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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:21
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Choppers. Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers, Choppers.
Can you tell I love choppers? Once I have choppers, I build drop garrisons and choppers, and all who oppose me die. Clean nerve-gas choppers with the best weapons and plant you can find.
I almost never get to build hovertanks and gravships, cause my choppers have finished off my foes too soon.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:21
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Adalbertus: No, I generally don't bother to accept the surrender of the AI factions, since they tend to be so worthless and dumb, with the possible exception of the University, since they can occasionally pitch in with a free tech here and there.
I actually won't build/use atrocity weapons, unless one of the AIs call the vote to suspend the charter, which I always let through if I'm casting the deciding vote and/or the Governor. However, in about 80% of the games I've played, the peacenik factions will get marginalized early, leaving a bunch of nuke-happy loons. (Miriam, Zak, Santiago, always Yang, that guy's harder to kill than a steel plated cockroach).
Once the Charter's been lifted, I usually take special effort to PB the poor sod who called the vote to lift it, as a sort of self-righteous object lesson. I especially like seeing all the planetary landmarks underwater.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:21
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quote: Originally posted by CEO Aaron
Okay, point taken re: submissives, I'll give it a whirl. On a side note, Mister President, you said you gave up on the auto designer. Did you actually manage to turn the annoying bugger off? If so, how? |
IIRC select Game, Options, and a menu will open up with about 5 or 6 submenues. Almost every sort of option is available in those submenues, though I don't remember exactly which submenu the autodesign function is located in. Obviously not in display or sound.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:21
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Definitely turn off auto-design: second option in Game Preferences. Possibly nothing more annoying in the entire game.
I can't play with just one of each chassis type in my build menu as somebody said. While only one special is allowed it takes more than 2 of each chassis to fill the necessary roles. I've never gotten to your euphemistic Death Spheres; games are either over or way too boring to last that long. 
Yeah, the light empath jet is handy, especially since regular worms can't attack units in the air. Until then the light empath rover and light empath foil are both patrol units and pearl harvesters. 
Military units get bonuses against noncombat units so formers die too easily. I've not found armoring them worthwhile. I don't have SMAX, so fungal/tectonic missiles are out.
I have found picket foils wonderously effective: best armor, AAA, best gun that doesn't bump the cost up a row (usually Impact). Crank 'em out and blocade your opponent's air units at your seashelf edge. (And later, at his own coast.) They're strong enough to take out unarmored transports easily and sometimes armored transport cruisers.
I build tidal harnesses just outside base radii and station deep radar supply foils on them. They form an early warning net as well as boost energy enormously. When attacks come in earnest the picket foils team up with them, and replacement supply foils can be armored for a little extra cost and an extra margin of defense.
Last comes the Dogs of War: light AAA Drop Garrison (whatever weapon doesn't bump up the cost). Smother enemy territory, plink his formers and crawlers, pillage his improvements, and impede his movement. 
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Shard
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Favourite non-combat: Supply Crawler
Favourite Combat: X Impact Rover or Shard Copter
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MariOne
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Erewhon in Neverland
May 1999 time: 06:21
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1st: you can't seriously hold the AI as reference for unit design!!!!
A plasma armor in the field is no match for a missile aircaft "in general", when it's on the field outside the umbrella or AeroComp and AAA (and eventually sensor).
A plasma crawler will be as easy to kill from the air as a plasma garrison.
An unarmored former is twice as easy to kill from the air than a scout patrol.
You won't notice much difference with the naked eye tho.
If you LOOK in the combat display panels Straybow, you will CLEARLY see that unarmored-unweaponed units report a "-50% non-combat" modifier, while there's no corresponding bonus listed in the attack modifiers. In case, remember to switch "fast battle resolution" off! 
Even better, if you really need to check and learn, toggle "pause after combat" on....
Clear Skies, while what you say is true, remember that native life attacks land units with a 3 vs 2 basic strength ratio.
