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Control Freak
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Kingston, Ontario
Nov 2001 time: 00:17
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I've notice in my early playing that morale upgrades can be affected 4 ways.
1. By social engineering choices / faction played
2. Base improvements (command center etc.)
3. Good Ol' Monoliths
4. Combat experience
My question has to do with #4: Does the morale rating in your social engineering choices - faction bonus/restriction have an affect on whether or not a unit is upgraded in morale level after winning a battle?
I've noticed that the closer the battle the bigger chance my unit would recieve the morale upgrade. Is there any truth to this or is it just my imagination?
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Control Freak
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Kingston, Ontario
Nov 2001 time: 00:17
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TresXF hit it on the nose - I find that if my unit is taken down to the low red area of the health bar I seem to get an upgrade in morale. However, if my unit steam rolls the opposition (stays in the green on the health bar while destroying the enemy) I am much less likely to recieve a morale upgrade.
Is this some designer plan to indicate that winning a tough battle hardens the troops much more effectively than an easy slaughter would? If so I think that is very cool and well designed.
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Shai-Hulud
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Finland
Jan 2002 time: 07:17
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I believe that's correct. Tough fight - more likely to get upgraded. It's also a lot harder to train commando than green unit. Now, does anyone know any exact formula for moral upgrades?
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vitamin j
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The "High Morale" or "Trained" special ability has not been mentioned. I've hardly ever used it. Someone told me that the morale benefit lasts even if you build the unit with the ability and then upgrade to a design without, but I don't think I've tried.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:17
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The "Trained" attribute is helpful if you are trying to get a decent morale out of units built under "Wealth". If, under "Wealth", you build a "Trained" unit in a base with a Command Center and a Bioenhancement Center and further upgrade it at a Monolith, you can get "Commando" morale. The same works for Sea units with a Navy Yard instead of a Command Center (although submerged Monoliths are rare) and with Air Units and an Aerospace Center (topping out at "Veteran" unless you find a Monolith Balloon). It is possible that a Children's Creche is also necessary in the home base.
If you are flush with ec's (i.e. FM Morgan), you can build Trained Shell units and upgrade them to something else, allowing the use of both Attribute slots without losing the training morale upgrade. Ugrading an untrained unit to a design with Trained has no effect on morale and is therefore not recommended, except as misleading information to be fed to spies.
Typically, as Morgan, I would want to make "Clean" units and use the other attribute for some constructive/destructive purpose. Sometimes the training goes away, however, and the morale appears to revert; I believe that this is due to either rehoming the trained unit in a base without a Children's Creche or due to upgrading the trained unit with the Design Workshop. I haven't tested out what causes the loss of training, but I have seen it happen, just without paying close enough attention to exactly what I did to cause it. I find this build trained shell - upgrade to ultimate design technique especially useful for aircraft, where you don't have monolith upgrades and where slots are at a premium. When designing the shell units, try to find the maximum amount of weapons and/or armor that can be piled on for free so as to lessen the upgrade cost.
This technique, plus due consideration for pacifist drones (a few punishment spheres and/or spare talents in aircraft manufacturing bases), can enable you to field a respectable force while still running FM/Wealth.
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Adalbertus
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Cologne, Germany
Feb 2001 time: 06:17
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quote: When I switched SE to wealth, they all retained their elite morale |
I'm not one of the "scientific" SMACX players, I've got enough science around the other 8 hours a day (if you count a day as 8 hours sleep, 8 hours work and 8 hours playing SMAC ) But I think I've noticed some "uncoherent" behaviour of SE effect on the actual morale state of units. Is it possible that Elite doesn't degrade with the SE choices while the other levels do? This might be a somewhat lazy implementation due to the programmers, because they didn't want to distinguish different Elite states. Because, following normal reasoning, if you trained unit A elite under wealth, switched to something else, trained unit B to elite, and switched to wealth again, A should be elite, B commander. Perhaps this is too difficult for poor programmers, so they left elite elite.
Another question: I never played Miriam, but for that faction, Vel mentioned in his guide something of " 'Trans-elite' troopers, giving you an extra point of movement, and a 25% attack bonus above and beyond what everybody else gets too." Does he mean an infantry unit gets 3 movement points, or is this simple normal reasoning: 2 movement points, 50% elite, and 25% Miriam gives 75% attack bonus?
edit: OK, regarding my other thread: 87% attack bonus
Last edited by Adalbertus on 10-02-2002 at 13:17
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vitamin j
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I think Vel was just refering to the last thing you mentioned - they get the extra 25% on offense.
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Blake
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Brainfallocatione
Oct 2000 time: 17:17
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Something I take great delight in mentioning is the odd effect of Children Creche's (which all CC's in this post refer to, rather than to the Command Centre), basically, a unit in a base with a CC can attack or defend with greater than 50% morale. However it has to be in the base.
The final + Morale from being in a base with a CC can push an elite units morale bonus to 62%. (normally capped at 50%)
A particular pecurility is the effect of CC's on worms under SE's with negative Morale, CC's are supposed to add morale bonuses to a unit to cancel out the negative morale from SE (thus always giving the unit positive morale). But due to imperfect code this morale bonus is given to worms too, despite the fact no morale is deducted from the worms. Thus, a gaian demon boil under Wealth+Eudo (-5 morale) can attack with a 112% morale bonus (that is, DOUBLE normal attack - this works equally well for defense).
Therfore, if you are going to use worms for base defense (against, for example, X-Gas) then pushing your morale to rock bottom and building CC's at all your bases gives monster PSI bonuses when defending or attacking from your bases, and can give even a hatchling demon boil strength.
(Technically, this feature is probably a bug, therfore exploiting it could technically be considered cheating, but seeing worms are quite weak anyway I'm willing to overlook those little technicalities)
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