February 24, 2001, 05:00
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#1
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Prince
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Uppsala - Sweden
Posts: 328
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Collecting nifty features
I noticed that there are several more or less useful features that are not documented for smac.
1) If you right click the build que you can load in a template, or save the que to a template. (I think 8 saves are available.)
2) In the lower left hand there is a pretty useless window that displays a magnification of the currently selected tile. If you left click this once you get to see how many FOPs the square has, and how many it can have with farms/mine/solar. It takes restrictions into account, and if a tile improvement wouldn't increase that production then it is not even listed. (Ie, a rolling, rainy square doesn't list "with farm" at all.) But it says farm/mine/solar even for ocean tiles, so someone gave up in the middle of this feature.
Common and list em
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February 24, 2001, 05:03
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#2
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Prince
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Uppsala - Sweden
Posts: 328
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And I was not the original poster of any of the above, just collecting them.
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February 24, 2001, 09:30
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#3
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King
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Northampton, England
Posts: 2,128
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LM,
Just a little tidbit on #2 - the farm/mine/solar on sea squares refer to kelp farm/mining platform/tidal harness, IIRC.
What it fails to tell you is that all mines reduce nut production by 1 - making them useless on all but rocky squares.
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February 24, 2001, 14:11
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#4
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Prince
Local Time: 00:06
Local Date: October 31, 2010
Join Date: Jun 2000
Location: New York, NY
Posts: 493
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Prolly well known to everyone, but I just discovered it recently.
If you right click on another faction's unit it displays what it is (valuable for identifying interceptors vs penetrators, or ground unit armor ratings or ecm capabilities etc.) Also, right click on a transport to see its contents (numbers, units and types etc),
R.
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February 24, 2001, 15:54
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#5
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King
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Northampton, England
Posts: 2,128
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Rynn,
In addition to that, if you right-click on an ally's unit, it displays its orders. Can be useful in determining whether or not your 'loyal' AI pactmates are going to steal a load of tech...
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February 24, 2001, 20:37
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#6
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Prince
Local Time: 06:06
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Vienna, Austria
Posts: 616
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How about this:
Despite a popular rumor you can construct Carrier Subs. They just need to be armored.
LoD
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February 26, 2001, 18:34
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#7
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Settler
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Brooklyn NY
Posts: 22
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Wow! Until now I'd had no idea there was a "save build queue" feature! Thanks!
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February 27, 2001, 10:47
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#8
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Warlord
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Sep 2000
Location: scottsdale, az
Posts: 104
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Before you have the proper tech (Centauri Something-or-other), you are prevented from any terraforming before fungus is cleared. Pressing CTRL-SHIFT-S will build the road-farm-sensor complex on a tile without an error msg and apparently without spending turns to expunge the fungus. I've tested this a few times and it seems the turns required are the same with or without the 'pink stuff'.
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February 27, 2001, 15:02
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#9
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King
Local Time: 21:06
Local Date: October 30, 2010
Join Date: Mar 2000
Location: & Anarchist
Posts: 1,689
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quote:

Originally posted by LoD on 02-24-2001 07:37 PM
How about this:
Despite a popular rumor you can construct Carrier Subs. They just need to be armored.
LoD
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I couldn't in SMAC, even if they were armored. I always armor transports, and it would always freeze up a space in the DW. I don't think I've tried it in SMACX though.
Although now that I think about it, maybe it was the Carrier/Repair bay I souldn't build.
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February 27, 2001, 16:29
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#10
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Warlord
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Sep 2000
Location: scottsdale, az
Posts: 104
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February 27, 2001, 16:31
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#11
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Warlord
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Sep 2000
Location: scottsdale, az
Posts: 104
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quote:

Originally posted by Ogie Oglethorpe on 02-27-2001 12:14 PM
IIRC,
The benefit lbores talks towards is great when building boreholes. Boreholes yield 6m/6e regardless of the presence of fungus.
Og
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Is that before or after WP? I think I've bombed out on that before WP but I'll have to try it again.
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February 27, 2001, 16:49
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#12
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Emperor
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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Lbores,
Should be regardless of aquiring Weather Paradigm Sp. The requirement is the Centauri whatchamacallit tech that allows improvments to be built in fungus w/o fungal removal. Of course to get the 6m/6e, techs to remove restrictions must be discovered as well.
Og
[This message has been edited by Ogie Oglethorpe (edited February 27, 2001).]
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February 28, 2001, 01:14
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#13
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Emperor
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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IIRC,
The benefit lbores talks towards is great when building boreholes. Boreholes yield 6m/6e regardless of the presence of fungus.
Og
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February 28, 2001, 01:17
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#14
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Settler
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Brooklyn NY
Posts: 22
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I've never tried this. So if you can build a borehole on fungus (presumably by moving your former onto the fungus square and just Shift-B?) do you get the benefits of both the fungus AND the borehole? Because then Borehole+Fungus+Manifold Nexus all together... makes me dizzy with desire to leave work and go home and try it out...
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February 28, 2001, 01:27
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#15
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Emperor
Local Time: 05:06
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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Slime,
Nope on the benefits of both fungus and borhole. Only the 6min/6E from the borehole gets counted.
Og
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February 28, 2001, 01:51
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#16
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King
Local Time: 23:06
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Saskatoon, SK, CA
Posts: 2,632
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You can build farm/road/solar on the non-rocky volcano squares by using the crt-shift-s (I think that is the key combo for that).
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