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Morganstern
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Birmingham, MI, USA
Oct 1999 time: 00:15
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Okay, what's with this message anyway? Even when I'm trying to insert paratroops at the edge of an opponent's territoy, having emptied out the base with my air units, which are hanging there right next to the base, somehow the AI still has the air superiority to prevent my drop into the base. In the meantime, the situation can be reversed, and the AI can drop in just about anywhere, regardless of location or my relative strength with the AI opponent. And oh by the way, in this latest game I even had the new SP that gives you air bases at all bases (Cloudbase Academy?).
Now, I realize the program has to indulge certain variances to maintain balance, but this seems so blatantly one-sided as to be distracting. Indeed, one must wonder why he should undertake the effort to build such units at all, if they can't be used for their most important purpose. On the other hand, perhaps there's a key to this to enable my drops that I'm just not getting. I'm up for suggestions or insights into this recurring scenario.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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quote: Originally posted by nickersonm
Give your probies synthmetal armour, and then they will be considered millitary units. |
Are you certain of this as it was not my experience. Armouring probes meant they defended normally against conventional attack BUT they were still probes and would die with the last conventional unit if stacked. My probes would never move after drop and always were barred from enemy ZOC on the drop. If your experience is different please elaborate since I would have to go back and test this again.
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Scipio Centaurus
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quote: Originally posted by knowhow2
As for as I remember Non-combat units can't drop inside enemy land even WITH armour but you can drop a military unit first and then probes at the same square. That works.
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Here's a cheap workaround for that little problem. Just implemented the idea in a game I finished today.
Get yourself a hovertank chassis and select the probe enhancement for its weapon. Then tack on some drop pods and armor to taste. Drops unassisted right into enemy territory, though it still can't slip past the aerospace complex defenses. [I wonder if Blink displacer would allow a unit to bypass air defenses? Has anybody tried that?] Anyway, my "Drop Mechanized Spec-Ops" unit [I went unarmored, BTW] performed infiltrations and tech thefts just like a regular probe team. One even managed to swipe a size 10 base from Dierdre
- Scipio
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Bella Hella
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philly suburbs
Oct 2001 time: 00:15
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actually the bases in questions were not sea bases. i had already tried that and it didn't work .... svennie boy took over an island right next to my continent and had 3 bases on it, which were the ones i was trying to drop near. well, it doesn't really matter at this point - i sent some choppers over there, killed his defenders and then dropped into a non-base square and took over the bases. i just don't know why i wasn't able to drop into a base square (by base square i mean one that's in the base's production radius), even with a regular military dude.
i'll have to try it again and see if it works, and if not, see what all he has in the base - AAA guys, planes, choppers, aerospace complex, etc....
ever notice how sven doesn't care too much about his land bases? he seems to not build them up or give them good defenders. they were pretty easy to take over.
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vitamin j
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On a related note... Did you know that an air transport can drop a unit with drop-pods anywhere, regardless of aerospace complexes and interceptors? A chopper transport gives you the best max range, but will return with high damage. Of course, if you don't care if it returns you can really reach out and touch someone! This is probably common knowledge, but I had to find it out for myself. Now if I could just land a loaded air transport on a carrier deck!
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Scipio Centaurus
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See my previous note on Drop Mechanized Spec-Ops units [playing SMAX from a Planetary Pack install]. I dropped them via Space Elevator inside Gaian [vendetta] territorial boundaries unassisted [i.e. they were the first and only unt dropped]. They were restricted by air defenses to landing well outside an abandoned base's production radius, and, unlike weapon equipped units, they could not move immediately following the drop. Not sure why others are describing problems dropping probe equipped units into enemy territory. There does seem to be some contradictory experiences being described, though.
- Scipio
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Scipio Centaurus
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Even pre-Space Elevator, I'm fairly sure I've made drops into enemy turf within the 8 square range [or whatever the default drop range is]. This usually involves dropping across a small bit of water separating the hostiles.
Drop is pretty pointless if you have to march all the way in from outside of hostile territorial boundaries.
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Scipio Centaurus
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quote: Originally posted by Ned
Scipio, I have used the configuration you describe, drop armored hovertank probes, but have not been able to drop into enemy controlled territory IIRC. I will reload a saved game and give it a try, though.
Ned |
Just to make sure we're on the same page... when you say enemy controlled territory are you refering to faction boundaries [the colored dashed lines] or air defense/combat unit ZOCs [not shown on the map]?
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vitamin j
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One thing I forgot to mention, again for those that don't know: dropping units (or more correctly, unloading them) from an air transport lets them attack w/out penalty on the same turn, and is not subject to zones of control. Ok, air transport pimpage mode off...
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Scipio Centaurus
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I would think you could have dropped the probe in even if you hadn't sent in combat troops.
Out of curiousity, were you able to move the probe [on the ground] after it dropped? Mine wouldn't move, but I believe regular drop combat units can move after drop?
- Scipio
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