 |
|  |
 |
|
RedFred
|
 |
Vancouver
Jun 1999 time: 21:13
|
|
On the crawlers issue...they are great once you get them. Double blind research means that you often don't get Ind Auto until long after you get needlejets.
Dubious SPs? (With the obvious exceptions of the HSA, Vats and the Cloudbase Academy) their utility tends to decline as the game progresses because of the opportunity cost. All those crawlers used to build SPs could just be homed to your science cities to speed up the path to Ascending.
The examples of most useless SPs I usually cite are the Nethack and the Manifold Harmonics. Great as they are, you often don't see them until a few turns before transcending.
Special curcumstances will make any SP valuable, but for the average game I am not upset about missing: Bulk Matter Transmitter, Citizens Defense Force, Cyborg Factory, Dream Twister, Neural Amplifier, Pholus Mutagen, Planetary Datalinks, Self Aware Colony, Singularity Inductor, Space Elevator, Telepathic Matrix & Xenoempathy Dome. There are about half a dozen others that are only mildly disappointing to miss out on.
Before everyone rushes in to nitpick with this list, consider how close many of them come to the end of the game and some of the others are only handy to augment a Green style game.
|
|
|  |
 |
|
Earwicker
|
 |
Washington, DC, USA
Mar 1999 time: 00:13
|
|
quote:

Originally posted by RedFred on 04-19-2001 02:09 AM
The examples of most useless SPs I usually cite are the Nethack and the Manifold Harmonics. Great as they are, you often don't see them until a few turns before transcending.
 |
Agreed. I haven't gotten around to it yet, but have considered editing files to make Nethack avialable closer to HSA, just to keep things challenging. As an end-game SP, the thing is completely useless. It would present an interesting balancing factor to the HSA if around at the same time (only if you disciplined yourself never to build both).
The Manifold does nothing for me except skyrocket eco-damage in high-fungus cities (like the Ruins). By the time I get it, I am playing with high planet rating and high fungus production and it really messes things up. I don't want to move it, since it would be a mid-game backbreaker to factions that didn't have it.
quote:

Special curcumstances will make any SP valuable, but for the average game I am not upset about missing: Bulk Matter Transmitter, Citizens Defense Force, Cyborg Factory, Dream Twister, Neural Amplifier, Pholus Mutagen, Planetary Datalinks, Self Aware Colony, Singularity Inductor, Space Elevator, Telepathic Matrix & Xenoempathy Dome. There are about half a dozen others that are only mildly disappointing to miss out on.
Before everyone rushes in to nitpick with this list, consider how close many of them come to the end of the game and some of the others are only handy to augment a Green style game.
 |
Agree with all except Cyborg and Xeno, both hit town mid-2200's and are useful for all styles (for instant Elite troops, and for fungus mobility). I would also add the +2 support SP as "missable" because of when it comes around, and the Quantum Converter as "avoid at all costs". Even the Cloning Vats are of "dubious" value -- main bases are maxed-out by that point thru booms, and it's still a long wait until Hab Domes. The Vats have a tendency to turn young/ newly-captured bases into drone factories.
The Datalinks have never posed a problem if an AI gets it, since I keep my submissives living in the Stone Age tech-wise.
|
|
|  |
 |
|
Rift
|
|
quote:

Originally posted by RedFred on 04-19-2001 02:09 AM
Special curcumstances will make any SP valuable, but for the average game I am not upset about missing: Bulk Matter Transmitter, Citizens Defense Force, Cyborg Factory, Dream Twister, Neural Amplifier, Pholus Mutagen, Planetary Datalinks, Self Aware Colony, Singularity Inductor, Space Elevator, Telepathic Matrix & Xenoempathy Dome. There are about half a dozen others that are only mildly disappointing to miss out on.
Before everyone rushes in to nitpick with this list, consider how close many of them come to the end of the game and some of the others are only handy to augment a Green style game.
 |
I agree with most of this list, but Citizen's Defense Force? For maps higher than standard, the number of bases a player has usually revolves around 20...and if each gets a free perimeter defense, which costs 50 minerals, one would save 700 minerals...enough to build 2 early game projects and one late game project with minerals left over. This mineral advantage is cumulative with every extra base.
|
|
|  |
 |
|  |
 |
|  |
 |
|
Rift
|
|
quote:

Originally posted by Blake on 04-29-2001 09:10 AM
Be carefull with using "saves", if 80% of your bases don't need perimeter defenses, then you actually didn't "save" anything. Lets face it - defense is generally so pitifull that you are better served building counter-attack units, most players bases probably never get attacked (by ground forces) or if they are the weapon/armour ratio favours the attacker so much that a perimeter defense wouldn't help much anyway.
So by building the CDF you could very well "gain" 700 minerals worth of useless perimeter defenses, which equates to a 0 mineral real gain Also the CDF can create a false sense of security, and even worse if you lose the CDF base you suddenly have 20 bases with no perimeter defenses. Can't wait to pull that stunt on my friend who "always builds the CDF because it takes care of his defense"
So I put the CDF quite firmly in the "avoid" category.
 |
You have a point, but it only applies from early-mid game...that is, pre-cloaked units. Once your opponents begin churning out cloaked military units, you'll be hard-pressed not to go on the defensive. Also, the attack-defense ratio is only 2-1, and that can be easily fixed to 2-2.5 if you have a perimeter defense and a sensor built in a given base...it even becomes 2-3.5 if you have a tachyon field constructed...so you see, the defender has quite an advantage. As for destroying the base with the CDF in it...that is a good strategy, but experienced gamers usually place SPs similar to it's type (eg.Command Nexus, Virtual World) in well protected bases in the hearth of his empire.
|
|
|  |
 |
|
Ned
|
 |
of Aptos, CA
Oct 1999 time: 21:13
|
|
Misotu, The AI never upgrades the reactors on my 1-1-1 + special ability scouts. Also, IIRC, it leaves my Fusion former units unmolested if I create that unit after the automatic reactor upgrade. In contrast, even if I design a lower reactor crawler after a researching a new reactor tech, the AI will still upgrade it at the first opportunity, which seems to be a lot more often that discovering a new reactor tech.
It is quite clear that the designers never anticipated a lower-reactor crawler to be of any value in the game.
By the way, have you ever monitored how the AI builds an SP? It will use crawlers to "rush-build" the SP. It does so by rush-building crawlers and moving them to the SP site. However, and this is amazing!, it never builds an "expensive" crawler, just a plain jane crawler, even though at times it has many times the cost of the crawler in minerals that it can use during the rush build, i.e., 5 or 6 lines of "red" minerals after switching to the crawler from some other project.
As to using unintended "features" of the game in single-player to easily win, I still call this a cheat. For example, in CIV, one could instruct the equivalent of a former to "terraform," cancel, and reinstruct as many times as one pleased in a turn. Each time an instruction was issued, the "former" would execute one turn's worth of forming. By doing this, one could construct any terraforming feature in one turn, regardless of how many turns it would normally require. Any player using this technique could easily win the game, but why bother even to play?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|