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MariOne
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Erewhon in Neverland
May 1999 time: 06:22
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quote: Originally posted by Blake
Orbital Spaceflight
Fusion Power
No weapon greater than "6".
...Orbital and Fusion are very close together, it is quite likely you will have both before having strength 10 weapons... |
Correct approach, wise and sensible considerations, but...
...as a matter of fact, Orbital and SFFuels are the two prereqs for SuperLube=weapon10.
Once you are in that situation, strength 10 weapons are only ONE tech away...
quote: Originally posted by Blake Btw you people who say bunkers give protection are talking through holes in ya heads. Bunkers do diddly squat against exploding units.
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Well, it looks like an interested gamer should only rely on his pwn tests to know what actually happens in the game...
Blake sounds rather "positive" (:lol , and I esteem him as insightful and accurate, otoh I'd be very surprised that *experienced* players like b_c, OgOg and even Mongoose would report such feature without having tested it for themselves!
Then, I admit I NEVER used the feature myself.
If I got it right from your reports, there's NOTHING that can save units outsid bases from detonation attacks...
I might have the occasion to put it to use it soon tho...
CGN is beating Poly and ACOL a$$es in FW6 game... and buster has a very nice energy park from which he's churning and impressive techlead and grabbing all the projects...

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MariOne
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Erewhon in Neverland
May 1999 time: 06:22
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Tests performed.
Observations confirmed the mechanics of self-destruct as reported above.
HP=int(W*R/2)
max HP=10*R
this means that any weapon stronger than 20 won't deal more damage than a Graviton weapon detonation.
In practice this applies only to Singularity weapons, and String Disruptors in SMAX. And...
...to Planet Busters (gamers tip: it's better to properly deploy a PB rather than to detonate it... )
Mind, you drop decimal (i.e you round down) only at the end.
This means that a Fission Gatling will make 2 HP damage just like an Impact. Or a Fission Shard 6 HP just like a Tachyon.
But a FUSION Gatling will deal 5 HP damage, whereas a 4-1-1*2 only 4HP. Or a 13-1-1*2 13HP, and a 12-1-1*2 = 12 HP.
A Quantum Gatling = int(15/2) = 7HP, a Quantum Shard int(39/2) = 19HP.
Three paramount outcomes (plus a quirk) from tests and observations:
- Blake is right: bunkers do NOT protect you from detonations (I tested it in SMAX only, not SMAC)
- the detonation damage also hits YOUR OWN UNITS!!!! So long for multiple Infantry detonations: your subsequent kamikazes must start from 2 tiles away, or they'll be killed just as the enemy, before their detonation turn comes... This feature makes a lot sense to me, you can't "direct" nuclear explosions at a target....
- YOU DON'T NEED TO HAVE MOVEMENTS LEFT to detonate a unit. You can activate and detonate them also if they are "already moved", just like with issuing orders to formers and crawlers. Note for instance that some movement left is instead required for obliterating a base, or for using a CPod to Build (or Join) a base.
Of course, you need one movement left for aircract on their last leg, or for missiles, otherwise they'd crashland before you can detonate them
- (quirk) in case someone overlooked it, you can't detonate a unit from inside a base (despite you could have profited the fact that bases are detonation-proof...): if you issue the command, you only get the Disband option...
Some technical detail.
- I confirm that native (wild or bred) units deal 6HP damage (they don't have reactors)
Similarly, PSI-weaponed Fission units deal 6HP damage for detonation. This is because PSI weapon is equiparated to a 12-strength one.
Indeed, a Fusion PSI units detonates with 12HP damage, a Quantum PSI with 18HP, a SingPSI with 24HP.
- Conventional Missile payload is a 12-strength weapon.
Actually, the design component (on DW window left boxes) is tagged 12, but the unit stat string reports 18-1-16*2 (for Fusion R).
12 is the correct value to use in detonations.
This means only a mere 6 HP for Fission, 12 HP for Fusion, 18 for Quantum, etc.
A Fusion Conventional Missile costs 6 rows and deals the same detonation damage than a cheaper 3 rows Fusion Tachyon Infantry. The difference only lies in deployment range.
Tectonic and Fungal payloads are *equipment* not weapons, thus having strength 0 they deliver 0 damage.
- Resonance weapons are treated as their nominal value, disregarding their extra abilities and higher component cost: 6 for R-Laser, 12 for R-bolt.
- Air or Sea detonations all behave the same way as Land ones.
Detonating Ships will deal damage on adjacent coastal tiles.
You can detonate a Transport passenger. Beware tho: as pointed out above, you will at the same time damage your Transport and sink it with all the other passengers!
We saw that you can unload the kamikaze cargo, and detonate it after having moved the transport 1 tile away (or you move the unloaded *rover* kamikaze 1 tile away before blasting it)
Last edited by MariOne on 06-10-2002 at 22:29
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spartak
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Maybe I'm too soft but I never destruct units. Its hard enough building them without throwing them away.
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:22
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Whew!!!!
Thank you Blake and MariO! I am so glad I learned this from you guys rather than having Buster point out the "error of my untested belief in some things I read", in combat.... again.
Likewise, I can count the bunkers I have built on 1 hand, and if one has the HSA, and preferably the CBA, then bases are almost always better anyway. But a thread like this always makes you think. I'm glad i didn't think wrong.
And MariO... I am an avid reader, and a painstaking careful player, but alas, a very poor tester. At my loss, I believe what I read. But you are right, if I haven't tested it, I should not state these things as fact, but instead preface them with "I have read that". What would we do without you!...
bc
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