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TeknoMerc
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re: Minefields
I used minefields from the Hydro mod for quite a while. it works well, since it's just a sea bunker. the only problem with that one was no graphic showed up -- even to the player who terraformed it. did Aldebaran solve that graphic prob?
re: self-destruct
this is a tactic I stumbled into a year ago out of sheer desperation. the larger the reactor, the larger the BOOM. so Singularity 1-1-1 Scout is gonna boom much more than a Fission one. a damaged unit subtracts from the BOOM factor as well. Happy Hari-Kari!!!
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Avenoct
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NC, USA
Apr 2001 time: 00:15
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No, Aldebaran doesn't solve the visibility problem...same for a soil-enricher in the sea...it works, but you cannae see it!
If you look through the various files you'll come across some pictures containing things like Mind Worms, etc., but you'll eventually notice "Hey, not all the pictures are here!" Apparently many of the graphics are incorporated into the special-effects graphics and are pretty tough to edit, if it's even possible.
Another workaround for a 'Minefield' unit would be a custom unit with no movement at all. You could load it into a 'Minelayer'...a custom land or sea transport hovertank type thingy and then drop off the hapless Minefield units where you like. By giving them invisibility (not too hard to do, it's basically a special ability), you have a unit that will only react to units bumping into it if you set it 'On Alert', or you could activate it to attack adjacent units, or even self-destruct it...hey, that's not too bad I'll post you an example later.
Before I do that I should mention that scenarios allow you to customize quite a few aspects about a unit, even it's monolith history. One favorite thing is to make a whole bunch of units belonging to the 'aliens' (red units...basically barbarian-like from good 'ol Civ), then set them to be lurkers for X number of turns, then randomize their starting locations. With 100 randomly located alien land and sea-mines, travel could become pretty difficult!
-Smack
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