April 27, 2004, 13:11
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#31
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Emperor
Local Time: 04:49
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Quote:
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Originally posted by The Vagabond
I would hate to be rushing them all to safety any time an IoD appears on the horizon.
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You can both trance and 3-res armor your trawlers. They'll usually sirvive the first IoD attack, and unlike mindworms, IoD's rarely hunt in packs
The 3 res gives a +25% bonus and trance a +50%, so the basic defense value moves to 1.75, halved for their non-combat status to .875. But if you have a bioenhancement center (or the CF) and a naval yard (or the MCC) then their morale will be +4, so it'll survive most psi attacks
Fusion, or better, reactor also adds exponential combat value as well as cheapening the cost
(and that's a good combo for foil and cruiser probe teams, seaformers and transports as well)
G.
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April 27, 2004, 13:55
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#32
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Prince
Local Time: 03:49
Local Date: November 2, 2010
Join Date: Mar 2004
Location: Class War!
Posts: 751
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Quote:
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Originally posted by Googlie
....halved for their non-combat status.....
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I believe that the non-combat penalty is removed for armored units. I make 3res Trance Transports for ocean pod popping and they survive IoDs 95% of the time.
__________________
"They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
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"If fascism came to America it would be on a program of Americanism." -- Huey Long
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April 27, 2004, 14:38
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#33
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Chieftain
Local Time: 11:49
Local Date: November 2, 2010
Join Date: Jan 2004
Posts: 44
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And to answer the gravedigger's question, converting two drones to specialists means you only have two drones left to apply psych upon, not four. 8 psych on two drones equals two talents.
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April 27, 2004, 15:12
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#34
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Chieftain
Local Time: 11:49
Local Date: November 2, 2010
Join Date: Jan 2004
Posts: 44
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dp
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April 27, 2004, 15:20
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#35
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Local Time: 13:49
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Quote:
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Originally posted by anarchie
And to answer the gravedigger's question, converting two drones to specialists means you only have two drones left to apply psych upon, not four. 8 psych on two drones equals two talents.
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That would be correct when dealing with normal drones. However I think Kody was talking about a base with bureaucracy-drones, very red and unhappy drones, or whatever you want to call them. IIRC those first need 2 psych to convert them to normal drones, and only then are they converted to workers and talents provided there is still psych available.
Edit: Ah, never mind. I just found the solution myself. The first 4 psych is used to convert the two b-drones to normal drones. And the next 4 psych is used to convert one drone to a talent. Then a military unit or drone control facility can be used to convert the second drone to a worker. As last the HGP kicks in and convert the worker to a talent.
__________________
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Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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April 28, 2004, 03:41
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#36
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King
Local Time: 04:49
Local Date: November 2, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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Quote:
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Originally posted by Minute Mirage
I agree, pod booming is nothing compared to pop booming. Then again, I might build some colony pods when I'm pop booming and later add them to my bases in order to bypass base limits, but usually I'd use the pods to found more bases.
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I do this sometimes, pop boom and when the base reaches hab limits build colony pods. Once the boom is over, use the pods to raise the base above the hab limits, sometimes significantly. I also do a similar thing in mid to late game where I keep booming and every base but one builds colony pods and send them to the base that isn't building pods. As it reaches it nutrient limits (or whatever limit you choose) another base quits building pods and all the remaining bases send their pods to that base.
__________________
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But he touched it too much!
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