Without the synth, a former or crawler would fight at 3 vs 1 because of the penalty.
3vs2 is alas not an effective improvement over 3 vs 1.
In this sense Straybow ended to make the good choice.
Your formers and crawlers will keep being almost always killed by worms even if you "slap" your synth armor on them.
But a Synth former will cost one whole more mineral row to build it.
IIRC a Synth crawler would cost TWO more rows (5 instead of 3).
With all those extra rows, you'd build much more rovers and crawlers than those you can actually foresee to lose from worms. For sure many many more than those you can imagine to actually *save* thanks to the added armor.
Whole different issue would be using Trance. But that would make them extra expensive, because of the units cost structure.
The only truly viable solution if you want to effectively protect your crawler/formers against worms, is Synth armor AND Neural Amplifier.
Otherwise just accept the structural loss and replace them, it's more convenient. Besides, instead of causing the worm to die when attacking a tough former, you'd better let him kill the former and then kill the worm, gaining a refund from planetpearls which partially compensates the cost for the substitute.
Later, Fusion R-Plasma Formers/Crawlers will become affordable, if you want to insist on that path.
R-lase is Resonance Laser, and is a SMAX weapon.
The whole concept of Resonance is and Alien concept intorduced in Alien Crossfire. Like with R-Plasma (resonance enhances unit's defense or offense in PSI combat, in which the nominal value of the armor/weapon itself would be otherwise ignored)
X-Impact is instead a classic SMAC concept.
X is the prefix the game adds to units description and names when you add the Nerve-Gas ability.
An X-Chaos Chopper can wipe a size-7 base with 3 Gas attacks (even a size-11 if there are *exactly* 3 defenders in base!).
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:21
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I thought version 4.0 of SMAC fixed/changed the Singularity reactor to have 40 HP. Didn't the bug you reference here disappear then as wll, MariOne?
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:21
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Do we even want to call that psi/reactor thing a bug?
IIRC, in the early versions of AC, the native life units were at an large disadvantage in the later stages of the game, after advanced reactors came into use. I suppose that was because they were taking those 10 hit points without any modification while the advanced regular units were playing with 20 or 30. Later versions were said to have changed the combat resolution so that the combat effects of non-native units with higher reactors versus native life was neutralized (it seems like they tweaked the numbers to give the non-native units damages multiplied by their reactor level (or reduced the NL damage comparably, whatever)).
IMhO, the current version where NL is still a serious threat later in the game is better, and if Firaxis actually patched the program to install that approach on purpose, they apparently also felt that it was the proper approach. One could rationalize this with the theory that the psi effect is on the operators of the equipment, not the equipment, so the results should not be related to the equipment's reactor.
The 40 vs 30 hit points thing was a separate issue which may or may not have been addressed at the same time or the same patch as the psi combat resolution thing, but is not really related otherwise.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:21
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I thought the 'bug' to which MariOne referred was that singularity reactor units took 4 HP damage per hit in Psi combat while the reactor only provided 30 HP. The idea behind 'evening out' Psi combat seemed to be that all units remain effectively at 10 HP during it. Reducing the effective HP of Singularity reactor units to 8 was the 'bug'.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:21
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Straybow, indeed we agree.
I'll state it more clearly.
Even if it's true that adding armor to a unarmed unit removes the non-combat penalty in defending, in the end you are right that it's not worth for defending land units against worms, because you'd only improve from 1vs3 to 2vs3.
It could make sense for defending against laser-armed enemies, but the armoring costs at least 50% in production and soon here come Impact weapons to make it almost moot again.
I have to say that I saw once an opponent (Blarney of CGN) recur as last resort to upgrading 3 of his formers (all he had available) to plasma and keeping them in a base defended by AeroComp & sensor, succesfully managing to fend off my missile Jets while he sent in or built more AAA garrisons and keeping his base.
Thus they may be useful tactically in specific cases, but not as a general rule.
On the contrary, we know that a perfectly viable tactic for Morgan is to use armored probes.
