Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > probe teams
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
hydra628 is offline hydra628
Settler
sacramento, CA
Oct 2000
time: 05:13
Post  Old Post 31-10-2000 11:01
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
probe teams Support Apolyton, buy GURPS/ Alpha Centauri

are probes invisible???

they ignore zoc like cloaked units, but i do see other people's probes sometimes... weird...

do sensors reveal cloaked units?

i read it somewhere to keep probes in your bases to defend against enemy probes, why can't you just attack them with normal garrison units???

RedFred is offline RedFred
King
Vancouver
Jun 1999
time: 21:13
Post  Old Post 31-10-2000 12:55
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Get a bigger avatar today!

Nope, probes aren't invisible but they can be darn easy to overlook, especially on an area with lots of units and sloping terrain. I'm a XXX player too, which doesn't help. It isn't what you are thinking. The first thing I do when SMACing is hotkey out three times which really shrinks the size of the units down.

Of course, once you get way down the tech tree there is nothing to stop you from adding the cloaking device to your units, including probes I suppose.

On the issue of defensive probes, they are very handy because the enemy probe teams will have to defeat all your defensive probe teams before they can do anything nefarious. It is assumed that your base will also have normal defensive unit(s) to handle the coventional attacks. The probe is the very last thing to absorb an enemy attack in a base.

You could try to kill two birds with one stone by loading up a pile of armor on your defensive probe, but many regard this to be a cheat. What is not a cheat is slicing off that probe speeder chassis for a garrison chassis. Cuts down on your build cost/time but you lose some flexiblity.

mark13 is offline mark13
King
Northampton, England
Sep 2000
time: 05:13
Post  Old Post 31-10-2000 19:46
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Help yourself to an AD-FREE life

Yeah, probe team graphics were designed that way, with a view to making them hard to spot. I suppose it makes sense, they are unflagged, but you can see which faction they belong to by right-clicking on them and choosing 'Info on this square'.

Armored probe teams are sooo useful, as they have the same defensive properties as normal garrison units (where is the sense in that?), can also combat probes directly, and can subvert attacking units.

VoodooChild is offline VoodooChild
Warlord
Atlanta, Ga. USA
Aug 2000
time: 05:13
Post  Old Post 31-10-2000 19:51
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

No probes are not invisible, but they do not show the faction banners like other units do. So you can spot a probe, but wont know who's it is. When you conduct a probe action your get your chances fro success in two numbers. ex. (90%,60%) The first number is the chance you will sucessfully complete the mission. The second number is the chance the probe team will survive the mission. When a mission fails, sometimes the victum will be told which faction tried to probe them. This will have all sorts of consiquences to your diplomatic efforts. Since identity can not be determined by seeing a probe, you can also try and frame another faction for your actions. This will of course be a harder mission to complete, but can be worth the risk of angring two factions instead of just one.

On a similar note, while playing a Single Player game, don't use subs. The computer has to keep track of each units positions, and tells the AI factions where they are, so don't bother the extra minerals to build these.

Kirnwaffen is offline Kirnwaffen
Warlord
Tryin' hard to chill in the city of Dis
Jul 2000
time: 22:13
Post  Old Post 01-11-2000 04:43
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Remove this text

If I recall correctly, the only way to spot a cloaked or sub unit is to attempt to move into the square. I don't think they are seen by sensors. I could be wrong though, so someone please correct me if I am.
You can attack probe teams with a conventional garrison, but most players and the AI are able to keep their teams out of visual and attack range until they strike. If you're looking to know why a garrison can't defend against probes, that's because that would totally defeat their purpose.
[This message has been edited by Kirnwaffen (edited October 31, 2000).]

Misotu is offline Misotu
Emperor
Leamington Spa, England
Dec 1999
time: 05:13
Post  Old Post 01-11-2000 10:30
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton buy from Amazon

Armoured probes don't quite have the same defensive properties as ordinary armoured units - they're a sort of hybrid. If they are alone, they will defend with their armour (so I'm told, I haven't actually tried this one) but if they are stacked, they will die when the last standard defender dies, just like ordinary probes.

I did do an experiment as a result of another discussion here, trying to designate an armoured probe in a base as the defender. I had a synth garrison there too. The idea was that if there were an attack and the synth garrison died, the probe would die. But if the probe defended first and lost, the ordinary synth garrison would remain.

You cannot designate armoured probes as primary defenders.

So that was the end of that

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
time: 05:13
Post  Old Post 01-11-2000 21:33
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Browse Apolyton AD-FREE

Yeah Mis,

I was the one who steered you wrong on that I beleive. My bad! But armored probes still have a purpose. Use Morgan as an example.

With poor support as his achilles heel and running FM as he is wont to do, armored probe teams are the answer for a single garrison unit. The idea here is to make a Infantry probe team and then a infantry PT with synth armor (upgraded to trance when SotHB is yours).

Infantry PT non armored is rush built and then upgraded next turn. Now you have a secured base sans support. FM means by default you have no policing ability so a regular unit is wasteful from a support perspective and useless from what otherwise would be a polciing function.

Armored PT allows the same security (and allows a counter subversion punch) with none of the support implications.

It works for all factions but is most effective for support plagued Midas.

If you choose to keep pouring out these little buggers remember to set them such that they are one per square outside your base else one lost combat and you have the ground littered with PT bodies.

Now in the later game where rover rush is likely I wouldn't for a minute advocate a single defender but for immediate base security upon base colonization it works nicely.

Og
[This message has been edited by Ogie Oglethorpe (edited November 01, 2000).]

Misotu is offline Misotu
Emperor
Leamington Spa, England
Dec 1999
time: 05:13
Post  Old Post 02-11-2000 09:57
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

It was a *great* idea though Ogie ... imagine if it had worked.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0363 seconds (86.73% PHP - 13.27% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net