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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
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Mis:
It;s the alpha.txt and alphax.txt itself that needs editing
Change the alpha.txt and alphax.txt as follows:
Add this line to the #UNITS list (p12 of Alphax.txt):
Foil Supply, Foil, Supply, Scout, 10, 0, 0, IndAuto,DocFlex, - 1, 00000000000000000000000000
As well, the # units (23) needs to be changed to 24 in the text.
And to be honest, I don't really know how scemarios are affected. Formal scenarios, with their scenario files (eg battle for the Boreholes) carry with them their own alpha.txt But if you create, e.g. a PBEM game as a scenario, I don't know if your .txt version is the overriding one or not.
Interesting test will be to see if in any joint games the AI in my turn builds a foil supply and if it appears on your map on your turn (as I aid in the other post re locusts, the preassigned graphics suck)
I'll e-mail you a copy of my alpha.txt so that you can compare the changes.
G.
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DogberryMan
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Have any of you ever tried to use Gravship transports? I built one, and it regestered as having one empty slot, but I couldn't get any units to board it. Maby it has to be an air unit hmm...well just wondered if any of you had any experience with this.
------------------
"Are you good men and true?" Much Ado About Nothing, Act III, Scene III
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Viriato
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Portugal
Aug 1999 time: 05:13
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I sometimes use SAM rovers. If needed they can attack air units (2/ turn, 3 if elite) but don't defend first like interceptors. When attacking ground units they don't take 50% penalty behaving like a normal rover.
I've read something about using SAM abilitie with artillery but never tried it myself.
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Muzta
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Airdrop forumers.....yes the ultimate in useless.
hehe kidding, there not that useless
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martian
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PSI Supply - If you've got the Neural Amp, or give it Hypnotic Trance it is rather difficult to take out (say, with a NeedleJet...)
Trance Formers - Didn't come up with this one, but I use it occasionally when the midworms attack. Gotta love the name.
Clean GravShip SuperFormers - The Caddilac (sp?) of formers - work on both land & sea.
And how is a spy ship illogical? The US and probably other nations have employed them in the past.
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uptons
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Reykjavik, Iceland
Jan 2001 time: 05:13
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My custom units of choice are both ships:
A) My "Missile Submarine"
An armored up destroyer with transport equipment + Carrier deck, + Pressure Hull. A nice piece of equipment. Fill them up with at least one PB and lots of regular missiles for a punch (1 PB/3-4 C.M. works well). Send one to each faction and double-hide them in fungus outside sensor range. Consider accompanying them with a regular Submarine for further protection. Now if the enemy faction is stupid enough to go to war, you hold the fate of their most prized base/s in the missile tube of that Submarine. If the UN Charter has been repealed, feel free to fire away.
B) Repair Carrier (most cheap when running with a Fusion Reactor)
If you like Needlejet + Drop Troops tactics, invest in this. One best-armor Repair-Carrier destroyer filled to capacity with bombers/interceptors on a 2/1 basis (consider bringing a copter or two though). Accompany this flag ship with at least one AAA/SAM cruiser and 2-3 regular battleships.
Also, bring a sea colony pod and a normal transport carrying your crack drop troops.
Enter one unruly faction. Move your CVN task force to the enemy territory and park a short distance off-coast. Build a base, regardless of terrain. Now launch your Needlejet squadrons to wipe out all defenders in your target city(cities?). When you have finished with the garrison, use the sea base to drop your para-soldiers into it/them.
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zsozso
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of Chiron
Oct 1999 time: 00:13
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All kinds of crazy supply combinations (armor, special abilities, rover chasis, copter chassis, needlejet chassis with various reactors). The reason: use them for SPs with upgrades. I.e. build a cheap version of given chassis, upgrade it to some crazy expensive version due to special abilities/armor. This way the total cost is less than building it with those special abilities and hurrying it, furthurmore, it is FAR cheaper than hurrying the SP itself. With this trick, you can 'buy' secret project minerals as cheap as 1.5 energy per mineral, which beats even the cheapest base-facility hurry cost (2 energy per mineral).
Using various (crazy) armor/special ability combinations are also good to achieve specific mineral costs to suite the production capabilities of certain cities (e.g. 50/60/70 minerals), so that you can make perfect productivity transfer from various bases to the SP builder base.
Let me also emphasise the use of infantry probe teams with best-armor as a single defender of a base (nobody else in the base). It is especially useful when you tech and SE settings allow the creation of elite probe teams from scratch (can be achieved pretty early with Miriam/Fundy). Such unit is the universal single defender: strong against traditional attack (best armor+elite morale), also strong against psi attack (elite morale) and also strongly defends against probe actions. It is usualy easier to achieve elite probes than elite combat units out-of-factory, because some techs only increase probe base morale!
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Dragon
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Marlboro, MA USA
Jun 1999 time: 05:13
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Don't forget the best unit of all -- the Drop Trance heavily armored fission supply crawler. The more expensive the better. Upgrade(downgrade?) a fusion supply crawler to this and you can build most secret projects in a single turn. Same thing works with foil crawlers
Also trance scout infantry -- costs 10 and stops worms as well as anything.
Impact empath needlejets are cheap and kill off attacking native lifeforms.
Late in the game, cheap drop hovertanks are great -- drop them on a continent, then upgrade them to something impressive.
Empath rovers are good if you're hunting mind worms for profit.
Really cheap cruisers are useful for capturing sea bases after you've killed off all the defenders from the air. Cheap amphibious units, perhaps with some armor or police ability, are also useful for capturing coastal cities if you are relying on airpower to do most of the heavy work.
And of course if there are Usurpers or Caretakers in the game you want X needlejets and X choppers to wipe them out quickly.
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optimus2861
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Halifax, NS
Nov 2000 time: 01:13
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quote:

Originally posted by The Mad Monk on 01-27-2001 12:41 PM
I've been experimenting with transport needlejets and transport choppers; the needlejets are near useless, and the choppers are almost near useless. I mean, only one unit transported, and range cut in half, and load only in bases and airbases, and unload only in bases and airbases?!?
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Funny, I recently built a chopper transport to haul a scout hovertank over to an unclaimed island that had a few pods on it to pop; said island was some distance away from my nearest coastal base. I was able to unload the tank, though I had to go to the "Actions" menu and use the "Unload Cargo" command to accomplish it. Other than that, you're right: air transport units are virtually worthless. Drop pods are more effective for one-way trips, and for mass transport, stick to the seas.
- Ian Merrithew
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