They are indeed as good as synth garrisons against enemies.
The main downside is that it's moot to stack them, so it's a thin-layered defense. But they cost no support which is a paramount bonus for Morgan, and such garrison has embedded probe defense. It doesn't provide police, but under FM that is irrelevant.
Armored probes are NOT useful against worms tho.
Because of the high equivalent-cost of the probe equipment, Trance is expensive. At this point it's worth to use Plasma, as the cost reduction for Trance on Plasma balances the higher armor cost.
Of course this all changes after Fusion, when you find out that thanks to the higher reactor and of the base cost of 3 rows for a Fusion unit, you can add armor FOR FREE on formers and crawlers.
Regarding SEA units, that's a whole different issue, as their basic strength is *on par* (1vs1) for PSI combat.
I too take the effort of designing a bestarmor-trance version of my transports, and spend the extra cost for making the load safer against IoDs.
___
Mong, I was actually referring to both aspects of Reafctors & PSI.
I named it a "bug" for brevity, actually the adjustment DOES make sense, it's just that players who don't know it don't expect it to behave that way, and the proposed odds for the combat are misleading as they take the Reactor inot account while the PSI combat doesn't.
We could say that the bug it's not in the evening-out of Reactored Psi Combat, but in the fact that the combat display doesn't reflect it.
BTW, I'd object to the common belief that higher reactors are *detrimental* for PSI combat.
As a matter of fact, they should be irrelevant. At least, I did NOT personally observe a Fusion unit having less chances than a Fission one against worms. Its chances are indeed made even to ignore the reactor, not made worse.
Regarding the Singularity Reactor in PSI combat, that is a proper bug, but I admit I only report that info secondhand, as I NEVER use singularity reactors. As a matter of fact, I NEVER even research the requisite tech, unless an ill-planned research path leaves me no other alternative. I barely even get to Quantum ones, go figure.
Indeed, once one gets that high in the tech tree and has not won yet, the closest victory at hand would most likely be Transcendence, and Singularity it's not on that path (nor is Quantum).
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Capt Dizle
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quote: Originally posted by MariOne
___
Mong, I was actually referring to both aspects of Reafctors & PSI.
I named it a "bug" for brevity, actually the adjustment DOES make sense, it's just that players who don't know it don't expect it to behave that way, and the proposed odds for the combat are misleading as they take the Reactor inot account while the PSI combat doesn't.
We could say that the bug it's not in the evening-out of Reactored Psi Combat, but in the fact that the combat display doesn't reflect it.
BTW, I'd object to the common belief that higher reactors are *detrimental* for PSI combat.
As a matter of fact, they should be irrelevant. At least, I did NOT personally observe a Fusion unit having less chances than a Fission one against worms. Its chances are indeed made even to ignore the reactor, not made worse.
Regarding the Singularity Reactor in PSI combat, that is a proper bug, but I admit I only report that info secondhand, as I NEVER use singularity reactors. As a matter of fact, I NEVER even research the requisite tech, unless an ill-planned research path leaves me no other alternative. I barely even get to Quantum ones, go figure.
Indeed, once one gets that high in the tech tree and has not won yet, the closest victory at hand would most likely be Transcendence, and Singularity it's not on that path (nor is Quantum). |
In playing the CGN Challenge this month (game by Darsnan), I indeed used many singularity reactor units against the beefed up University faction. The University built tons of worms. I have not done any documentation but I can clearly report that singularity units perform worse against worms than the odds shown. And worse than R1, R2, or R3 units.
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ellie
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Im generally a builder so i rarely have fights VERY early on.
However i like choppers a lot for their multi attack feature. And later on when im subjegating the factions i like elite drop singularity troops (get 2 moves of course) combined with drop behemoths for their high movement.
Sometimes its nice to add the blink option for a tough base assault.
Biggest dissapointment is locusts of chiron. Maybee its me, but psi units are useless later in the game.
Ellie
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