 |
|  |
 |
|
Chab
|
|
hi guys, im new on this forum...i'm a SMACX fan 'till the first day...
everybody seems to be afraid of the effect of Global Warning...
my question is why?
is it because it's bad to destroy the environnement?
-hey guys, it's just a game, you can do whatever you like, nobody will blame you for that (only in solo against AI, i dont have any experience of multiplaying game...but i wanna learn!)
is it because of the fungus explosion due to pollution and over-exploting ressources?
-okay okay, it can hurt really bad, in particular in the end of the game...but wait...when does appears the first signs of fungus plop?? i'll tell you when, when you've already discover the magnetic tube (sorry i've got the french version only), so when a fungus square appears, it's easy to secure the area if you're prepare to...but i understand it can slow down your production,for me the solution is more more more former and so more more more micro management...
is it the increase of the sea level?
-ok that can hurt really bad if you're not prepare to but...let me tell you something VERY interresting...
did you know that the Global Effect warning stop when you wait enough time???
i means, if you wait something like 50turns, the sea level increase for about 2000 meters (which is HUGE!!!!! 70% of the map is under the sea level...), BUT and here is my point...
THOSE EFFECT FINALLY STOPS!!!!!
you read me well, after waiting enough time you can produce as much as you want without doing any environnemental damage!!!did you ever dream about a base producing more than 500minerals per turn????
...hum, i haven't read enough treat to be sure that this has not yet been quoted...am i wrong?
any reactions?
|
|
|  |
 |
|  |
 |
|  |
 |
|
Chab
|
|
at a certain point cent farm tree-hybrid farm are way too weak to reduce the pollution effect...
when your base is getting more than 200min, it's almost impossible to stop the pollution...even if your base is surrounded by forest...
in the late game when i manage too reduce my production to avoid the Global Warning effect, i do it only to have time for crushing the other faction who's still alive because it's easier to destroy a land-based factions...after that,if i want to make the greatest score, i turn all my economy to fungus (3-4-5 per square techs+SP (4-4-5 with Deidre))...
has you said Bella Hella, global warning can work for you or against you...they are several advantages to build a sea-based empire, sea former can move faster and sea-base can never be affect by a probe attack (even if it's possible,i've already try it, but i've never seen AI make a sea probe...), sea-base are producing much more energies than land-based city, without any pollution effect...the misadvantages is that sea-base are weak, and difficult to protect if you dont have enough war ship...
even in transcendance mode, the AI is too stupid,it keeps cheating and doesn't play in long term...there's no more challenge for me...so i play for the score,and that's why i say that global warming is not a threat,i turn my economy to fungus, i leave one faction with one base(lvl1) and i spread my bases all over the world...
i've used tectonic missile to make a link between two continents and then attack trough this hole...you can surprise your ennemies this way.
except road and tub mag nothing can be built on fungus, but in SMACX i've already seen a borehole cluster on funus...
CEO Aaron,is 20 bases producing 50minerals really better than one producing 500min???imagine a project finish in 2turns...ascension to transcendance takes 4turns...think about it
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
quote: Originally posted by Chab
at a certain point cent farm tree-hybrid farm are way too weak to reduce the pollution effect...
CEO Aaron,is 20 bases producing 50minerals really better than one producing 500min???imagine a project finish in 2turns...ascension to transcendance takes 4turns...think about it |
Two points-- as far as I know, the effect of treefarms, centauri preserves, hybrid forests and temples of Planet is unlimited-- if you have built 200 of them in the game after the first fungal bloom then you could have a 200 mineral base producing no ecodamage. There have been detailed articles on this point on the board.
and yes 20 bases with 50 minerals IS better than one 500 mineral base. The Ascent to transcendence should take ONE turn to complete by cashing in all the crawlers you have available-- except in the early game, no project takes more than one turn to build . . . if you delay in Multi-player, someone else might build the project from under you.
