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Comrade Tassadar
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quote: Originally posted by MattyBoy
Drones are (too) simple to play,
just build hard and ignore technology, except to find a way to make probes as early as possible.
Use SE choices that enhance this low-tech approach and you'll destroy all before long. |
Really? My play as free drones is that everyone elses technologically superior armies invade my cities.
IMO, they suck.
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Pandemoniak
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of Xanadu, French Section of the Apolyton Must Crush Capitalism Party
Jul 2002 time: 06:21
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NO, they dont suck.
They are just hard to manage, technologically.
The simplest way to get techs is to find friendly factions such as morgans, gaians, cyborgs, university, etc... who are usually technologically advanced. Then get one of their advanced tech (buy it, probe it, trade it for a base, do whatever u want), and then you trade this advanced tech with another faction to get another advanced tech, then this new advanced tech will be trade with another faction for a new advanced thech, then... ok you know what I mean 
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Pandemoniak
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of Xanadu, French Section of the Apolyton Must Crush Capitalism Party
Jul 2002 time: 06:21
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quote: Originally posted by MattyBoy
To me, reducing the cost of producing to the extent that Drones do removes some of the interest from the game and adds to micromanagement. If it encourages you to play a builder game, that seems not to have much point, when you know that it won't have much impact on your tech anyway. i.e: You know that you'll get more tech from others than from your own research so what's the point researching hard?
So then you don't care about research and can afford not to think hard about production and you have a 1 dimensional game. |
No offense, but I think you're totally wrong. You can definetely produce more tech points a turn than Cyborgs or UoP, with more/better cities, more/better infrastructure, more/better terraforming, etc... Dont underestimated the weight of Secret Projects builded for only 40% of the minerals
As well the crawler method works perfectly : one crawler every two turns for an average city : meaning +2 energy if you have just weak terraforming. In 10 turns, you get 2+4+6+8 =20 energy more, 10 turns after u'll have 20+10+12+14+16+18 = 90. I usually stop this strategy when I have no more place to crawl, and then its time for the War.
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DilithiumDad
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I can't believe no one mentioned the GAME KILLER BUG in SMAX! That's the "mystery drone" bug that makes drones appear in the base screen when there are none. This forces you to manage psych from the F4 screen, which is tedious. This inexcusable bug makes SMAX nearly unplayable unless you give up base management and respond to drone riots after the fact.
That said, there are lots of fun additions to SMAX. There is also more challenge for those who no longer find trascend-iron man SMAC challenging. The biggest thing are those nasty spore launchers, which will undo all your terraforming unless you have defending empath arillery. Fungal towers spawn loads of spore launchers, and they are very tough to kill. Also, sea lurks are a menace to coastal bases. Put these together with a lot of new techs, and a SMAX game takes considerably longer than a SMAC game. This is the main reason I won't play SMAX multiplayer --games are too much longer and bad luck with the native life can overwhelm strategic brilliance in a hurry.
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DilithiumDad
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If the Mystery Drone Bug is fixed in the Linux version, then it's totally inexcusable not to patch it for Windows!
The problem with drone management from F4 is that you can't tell which bases are about to grow.
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