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Old March 5, 2004, 22:21   #31
Frankychan
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Wow, I'm thinking that they are further ahead than they really are.

If this is the case, then I think in the case of interceptors, the 1st turn movement is 8.

What I'm worried about, in addition to other things, is if the CPU is smart enough to utilize their zones of control effectively. I'm not sure how savvy they are, ZOC-wise, but I can try and contribute what I can. I tend to use ZOC's a lot in my games.

But, since I cannot actually see what's going on, I may need a pic so I can contribute more effectively.

(sorry for the hassle.)

EDIT: I can't seem to find a list of which faction has what SP. Can someone point me in the right direction?
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Old March 5, 2004, 22:23   #32
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If the Chairman of the CMC would be so kind as to post pictures of our battle fronts as they come up, this should help Comrade Frankychan. Furthermore perhaps it prudent to assign Comrade Frankychan the rank of General for the purposes of the upcoming war, seeing as he seems to possess useful military knowledge.
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Old March 5, 2004, 22:26   #33
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Aroo?

I am flattered Comrade Chairman, but I would recommend Comrade Mead or Comrade Octavian X as a better candidate.

I personally would feel more comfortable as an aid to whomever directs our invasion plans, rather than heading the invasion myself.
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Old March 5, 2004, 23:27   #34
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Whomever is doing our military campaign, keep in mind that humans operate very very very differently from the braindead AI when it comes to warfare. If we have any multiplayer SMAC vets around, I'd think they'd make optimal military advisors.

Personally, I haven't played SMAC in a very long time, single player or multiplayer. I used to play both, but I certainly do not have enough confidence in my memory of the particulars of this game to be more than a secondary advisor. I think I'm damn good at Civ3 military stuff, but it's been a while since I played SMAC/SMAX.

If there are some SMAC multiplayer vets on the team, they'd be invaluable at a time like this. Make one of them the chief military advisor, but keep all of them around as much as possible for advice.

Short of that, anyone who thinks they know what they're doing and has recent experience with kicking butt in SP games would be good, of course.
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Old March 6, 2004, 06:12   #35
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how many resources would it take to defend this sea base for PEACE, it might not be prfitable....
maybe we should go back to old plan.
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Old March 6, 2004, 16:35   #36
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What old plan are you refering t_ras?
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Old March 6, 2004, 17:52   #37
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using a CP, but i just checked the turn (as much as i could) and im not sure they could buid one in time and menage to escape.
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Old March 7, 2004, 04:28   #38
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I have one question regarding the CC probe ship. Hopefully somebody who has more experience with the game can answer this. If it performed buying off the PEACE CP, wouldn't it directly go back to its base? How could it contact Roze? If it contact Roze in its first run, doesn't that mean that the CP was not bought off in the first run?
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Old March 7, 2004, 04:42   #39
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Buying units does not cause returning to base. The probe I think joins with the bought unit the square it is on.
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Old March 7, 2004, 04:51   #40
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Does it have any more movement left though? And in this case the CP is on the land where the foil should be?
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Old March 7, 2004, 19:42   #41
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Quote:
Originally posted by HongHu
Does it have any more movement left though? And in this case the CP is on the land where the foil should be?
It has its normal movement.

It can, in its (CyCons) turn:

1. Build a base
2. Move one movement (one square)
3. Board a Transport

If it built a base then that base will be a hazard to us because it will allow CyCon's aircraft to be based there.(the base would be vulnerable to probe action, and i would like to infiltrate the CyCon datalinks for ease of viewing their activities)

If it moved inland then we should kill it while we can.

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Old March 7, 2004, 23:19   #42
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You misunderstood my question Mead. I was asking if the CC probe ship would still have any movement point left after it buy off the PEACE CP.
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Old March 8, 2004, 00:01   #43
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Quote:
Originally posted by HongHu
You misunderstood my question Mead. I was asking if the CC probe ship would still have any movement point left after it buy off the PEACE CP.
Yes, I believe it would.

There have been a few occasions in SP where I wanted to probe a base but an enemy unit stood in the way.

What I did was probe (buy) the unit and then probe the base.

I have also used the same probe to buy more than one unit in different squares during the same turn.

I have also been the victim of these tactics.

Also, once the probe buys a unit it does not go back to the nearest base. If it survives the probe action the probe stays where that unit is (unless moved).


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Old March 8, 2004, 01:28   #44
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Thanks for the info Comrade Mead.
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