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Method
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/me goes to France
Feb 2001 time: 00:14
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wait no! after carefull consideration, i have concluded that it's because all those transports were from the same base, except the one, and when i gave the base back to santiago, they disappeared. but if that's not the case then i can always blame it on the bermuda triangle like ear said. or some unexplained supernatural force of evil such as a vampire and what-not(whistles the theme from X-Files)
EDIT: Uh....question? Why is this post before john's?? Damn! the bermuda triangle strikes again!
Last edited by Method on 07-06-2001 at 19:29
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The Mad Monk
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of Ice Cream
Mar 2000 time: 23:14
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I like to build up bases before returning them to my loyal submissives; last night, when I returned a 'built' base to Morgan, I noticed that two former units I had built there abruptly disappeared. They were working on terrain improvments, not on board a ship, and as far as I know, they did not reappear anywhere else. I had several other cities on his continent, all being 'built', and the formers should have gone to one of them, it anywhere. I did not think to check my military nexus, so I can't be sure.
Anyway, I have a somewhat more disturbing 'vanishing unit' issue--vanishing designs!
This has happened to me several times, usually after a heavy redisign session, with lots of upgrading and renaming. What usually happens is that a design that I didn't touch during the session would abruptly vanish from its alotted slot, along with all examples. The most glaring example I can think of came after probability sheathand hovertank came up right on top of each other, and I generated a dozen or so new units and upgrades (all land units); after a few turns, I suddenly realized that a few stacks of aircraft I had sent to a concentration point via carrier were 'overdue'. I skimmed over map, and found the stacks where they should have been a few turns earlier, quietly 'sleeping' over the water, minus the carriers 
The carriers had completely vanished--no units, no design, not even a 'lost' listed in the nexus for the one carrier I had lost. I backtracked to the last turn before the carriers' disappearance, and discovered it was just before the upgrade binge...
I've seen it happen a few times since then, always after a large redesign session, but since I look for it now, I have been able to recover. The trick to avoiding this seems to be to back out of the design workshop after every design or so--otherwise, it appears liable to 'overwrite' pre-existing designs...
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Fitz
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& Anarchist
Mar 2000 time: 21:14
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I never have any problems with the DW or dissapearing units due to pruning. Here's my solution:
1) Turn off autodesign.
2) Turn off autoprune.
3) limit your designs to 1-2 (maybe 3) per chassis.
4) Upgrade frequently.
The disadvantage to this method is that you have a lot of similar units in gameplay.
However, 1-2 Choppers, 1-3 air units, 1-2 rovers/hovetanks, 1-2 boats, 1-2 transports, 3 or so formers, and 1-2 transports, plus a few probe & colony pod designs is all I find I really need. What eats up space is the garrison & attacking infantry designs. Especially garrison (I typically use 3-6 designs).
If you use shells, that adds another 5 or so unit designs.
Thats only 32 designs (including four CP/probes) and the unit workshop can hold 64?, so that leaves space for a few obseletes and one shot deals (just remember to obsolete when finished with them).
A side benefit to this is that your base construction screen is a lot cleaner. I've actually played games where it only shows 4 units + 3 natives (garrison, former, plane, rover) for the majority of the game in land bases, and only 2 extras (ship, sea former) + 2 more natives in sea bases.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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KH, A crawler can be cashed for its full mineral value in building an SP or prototype. This is a holdover from CIV and the use of caravans for the same purpose. When building an SP, the AI will commonly have several adjacent bases build standard-configuration crawlers, which despite their reduced mineral costs for the AI, are cashed at around 33 minerals per crawler at the SP. The game designers assumed that the human player would do the same.
Now for the trick.
If you try to rush-build an SP, you will find that it costs 4 ec per mineral, double a normal facility's costs. However, it generally costs less than 2 ec to upgrade a crawler to a more expensive configuration. You may then cash that crawler for its full mineral value.
Effectively, this has lowered your rush build ec costs by 50%. It also permits virtually every SP to be built in the turn after you get the tech by building the SP in a base where you have just upgraded a sufficient number of crawlers to pay for the SP.
The SMAC AI already has been defanged vis-a-vis the CIV AI by a rule that it must wait one turn after it has a sufficient number of minerals to build an SP before it is actually built. During this hiatus, the human player is warned that the AI is close. The human can then rush build the SP.
So, as it is, the AI is severly handicapped in any SP race. But this crawler upgrade trick is the real coup de grace. The AI realy has no chance at all to get SPs if the human player has the necessary tech and at least one turn to build it.
So many SP players have voluntarily abandoned the technique. In MP games, it is one of the things that should be agreed upon before the game starts.
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