Edit -- spelling and to clarify hoe the tree farm effect starts
Last edited by Flubber on 28-05-2003 at 20:48
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
To follow up on my point, a 500 mineral base is a waste !! Other than producing Secret Projects what do you build with the thing, that does not waste its immense mineral capacity ? You could probably produce some monstrous unit with best weapon best armour and expensive special abilities but you would be building it just to build it and not for any real purpose. Almost NOBODY will build the super expensive unit simply because it is impractical . . . there is no benefit to compensate for the cost
The flexibility of multiple bases are simply superior. Consider if you had 1 500 mineral base and I had 8 bases with 50 minerals each- ( I am giving up a 100 mineral difference to prove a point)
On turn 1, you can build a "something"-- It can be an expensive something but you can only build ONE. I build 8 choppers, rushing enough to ensure a 10 mineral carryover. After 4 turns, I have 32 choppers , or 16 choppers, 6 probeships and 10 drop units-- or 32 probeships --- and you have 4 super duper units or 4 great facilities. Oh and if a secret Project is available, I will build it in one turn, on the turn I get the tech.
Simply put, going for such a massive mineral base ignores
1. cashing in crawlers towards Secret projects
2 upgrading crawlers
3. creating shell units to be upgraded
4. the flexibility of multiple build queues
5. The risk in putting so much in one base--
6. the benefits of rushbuilding and the fact that only 10 minerals are carried over to the next build
I have never had even a 200 mineral base-- I never saw the point as I had enough energy coming in to rush almost everything I needed anyway.
Last edited by Flubber on 28-05-2003 at 20:18
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
Last thing
I will have to check to see if I can trigger an absolute stop to ecodamage, some final limit. However I suspect that this was not what happened. As Ned has pointed out, the number of minerals you can produce per base without causing any ecodamage is increased by one mineral for each and every fungal explosion and by a further one for each and every tree farm/hybrid forset/centauri preserve or temple of planet ( I'll just say treefarms for the rest of the post but I mean all 4) BUILT after the first fungal bloom. I suspect that what happened to you was that the number of blooms and facilities were enough that even a super high mineral base was insufficient to do further damage. You probably had several dozen blooms and a fair number of treefarms.
So you may have made a discovery unless what you saw could not be explained by this phenomenon. To test this you would have to ramp up the mineral production even further and build no further treefarms to see if you can cause another bloom
An easier method to avoid ecodamage is a s follows --a player could assign two or three bases to do nothing but build tree farms after the first bloom ( build and then sell off since the formula depends on the number of treefarms "built", not "in existence") . So you trigger a bloom as soon as possible and don't finish any treefarms until after that bloom as any prior treefarms will apparently not add to the clean mineral limit of the base. Building 50 treefarms would mean that all your 50 mineral bases are totally clean. If you have 30 bases with all 4 facilities built then that 120 clean minerals right there.
The link is here to the article http://apolyton.net/misc/column/175_ecodamage.shtml
I have also bumped a thread of most useful strategies. I learned a lot from what the other posters considered to be " most useful"..
edit --to clarify that there are 4 facilities that impact clean minerals
Last edited by Flubber on 28-05-2003 at 23:28
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
quote: Originally posted by Jamski
Then you can rush again without penalty the next turn.
-Jam |
Exactly right . . . In my better bases ( with morale enhancements) I am trying to pump out a unit per turn. I will rush enough minerals so that the bought minerals plus the ones to be produced will equal the mineral cost of the unit +10. No minerals beyond this will be carried over while having less than 10 minerals "existing" GREATLY increases the cost to rush build .
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
quote: Originally posted by HongHu
Let me try to understand it. So you are saying suppose you are building a rover this turn and your base produces 5 minerals per turn then you rush the full amount plus 5 mineral so you will have 10 minerals left for the next turn? |
Yes
The 10 minerals carry over and you can rush another unit next turn at "regular" cost
|
|
|  |
 |
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
Sorry double post
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:28
|
|
For facilities you should rush the number of energy credits needed to produce exactly 10 minerals more than the build cost.
For example you are building a facility that requires 100 minerals. You have 40 minerals already toward it and your base produces 25 minerals in excess of support requirements. Obviously you could spend 120 ec to rush the 60 minerals . 10 would be carried over but 15 minerals would be "lost".
Instead rush less than the full cost-- in this case 90 ec would be enough to rush 45 minerals and have a carryove of minerals. Or you could spend 70 ec which would be just enough to complete the facility.
None of this impacts the stockpile energy bug except to the extent completing anything allows the double counting of the minerals toward a build and then toward energy. Buildin to the exact cost or having a carryover are irrelevant
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:28. Apolyton Time is 00:28. |
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
|
|
|
|
|
|