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Freelance
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So then do I just walk the AA into the base, and the rest is taken care of automatically (assuming I have a fresh Network Node there)? Because I had a new Node, and when I brought the AA into the base, nothing happened. It just sat there and blinked.
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:18
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If it is a vigin network node, just press enter, and a popup will come up asking what you want to do with your AA.
IIRC, it's at 1024x768 res, that the "linked" doesn't show up on the base display. Googlie posted the following technique in a thread, which I now use:
Select the facility from the base screen, and select "scrap and recyle." If the node is virgin, it will say something like: "Do you wish to scrap and recycle your NN for 40 ec." Select NO, of course.
If the NN is already linked the message will say something like: "This NN is already linked to an AA. It cannot be recycled. Do you wish to destroy it." Again of course select no.
Check your other bases for a vigin node, and move your AA there. Alternatively move your AA to a base without a NN. Build one, and when complete the AA will activate(even if on hold), and when you press enter you will be able to link it.
The reason I know all this so well, is because I am Gaia, in NU2, and have linked maybe 20 AAs so far. I am just building the UT next turn, so that should help. You just gotta love the Gaians. No FM, and +1 planet, so you just can help but "see the world".

bc
edit: thanks, Blake. "H" is a better idea than enter, as you can do that without having to check the node, and not waste the AAs movement, if it already has been linked.
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Freelance
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Thanks again for being so helpful. Now, how do I turn off that Governor???
And another thing, I'm playing my first game ever as Spartans. Is that a good choice for a newbie?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:18
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Spartans are a decent choice but are a little more difficult than the uni or gaians for example.
On the governor thing, I seem to recall that the color of the base icon on the F4 screen seemed to change when a base accidentally had the governor enabled.
All I can say is ALWAYS turn off the governor!!
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:18
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quote: Originally posted by Flubber
... On the governor thing, I seem to recall that the color of the base icon on the F4 screen seemed to change when a base accidentally had the governor enabled...
All I can say is ALWAYS turn off the governor!! |
Yep: Black = No Governor or No Priority, Green = Explore, White = Discover, Yellow = Build, Red = Conquer. If "multiple priorities" is enabled, the color will be the left-most active priority, in the same order as above. It will also have the word in color under the base name, or "Governor Off".
In the map window, if the Governor is off and you have production on (map preferences menu) you will see only what is being produced. If the Governor is on, you will see the priority and the production.
Guess who uses Governors .
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Grail Quest
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BC, Canada
Mar 2002 time: 05:18
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quote: Originally posted by Freelance
And another thing, I'm playing my first game ever as Spartans. Is that a good choice for a newbie? |
I've just started playing, too (~2 weeks).
Haven't played Spartans, but I figure they would be a good choice if you're playing at a medium or high difficulty during the early game, as the mind worms seem to get tougher as the difficulty goes up, even when they're young. (can someone confirm?)
Also, having a high Morale Bonus from the get-go also means you can explore unity pods without being too afraid of getting a Mind Worm infestation because you can probably handle yourself.
Spartans seems like a pretty straightforward choice. To me, it's like taking a "Fighter" in an RPG--not too much thinking involved as to what they're good at and how to use them.
Aside:
I played Gaians recently, and WOW! That +2 Planet bonus really helps to build a sizable force for defending bases. Isles of the Deep are also superior to transport foils, as their carrying capacity goes up as they mature.
In that game I built one Scout, then never any military until the Usurpers started getting too big and had to be made extinct--er, for the good of Planet, of course.
I never had to build artillery units because I'd captured something like 8 Spore Launchers. 
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:18
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Sorry. Always seven factions. Don't restart eliminated players only helps if the factions get eradicated in the first place.
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Capt Dizle
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Yes, but the AI in MoM is pretty bad also.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:18
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Yet, I found out that I could not remember how win just "any" starting position on Impossible, I had to scale it down to Hard.
I must had forgotten how to play...
...and of course the AI is no challenge, but the fabric of the game is more instersting in itself, all those different monsters with different capabilities, spells, and above all Tactical TURN Combat...
AC allows you to draw more complex drawind with a wide number of colours, MoM offer you a huge palette full of nuances. Tha drawings can olny be simpler, but you just enjoy all the "iridescence"...
I can easily spend 12 hours on it with happy heart.
I don't know why, Age of Wonders reminded me a bit of that feeling, but didn't make it in my classics olympus...
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billybaruch1
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In reply to the rookies and in solicitation of the trancendent out there, I'd just like to say I settled on Colonel Santiago as my favorite faction to play when the Spartans kept coming and coming...
I'm not too good with the Gaians or Lal at Thinker. I'm weakest as Miriam. I've never played SMAX.
But here's my point: play as the Spartans, get Command Nexus and hopefully, Citizen's Defense; build Nodes, forests (farms in rolling and rainy or moist), and most importantly, go for Police State, Green, and Knowledge. Use AAA Police Sentinels and put armor on the Chaos Tacticals! The best part is seeing Yang's or Morgan's Needlejets eaten up by your scrambling Air Defense.
There's so much more. Alpha Centauri rules!
Sorry for no smilies, no signature, etc. I haven't quite grasped what to do to do those things.
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billybaruch1
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Glad to be here!
So you're saying air defense is based on weapon and not armor? I've been playing this game for two years and in the early days my defenders would scramble and lose. When I put on the plasma or silksteel my defenders would scramble and win. I've had 3 of the enemy's interceptors lose in one turn to one armored interceptor sent out to defend a penetrator. On a separate issue, I've also had an armored tactical in a base defeat an attacking infantry. Are you saying the armor made no difference? I'm not saying you're wrong. To the contrary, maybe I'm an old dog learning a new trick here. I'll experiment. Thanks.
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billybaruch1
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"An air unit aloft over a stack of units defends with weapon value for a tactical air unit and with armor for a penetrator type unit."
That's what I'm thinking of: if you send out (or the air defense scrambles) an unarmored interceptor to defend a former, or other unit, against the enemy's bomber (needlejet) or multiple bombers, you might lose the air defense unit. If you ALWAYS use big-time armor on your air defense, you'll be much happier when they are in the air or in the base, in my opinion.
Also, choppers are worthless unless you get them to base each turn, in which cases, they can be quite devastating, to say the least. Choppers (and penetrators) count as police, while interceptors do not.
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