August 23, 2001, 01:30
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#1
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Chieftain
Local Time: 12:44
Local Date: October 31, 2010
Join Date: Aug 2001
Location: DFW Texas.
Posts: 60
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Help with cities producing lifeforms
Ok, I have been playing Alien crossfire for awhile now. And I have a question about producing mindworm units. In the later stages of the game, when I have most of the technologies, and alot of cities. I usually set the governor to the "build" option. Well my cities, will usually start immediately producing mindworms, locusts, isles of the deep and so on. Even though, my technologies allow me to have better units. And I am playing the drones and not being too ecological, so all the native units that are produced are usually not elite. Is there any way, I can set the governor to build, and keep my cities from building native units. Also, when I set the Governor to build, why would it continue to make "military" units anyways? The whole point to setting the governor to build, is so the city will build city improvemments.
Any help would be appreciated.
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August 23, 2001, 03:01
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#2
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King
Local Time: 05:44
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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In lieu of a better answer by someone who has actually used the governors, I would suggest not using them. That is certainly the consensus view on this forum for as long as I can remember, although there are a few who do use them to some extent. Sorry I can't help more, but perhaps someone will enlighten us both regarding the potentials of the Governors.
__________________
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But he touched it too much!
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August 23, 2001, 04:14
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#3
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King
Local Time: 05:44
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Vancouver
Posts: 1,447
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Likewise, I am strongly against the use of auto guv. But I think you can control native unit output in the advanced settings. If not, simply delete them from the design workshop.
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August 23, 2001, 09:32
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#4
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Settler
Local Time: 12:44
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Chelmsford, England
Posts: 3
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I've actually found a use for the governor... just set it so it can /only/ build facilities and secret projects. Then leave it. Auto base improvement.
__________________
'No warring lord, no cowardly thane, no darkness shall evade my aim!
Let all who worship evil's name, beware my power - Accendus' flame!
- Me
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August 23, 2001, 13:01
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#5
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King
Local Time: 04:44
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Aptos, CA
Posts: 2,596
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I always use the governer in certain circumstances simply to reduce the micromanagement problem. You can control what the Governor does through the Advanced Governor settings. Take a look at your options. One of them concerns, I believe, whether the Govenor can build units.
Ned
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August 23, 2001, 17:30
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#6
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Prince
Local Time: 07:44
Local Date: October 31, 2010
Join Date: Apr 2001
Location: NC, USA
Posts: 777
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This follows the AI's tendency to build lots of natives in the mid-late game. I'm not sure what triggers this for the Gov or AI. If anyone has a theory or knowledge, let us know!
=Smack
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August 23, 2001, 23:56
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#7
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Chieftain
Local Time: 12:44
Local Date: October 31, 2010
Join Date: Aug 2001
Location: DFW Texas.
Posts: 60
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thanks
Thanks to Ned. In the base screen, right between governor and the "build" option there is a small triangle. There are the options for what the governor can and can not build. Thanks for the help.
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