May 30, 2001, 23:57
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#31
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Settler
Local Time: 10:25
Local Date: October 31, 2010
Join Date: May 2001
Location: Southampton, Hants, UK
Posts: 12
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NO, WAIT AGAIN (hehehe)
It was changed in the patch. Problem solved!!!
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May 31, 2001, 01:58
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#32
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Deity
Local Time: 13:25
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Effect that Angels get is same as for others from the Planetary Datalinks.
__________________
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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May 31, 2001, 15:38
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#33
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Warlord
Local Time: 03:25
Local Date: October 31, 2010
Join Date: May 2001
Location: Salt Lake City, Utah
Posts: 287
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I'm with Iskandar's vote on resonance laser-empath rovers, especially squatting all around bases mid-game while running Free Market. "Mind Worm Eradicators" I call them, in honor of the Gaian vs. Morgan scenerio.  A close cousin is the "Psi Attack Chopper," a res-empath chopper to hunt down Isles of the Deep and Locusts who also crop up.
Other than that, a vote for the vanilla probe, maybe with Algorithmic Enhancement or a Cloaking Device w/tech, and Super Fusion Fungicidal Formers.
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May 31, 2001, 18:58
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#34
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King
Local Time: 05:25
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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I kinda like the Locusts; when they first come out, they are decently strong (esp if you build them where you have a Bio Lab and Cent. Preserve) and pretty flexible. I find them real useful for taking over bases (after Missiles, NJets or Choppers have zapped the defenders), particularly when I'm a bit overextended. They have a decent range, are clean if parked in fungus and can lurk about looking for an undefended base to pounce on. You can rush build / upgrade a permanent garrison for the next turn. They don't stand up well against serious attackers or defenders, but you can always use them as sea fungus sensors or former guardians once their time is over.
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June 1, 2001, 01:58
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#35
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Chieftain
Local Time: 03:25
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Los Angeles, CA, USA
Posts: 62
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Some of my favorites:
Trance PanzerFormers - armored second or even third best; worms hate them, as do invaders, and oh so useful. Also its first cousin, the Trance PanzerSupply.
Neutronium AAA Drop Sentinels - take over any base anywhere and drop one of these in with the SE; it's your forever. Excellent when you're busting your way to the heart of someone's empire, and want to keep your attack forces on the move.
Trained Shard Chopper - the workhorse of any war. Seems like the shard tech lasts forever, and is such an upgrade from chaos (the other weapons tech that seems to last for a long time) - it shreds through everything. I usually make quite a few of these and they change the tide of any battle in my favor. And while we're on choppers, how about a nice Trained Empath Chopper for taking out worms, esp. those nasty late-game city rapers. Planet pearls, anyone? Even Empath Rovers are really nice early on.
Locusts - If you are way ahead in tech, and are using choppers to take over base after base after base, then locusts of chiron become really useful. Just have them follow your attack choppers everywhere, take over the bases the choppers have just cleaned out, and conveniently provide them with a place to land. This tag-team assault over land and sea (against the AI) can move so quickly and roll over so many bases, you can crush an entire faction in a few turns. They make a cool sound, too
Blink Quantum Tank with Soporific Gas - Think of the possibilities...
Tectonic Missile - Used against an area of large bases that are using sea enhancements for their n/m/e, even one of these babies can be absolutely devastating. Detonate on a nearby coastal square and watch all their sea enhancements vanish, and the cities shrivel and die. Took a very strong Lal completely out of the game once with a few of these aimed near his largest bases. They never even have to encounter any flak.
Probe *Anything* - Don't leave home without it.
AAA Marine Cruiser - say, with heavy armor and shard weaponry? Nothing is better in naval combat than stealing the enemies ships for free... A wonderful feeling.
I could go on... There's so much fun stuff to build in this game.
But to balance all this sweet with a little sour, don't you think Needlejets are a little crappy? I usually build a few, before the chopper tech comes around, but they're never very satisfying in their effect. Even the art is kind of ugly compared to other units.
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June 1, 2001, 02:36
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#36
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Emperor
Local Time: 11:25
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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Quote:
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Originally posted by Solver
Effect that Angels get is same as for others from the Planetary Datalinks.
