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xobsidianx
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Help! How do I get rid of global warming in smacx? I've played with the numbers in the world builder in alphax but it didn't help. Does someone know what value to set these numbers so gw is out of the game or another way to remove it. Thanks.
To the developers of smacx 2 (if ever) please give us an option to play without global warming.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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I like global warming too but merely wish there was a way to preserve existing coastline by building floodwalls or something. Too often you are left with the choice of seeing your coastal square slide between the waves or raising it with the consequence of raising one or more sea squares to become land as well.
If the terraforming model allowed you the choice to do 500m raises, even within the existing model, that would be ideal. All those 10 m squares could safely go up without ruining all the nearby lands
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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I'm not certain exactly when the land drops so I am no help on your first question.
On raising base squares, it is possible by raising adjacent tiles. Since elevation is ranked
1-999
1000-1999
2000-2999
3000+
where adjacent tiles MUST have elevations of the same rank or one rank higher or lower. Therefore if you have a base tile at 50 m and an adjacent tile at 1140m, raising the adjacent tile which brings it above 2000m) will have the effect of raising that base tile to some elevation above 1000m so as not to violate the above principle. I have never tested or noted the exact elevations but the general rule has always heldtrue in my games.
It is therefore most efficient when raising land to not terraform the low squares but instead to pick a couple of the higher tiles and "pull the peaks". It does cost a llittle more in energy credits but has a greater effect in a shorter time
Last edited by Flubber on 07-01-2003 at 01:33
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dworkin
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You should know which bases are the worst. They typically are the ones crammed with Secret Projects and firing up satelites as fast as they can find materials. If that doesn't help then quick burst of fungus growth is often a handy reminder.
I always thought the ocean rising/falling results were applied at the end of the period just like former actions are.
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xobsidianx
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Thanks, it worked.
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Kajak
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southwest
Aug 2002 time: 05:24
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Ah!! washing, thanks Flubber,
I'm in a game now where a row of 5 tile in the interior "washed " my half dozen attempts to rise the level, included not only the improvements but also would instantly (?) disappear a fomer moved on the tile. I think I might have made it worse by trying to raise all the tiles around the washing group. It was very confusing, but then I just found out how to attack other satellites after 6 months of playing.
My impression from other tries at AC was that bore holes
would survive being drowed and then risen, (not washed). Would washing work differently in this particular case?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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quote: Originally posted by Kajak
Ah!! washing, thanks Flubber,
I'm in a game now where a row of 5 tile in the interior "washed " my half dozen attempts to rise the level, included not only the improvements but also would instantly (?) disappear a fomer moved on the tile. I think I might have made it worse by trying to raise all the tiles around the washing group. It was very confusing, but then I just found out how to attack other satellites after 6 months of playing.
My impression from other tries at AC was that bore holes
would survive being drowed and then risen, (not washed). Would washing work differently in this particular case? |
I don't know as I have never permitted a borehole to have this happen
You are correct in that units on the "washed" square are lost IIRC-- I sort of think of it as a flash flood
The solution is to raise the peaks-- trying to raise individual endangered squares is slow but if you can find an adjacent square that is over 1000m and raise it to over 2000 (using gang former tactics for speed), you have just effectively pulled a whole area out of danger-- raising a 2000m square up will have an influence over even a larger area so be careful that you note the sea squares that can become land -- You don't want to lose terraforming, units or starand your best port.
So my advice when facing sea rises is to note a few key squares to raise (name them as landmarks if you wish) and use a gang of 3 formers to raise a square quickly -- Then either raise it again if that has good consequences or move to the next square
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