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Rift
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quote:

Originally posted by Jokka das Trevas on 04-21-2001 03:11 PM
Sorry, but I couldn't catch what you meant by "release it into the wild" :P
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Well, if you release a native lifeform into the wild, they will usually go and attack the closest unit, which in the situation presented above, is your ally's ship. If you attack the ally directly with the sealurk in your command, you will be forced to pronounce vendetta and suffer a reputation hit. But by releasing it into the wild, the sealurk attacked the ship on it's own accord, so you cannot be blamed, even though you set the assault up...so in other words, your reputation would not be stained. And in case you don't know how to, to release a unit into the wild, just click the turn over control option in the action menu. If the unit is in an ally's territory, then two options will come up, one for releasing into the wild, and one for turning it over to your ally.
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:13
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quote:

Originally posted by Jokka das Trevas on 04-21-2001 03:11 PM
Sorry, but I couldn't catch what you meant by "release it into the wild" :P
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On that unit's turn, hit Ctrl-Shift-U, and it says "release into the wild?" yes/no.
I've never noticed that Lurks can't move through fungus. Even before I have the XenoDome. I captured one fairly early in my current game, when the Gaians still had the Dome.
But when all is said and done, I haven't found them to be that useful. Pod-popping with IoD's is more practical for AA's, and beyond the early game alien life isn't that good for attacking bases or other ships.
Lurks have a great, creepy sound, however, and that appeals to me.
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