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Yes, but only if they have infiltrated all the relevant factions. Otherwise, they *do not get any tech known to three other factions*. I repeat, *they do not get any tech known to three other factions*. The effect is only true if they have infiltration. Which, I repeat, must make the Empath Guild rather useful to the Angels, no?
I know this to be true, because I recently played a rather depressing game as the Angels, where I was crushed in no uncertain terms. And things would have been rather different if I had gained every tech known to three other factions, I can assure you
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June 1, 2001, 02:57
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#37
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Emperor
Local Time: 11:25
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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Quote:
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Originally posted by DrFaustus
But to balance all this sweet with a little sour, don't you think Needlejets are a little crappy? I usually build a few, before the chopper tech comes around, but they're never very satisfying in their effect. Even the art is kind of ugly compared to other units.
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Well, the needlejet is one of the most useful unit in the game, if you want to strike early without waiting for gravships and antimatter
ZOC. And more ZOC. Try it. Use it. And if you don't actually need it, try something more challenging. Like multi-player.
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June 1, 2001, 03:13
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#38
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Chieftain
Local Time: 03:25
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Los Angeles, CA, USA
Posts: 62
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I agree needlejets have their day. Early on, they can be devastating. And the ZOC thing is forever useful. But, honestly, I build as few of these as possible. Completely uninteresting for the most part.
Am just starting to try MP games. Impressed by the sheer slowness of the whole PBEM affair. But looking forward to the challenge as the games build up some steam.
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"Was mich nicht umbringt, macht mich stärker."
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June 1, 2001, 08:56
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#39
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Prince
Local Time: 05:25
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Washington, DC, USA
Posts: 565
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1-1-1*1 Dropboy. During an extended war situation, have captured bases churning out 1-1-1 trained scout infantry units (10 minerals, and elite with CNexus and CyborgF). Upgrade to 1-1-1 drop (10 energy). Take enemy bases, drop these guys in and upgrade them to defenders -- 1-best-1 (+best reactor), with a combo of AAA, trance, ECM, clean as circumstances dictate. Actually, the AI is so poor in organizing its counterstrike that 1-3r-1 or 1-4-1 usually will suffice, and would be much cheaper than 1-5 or 1-6.
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June 2, 2001, 22:10
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#40
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Emperor
Local Time: 11:25
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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Quote:
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Originally posted by DrFaustus
I agree needlejets have their day. Early on, they can be devastating. And the ZOC thing is forever useful. But, honestly, I build as few of these as possible. Completely uninteresting for the most part.
Am just starting to try MP games. Impressed by the sheer slowness of the whole PBEM affair. But looking forward to the challenge as the games build up some steam.
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Yeah, you're right, I don't build many of them either. But just a few is very useful. I have no complaints about them
MP games can be slow, it varies. A turn a day is pretty good unless you're going one-on-one. Addicts like myself (and there are quite a few of us on this board!) counter this by playing a number of games simultaneously. You're right, the early turns are very, very dull. But once the game builds up steam, it's a blast!
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June 2, 2001, 23:35
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#41
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Chieftain
Local Time: 03:25
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Los Angeles, CA, USA
Posts: 62
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Up for a game with a MP newbie?
I think I've nearly exhausted the possibilities of SP.
__________________
"Was mich nicht umbringt, macht mich stärker."
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June 3, 2001, 12:20
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#42
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King
Local Time: 02:25
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Aptos, CA
Posts: 2,596
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Dr. F,
What is a PanzerFormer?
Are you aware that a Techtonic missile cause the same ED as a planetbuster?
Ned
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June 3, 2001, 14:18
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#43
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Chieftain
Local Time: 03:25
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Los Angeles, CA, USA
Posts: 62
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PanzerFormer = "armored former" in my lingo. As Vel suggests, throwing a coat of silksteel on a former is a very good move, once its price goes down.
Yeah, I know that techtonic missiles are expensive. But I play for fun, and it's very fun to strand my enemies high and dry in a single shot. It's not like that's any way to conduct a full offensive... but now and then it's supremely effective.
__________________
"Was mich nicht umbringt, macht mich stärker."
