a dozen probes or probe cruisers that you can't account for. Even one or two defensive probes may be insufficient. I remember one game where my opponent had MCC aided elite probe cruisers that I feared greatly. I ended up raising land in a very large scale to reduce the ocean approaches and create straits that served as kill zones.

***


Was this your 'How to use formers offensively/defensively for military purpose thread? (or something like that?)

Mead

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 04-08-2005 07:21 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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The former = best unit in the game

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 04-08-2005 07:37
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quote:
Originally posted by Chaos Theory
The former = best unit in the game


Yeah.

Former

then

Crawler

then

Probes (foil and land)




then

Choppers

then

police enhanced units

then

drop units


Most people would disagree about the exact order of importance the last few units, but most would agree that all are amoung the top units.


Mead

Frankychan is offline Frankychan
King
In the Kingdom of Hawaii (CPA Member)
Sep 2001
time: 19:37
  Old Post 04-08-2005 14:26 Visit Frankychan's homepage!
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Hmmm, could you technically disband a captured base by building a colony pod, then having that pod re-establish a base with your original faction?

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 04-08-2005 17:50
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quote:
Originally posted by Mead


Was this your 'How to use formers offensively/defensively for military purpose thread? (or something like that?)

Mead


I've mentioned it a few times since it was one of the best and most hard fought PBEMs I have ever had. I thought the most detailed thread was one that had a title like "Different (Unexpected ??) Military strategies" but I don't remember the exact wording.

But it was a cool game since IIRC my opponent beat me to the HSA and he already had the MCC. So probe defense was going to be a big deal. Maintaining vigilence NINE tiles out from all my bases with sea access seemed like it would be very difficult and my opponent was building a lot of probe cruisers. The map had a few key places where a land raise could ELIMINATE the probe threat (a ground probe had no chance) and also secure my homeland from amphibious invasion.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 04-08-2005 17:51
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quote:
Originally posted by Frankychan
Hmmm, could you technically disband a captured base by building a colony pod, then having that pod re-establish a base with your original faction?


Yes. If you have the PTS, you can also enjoy a little population increase

Lefty Scaevola is offline Lefty Scaevola
Emperor
San Antonio TX USA
Oct 2000
time: 23:37
  Old Post 04-08-2005 18:29
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quote:
Originally posted by bondetamp
Only exception is on the easiest difficulty level, where I believe the production is delayed automatically.
The easiest TWO levels.

Frankychan is offline Frankychan
King
In the Kingdom of Hawaii (CPA Member)
Sep 2001
time: 19:37
  Old Post 05-08-2005 01:18 Visit Frankychan's homepage!
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quote:
Originally posted by Flubber


Yes. If you have the PTS, you can also enjoy a little population increase


Argh, forgot to ask if by doing this you remove those nasty drones as well...but does it?

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 05-08-2005 01:20
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quote:
Originally posted by Frankychan


Argh, forgot to ask if by doing this you remove those nasty drones as well...but does it?


My recollection is pods from a captured base do not have the captured base drones but will be subject to all other regular causes of drones like b-drones

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