April 13, 2001, 10:33
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#1
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Deity
Local Time: 01:11
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 21,822
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Fungicide
I've only been playing SMAC for a few weeks, but I've had Civ2 for a year, and I've developed my own little strategy: kill every fungus square on the map!(or at least in my territory)
What do you poeple do, who've had SMAC longer than me.
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April 13, 2001, 19:51
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#2
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King
Local Time: 00:11
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Toledo Ohio
Posts: 1,074
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I tend to avoid tampering with large patches of fungus. Too much work. I would probably build forests near the edge of a large patch and if they grow into, then the grow into it. Less work for me. Otherwise, I just have too many darn'd good things to do with my formers other than toiling in the fields of fungus. Raise a mountain, tap a river, drill a borehole, the list goes on...
[This message has been edited by WhiteElephants (edited April 13, 2001).]
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April 13, 2001, 21:18
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#3
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Chieftain
Local Time: 05:11
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 34
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Two words: Xenoempathy Dome. If you're the one that builds this secret project, you can replace most/all your roads with fungus. Invading units will be slowed down, while your reinforcements reap the 3x movement benefit of roads. Great home defense.
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April 14, 2001, 00:25
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#4
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Chieftain
Local Time: 00:11
Local Date: October 31, 2010
Join Date: Jan 2001
Location: New York, NY
Posts: 57
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You should read Vel's excellent guide to SMAC/X. Fungus can be a real boon depending upon your faction or style of play. If you're a green faction, fungus gives you a lot of resources and serves as a free breeding ground for mind worm units you can use to conquer your neighbors.
------------------
Brother Locus of the Peacekeepers
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April 15, 2001, 05:24
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#5
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Beyond the Sword AI Programmer
Local Time: 18:11
Local Date: October 31, 2010
Join Date: Oct 2000
Location: I am a Buddhist
Posts: 5,680
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I used to like exterminating the xenofungus, but now I tend to leave a few tiles of it, because they can be used for mindworm resting places, and if possible ecodamage induced fungal pops always appear next to existing fungus so by having a few rocky/fungus tiles you can predict where new ecodamage happens, and prevent it appearing on the condensor. I also plant fungus under some boreholes, so I can defend the tile with the +50% defense bonus.
A fun "xenocide" strategy is covering the world in forest, level rocky/fungus tiles and leave the fungus at the mercy of the forest. The rest of the time my formers are too busy raising mountains and tapping rivers (and planting forest!) I've never quite suceeded in completely exterminating the xenofungus, but one day...
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April 15, 2001, 09:27
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#6
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Prince
Local Time: 13:11
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Next to your Mama
Posts: 616
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April 16, 2001, 13:54
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#7
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Prince
Local Time: 00:11
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Washington, DC, USA
Posts: 565
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I leave it in place except when it's right next to a base or crawler park (it's good to avoid those nasty surprises). Seafungus: I always remove at least one coastal fungal square, and cut a channel to open water for ships to get out without being slowed down -- but won't remove all of it. Let the kelp growth take care of that and use the seaformers more productively.
For the mid-game expansion, having a good mix of fungus/ nonfungus squares is great, since it's decent initial resources to sustain young bases until the formers get cranking. I might feel differently about the fungus if I weren't such a huge XenoDome fan.
---
For I Have Tasted the Fungus.
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