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June 3, 2001, 18:41
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#44
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King
Local Time: 02:25
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Aptos, CA
Posts: 2,596
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Dr. F, I don't think you understood what I was trying to say. Both Planetbusters and Techtonic Missiles cause massive ecodamage. They effectively lower your clean mineral count by 5 per missile. Ned
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June 3, 2001, 19:01
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#45
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Emperor
Local Time: 11:25
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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Quote:
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Originally posted by DrFaustus
Up for a game with a MP newbie?
I think I've nearly exhausted the possibilities of SP.
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Sure. Email me at misotu@hotmail.com with your preferences regarding map, difficulty level and faction. I can set it up, or you can. No strong preferences either way and you can have first choice of faction, since you're the newbie
Also, you should consider signing up here as this will probably give you a better game against several players. But if you want to do several turns a day, I'm very willing to give you an introduction and explain some of the MP vagaries (of which there are a number) as we go along ...
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June 3, 2001, 20:54
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#46
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Emperor
Local Time: 07:25
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 4,783
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elite singularity paratroopers (24^-12-1(*4)) i got yang and santiago to surrender in the same turn by parking one next to their hq.  i think it was only on specialist though, but still a great unit!
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June 4, 2001, 02:55
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#47
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Chieftain
Local Time: 03:25
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Los Angeles, CA, USA
Posts: 62
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Quote:
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Originally posted by Ned
Dr. F, I don't think you understood what I was trying to say. Both Planetbusters and Techtonic Missiles cause massive ecodamage. They effectively lower your clean mineral count by 5 per missile. Ned
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Ned - Thought you meant price, but I know that they cause ecodamage, too. I've been reading your incredibly interesting posts on the ecodamage subject. Thanks for all the good work.
In terms of using techtonic missiles, though, sometimes it's just *more fun*, regardless.
__________________
"Was mich nicht umbringt, macht mich stärker."
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June 4, 2001, 08:07
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#48
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Prince
Local Time: 06:55
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Newfoundland but soon to be Calgary, Canada
Posts: 960
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Favorite units are
1. Drop basic shell
2. the basic crawler
Oh and Dr Faustus-- The glacial speed of our game is not the norm. I am in a couple of 4 player games where I have played 3 times in a day and the average is consistently a turn a day.
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June 4, 2001, 08:40
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#49
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Chieftain
Local Time: 10:25
Local Date: October 31, 2010
Join Date: Oct 2000
Location: In the Angst pit
Posts: 37
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My favorite unit is the probe skimship if playing against pirates. Otherwise, I like my Worm-popper chopper, which has the Psi weapon, Psi armor, and High Morale. Let those energy credits roll right on in!
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->Angst<-
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June 4, 2001, 12:21
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#50
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Chieftain
Local Time: 03:25
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Los Angeles, CA, USA
Posts: 62
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Angst -
Wouldn't a regular chopper with empath + high morale hit the worms harder?
__________________
"Was mich nicht umbringt, macht mich stärker."
Last edited by DrFaustus; June 4, 2001 at 12:29.
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June 4, 2001, 21:13
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#51
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King
Local Time: 03:25
Local Date: October 31, 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 DrFaustus
Angst -
Wouldn't a regular chopper with empath + high morale hit the worms harder?
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Dr. Faustus,
I agree. The psi stuff is kind of a drag, because you cannot take empath song with psi attack, nor can you select trance with psi defense. The best thing about psi units is that they combine the flexibility of human units with the worm's ability to force psi combat on the enemy. They should work well in conjunction with the Dream Twister and the Neural Amplifier.
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He's got the Midas touch.
But he touched it too much!
Hey Goldmember, Hey Goldmember!
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June 4, 2001, 22:59
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#52
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Prince
Local Time: 06:25
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Eurytion Mining Camp: 100°C dayside, 100°F nightside.
Posts: 875
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Secure Probe Team
Sometimes, for no particular reason, I'll just send one of these guys out looking for trouble (set on "Explore Automatically"):
Secure Probe Team
0-?-1*Best Secure Clean
(Infantry, Probe Team, Psi Defence, Best Engine, Polymorphic Encryption, Clean Reactor)
He usually finds trouble fairly soon, and I don't see him again
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If at first you don't succeed, then skydiving isn't your thing.
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