January 27, 2003, 14:07
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#31
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King
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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Quote:
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Originally posted by Ivellios
You'll also produce less minerals (less space to harvest), so eco-damage shouldn't pose a problem.
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Crawlering nutrients and harvesting 1 or 2 boreholes per base usually gets me in trouble with Planet in a hurry, actually, more so than when I used to have a 'no overlap' policy. Perhaps you might be right, once late-game rolls around, but with more bases packed in the same space, my clean-mineral limit will be higher (10 more bases means 10 more tree farms, 10 more Hybrid forests and 10 more Centauri Preserves, or 30 more free minerals) so I won't be in Eco-damage trouble in the same way, but to be honest, with Industrial Automation and a good former population, the number of minerals I produce is mostly a decision how much I feel like risking Global Warming, rather than an inability to generate them.
Quote:
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Originally posted by TKG
i've been foiled too many times by monoliths. think about it: howcome formers can tear down mountains or alter rainfall patterns, but they can't bulldoze a big pole?
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Argh, yes the eternal annoyance of badly placed Monoliths put me off my grid fetish once and for all. Also, I'm a big fan of Sik's habit of placing a beacon under all new bases, and I've found that I don't have always have time, for those first few bases, to clear away fungus and level rocks to make everything fit just so.
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January 27, 2003, 20:56
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#32
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Queen
Local Time: 09:58
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 5,848
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Beacon? What do you mean by a beacon?
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"lol internet" ~ AAHZ
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January 27, 2003, 22:35
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#33
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King
Local Time: 08:58
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Harrisburg,PA USA
Posts: 2,244
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Sensor, I believe, is what was meant.
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January 27, 2003, 22:46
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#34
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Emperor
Local Time: 23:58
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Washed up SMAC/X University Specialist
Posts: 3,022
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Quote:
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Originally posted by TKG
i've been foiled too many times by monoliths. think about it: howcome formers can tear down mountains or alter rainfall patterns, but they can't bulldoze a big pole?
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If I remember correctly, editing your Alpha and Alphax files so that formers can *create* them (Say....with "Secrets of Alpha Centauri" as the required tech.), then formers will also be able to destroy them. You could also go the long way and just throw as many units at it to upgrade until the bloody thing vanishes.
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January 28, 2003, 01:09
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#35
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King
Local Time: 06:58
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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If you are using 2 on the diagonal spacing you have a lot of options as to where to place your bases, due to the degree of overlap. You can place your base to the NE, NW, SE, SW of its "proper" position and still reap the benefits of your assigned tiles. I know what you mean about those monoliths though, I hate to have my bases out of the grid pattern because it looks wierd.
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January 28, 2003, 03:03
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#36
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Emperor
Local Time: 08:58
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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I've had a bases 'displaced' by a monolith three times. Once I moved the base over one, but I didn't like how it looked, so the other two times I created a harvester park instead.
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"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 28, 2003, 12:16
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#37
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Chieftain
Local Time: 14:58
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Rotterdam
Posts: 56
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Also, monoliths are great in the early game regarding resources but when you have built a Tree Farm and/or a Hybrid Forest, standard Forests are more productive than a Monolith could ever wish to be. Another reason why you should be able to destroy them, in my opinion.
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January 28, 2003, 14:18
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#38
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King
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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Quote:
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Originally posted by Alinestra Covelia
Beacon? What do you mean by a beacon?
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Beacon, array, burglar alarm, car-stereo, whatever. I just like how it looks under my bases. :P
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January 29, 2003, 16:16
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#39
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Settler
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 12
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Quality over quantity here too I just like pop-booming, period.
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January 29, 2003, 21:28
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#40
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Queen
Local Time: 09:58
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 5,848
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I've been playing on a Giant sized map (think 4 times the size of a Huge map) and it's great fun. I've been cluttering my landmasses and I've run out of faction base names already even though I have only seen two smallish sized landmasses.
I wonder how many more bases I can build before the game starts to protest.
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"lol internet" ~ AAHZ
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January 29, 2003, 21:32
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#41
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Emperor
Local Time: 10:58
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 4,783
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...or it takes 6 minutes to load a turn like civ3
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January 30, 2003, 06:33
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#42
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Emperor
Local Time: 08:58
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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What's the total base limit for SMACX? Civ II is 255 (not often achieved), Civ III PTW is 511 (all too often achieved). PV Civ III has the same limit as Civ II.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 30, 2003, 11:11
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#43
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Warlord
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 268
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I think its 512 or 1024.
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January 30, 2003, 11:16
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#44
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Emperor
Local Time: 08:58
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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1024!?
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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March 25, 2003, 19:04
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#45
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Warlord
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 139
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Any one faction can have 511 bases actually. (I don't know where the last base goes...)
Dunno if there is a total number for all factions together.
(And if you are a hardcore ICSer you can easily bump into 511 bases. With only one tile between each base you can do it in slightly more than one quarter of the huge map.)
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March 25, 2003, 19:20
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#46
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King
Local Time: 08:58
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Harrisburg,PA USA
Posts: 2,244
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Goodness! Why would you ever want to do that? Tedium to the max!!
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March 26, 2003, 00:21
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#47
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Emperor
Local Time: 09:58
Local Date: November 1, 2010
Join Date: Mar 1999
Location: here
Posts: 8,349
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It's okay, Anuk. The first step is admitting you have a problem.
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"Strange is it that our bloods, of colour, weight, and heat, pour'd all together, would quite confound distinction, yet stand off in differences so mighty." --William Shakespeare
"The subject of onanism is inexhaustable." --Sigmund Freud
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March 26, 2003, 07:42
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#48
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King
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 1,195
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Quote:
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Originally posted by Mongoose
Goodness! Why would you ever want to do that? Tedium to the max!!
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__________________
(+1)
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March 27, 2003, 02:28
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#49
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Deity
Local Time: 07:58
Local Date: November 1, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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ICS is very effective but I would just get bored having the number of bases that continuing the strat would involve
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March 27, 2003, 14:11
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#50
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Warlord
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Las Vegas, NV
Posts: 156
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When the micromanagement becomes greater than the fun, its time to end it.
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March 27, 2003, 17:19
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#51
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King
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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Well, I'm of the opinion that I'd rather finish the game 100 turns earlier than save myself some micromanagement, so I'm pretty aggressive when it comes to plunking down bases. The main reason I like to do it so much is my penchant for running Free Market throughout the game. Each new base I build is one more tree farm, which generates one more Eco-Free mineral per base. If you're going to be borehole farming, you need to have your free mineral limit fairly well uncapped.
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March 28, 2003, 14:08
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#52
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Warlord
Local Time: 13:58
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Las Vegas, NV
Posts: 156
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CEO Aaron is right, but some of us stop even as builders, as it can become too much work as you add captured cities as well. At some point you have enough clean minerals to do what ever you want.
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March 28, 2003, 16:03
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#53
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King
Local Time: 14:58
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Empires were built by dictators, not democracies.
Posts: 2,869
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Great when you've got loadsa mines and boreholes and with all the mineral bonus facilities you can pass like 400-500 and just build anything you want in a turn, trying to take out an entire AI continent of 20 big bases with just 5 units
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