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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:19
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Simply move the AA into the base with the node. A dialog box pops up, asking if you want to link it (or , if you are also contructing either a prototype or a SP there, it will ask if you wish to use the AA to advance that construction) or do nothing for now. Select which action you want. If you do nothing for now, but wish to do one of those actions at a later time, activate the unit and give the 'o' command.
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Capt Dizle
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Well, I'll be. I never knew about the "o" command. Learn something new about this game every day.
Has anyone ever used an AA on a prototype and if so under what circumstances. I have never used one for a wonder either.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:19
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I did, jt. In Pente. Playing Morgan, I started 5 squares from Pagan's Hive. I was shaking in my boots. Morgan doesn't have the capability to hurt the Hive very much early. Anyhow, when I had Impact and Plasma, but had only prototyped lasers and, of course, synthametal, I used my AA to rush a 4-3-1, getting both of my best systems PTd at once. Generally, I hate to use AA for anything other than techs, but this case was (I thought) a case of survival. 'Course, JAM crushed us all in that game. NEVER let a player of that caliber have the Gaians with abundant native life!!!
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SirVincealot
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Toronto
Apr 2002 time: 00:19
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Thanx, Mongoose.
I must mention that the dialogue box did NOT appear when I moved it into the town square. And NONE of the "action" submenues were of any help.
I did, however, hit the spacebar a few turns later ("skip turn") and VOILA, the dialogue box showed up. Tsk!
I did NOT know about the "o" command, though... Thanx a mil for that one!
Regards,
SirVincealot
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:19
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If only the Universal Translator came earlier in the game. Its ability to cash in unlimited AAs in the base its built doesn't shine so much when all pod sites have been located and grabbed.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:19
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Don't have SMAX either, but the early Mind Worm problems are still there. Also, don't forget that an artifact which can only move 1 space can't possibly run away from a mind worm which can move on xenofungus as if it were road.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:19
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It just pops up the dialogue box re: link/put to project or PT/do nothing. I found it in IP play, actually. That's the ONLY way, IIRC, to use an artifact when playing IP. The other methods produce no pop-up box.
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SirVincealot
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Toronto
Apr 2002 time: 00:19
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It actually makes -some- sense: the "O" shortcut is for "convoy". I used it ALL THE TIME when I sent supply crawlers/foils: I just didn't think to try that with the artifact.
That Unversal translator, man: you are so right! By the time I build the thing, artifacts are a rarity indeed!
Regards,
SirVincealot
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:19
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Error!! Retraction!!
Seems the O command doesn't work for AA, just for crawlers.
My bad memory got the better of me again.
Sorry.
"It's not what you don't know that hurts you. It's what you know that just ain't so." - Mark Twain
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:19
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quote: Originally posted by RedFred
Agreed. The AA hitting a pod is a recipe for disaster. It isn't any better in an encounter with enemy units or native life. Even a spore launcher can somehow take out an AA in one turn. Sending an AA through a patch of fungus is something I go out of my way to avoid.
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AA's vanish if you move them into a Monolith (but, strangely, not if your goto orders route them through a Monolith but with a destination further along). So when an AA pops a pod and vanishes, I assume it found a Monolith. The only time I use AA's for pod-popping is if I think there's no chance of getting it home (deep in enemy territory with its defender killed, or offloaded from a badly damaged transport). I'll pop pods in enemy territory in the hopes of getting money or units. If it vanishes, taking the monolith to vanish with it, then that's just part of the scorched earth approach.
If I have AA's in the early game, I only use them for SP production. The techs they would provide are available from trade or theft. It is only when I have achieved tech parity that AA's get linked to nodes, and I leap into the lead.
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Blake
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Brainfallocatione
Oct 2000 time: 17:19
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In order to cash in an AA all you need to do is press "h" for hold, it then brings up the link/cash dialog, if you chose to not link/cash it'll just go on hold. (shift-h, space, may work too, but I've always used plain old hold... at least since I discovered it in a IP game)
And the only use I have ever found for automate units is automating AA's, once I get one close enough to my empire I just automate it and it finds itself a nice node or SP to link to, remarkably I have no complaints about the AA automation AI, when it gets to a base it can link to it brings up the Dialog, IIRC if you choose NO it'll go to another base and ask again. If there is nothing for it to link to it'll go to the nearest base and sleep until such time as a NN is built or SP is started, at which stage it activates and beelines to the new node/SP.
I'm a big advocate of using AA's exclusively to rush build SP's (in the early game anyway), then again I rarely bother to pod-pop later in the game when the AA's would provide tech which isn't available for stealing or trading.
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