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Old April 6, 2003, 16:24   #1
Andemagne
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What Do You Do When.....
all your opponents (6) all team up againts you and decide to melt polar ice caps?

stop playing? or put your formers to raise your land mass? or what?
does launching solar shade counter this in any way?
is there a way to turn off melt polar caps/launch solar shade?


and how do I remove sea colony pods alltogether from the game?
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Old April 6, 2003, 17:01   #2
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You could teach your citizens to swim...
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Old April 6, 2003, 17:05   #3
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hmmm, it depends on how well off I am. I think building pressure domes would be the best solution....raising the land mass is only a temporary solution because eventually the land will end up getting flooded.

My encounters with flooding usually ends up with a ice cap melt, vote for a shade, but all the ecological damage ends up raising the water level anywyay.

I'm not sure how you can remove sea colony pods from the game.

You plan on winning by drowning everyone?
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Old April 6, 2003, 17:05   #4
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I think you can remove melt polar caps/launch solar shade by going into alpha(x).txt and changing the tech needed for each to an empty tech/one really far in the game.
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Old April 6, 2003, 17:07   #5
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to remove sea colony pods: go into alpha(x).txt, set colony pod value to something atrocious and remove the sea colony pod from the list of units that pop up in the design workshop(not sure how you do this) then add every type of colony pod unit you think you'll need with appropriate costs (same here).
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Old April 6, 2003, 17:16   #6
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Old April 6, 2003, 18:41   #7
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Quote:
Originally posted by Patashu
I think you can remove melt polar caps/launch solar shade by going into alpha(x).txt and changing the tech needed for each to an empty tech/one really far in the game.
Change the following bolded words to Disable in alpha(x).txt and it will remove the options from the game:

#PROPOSALS
Launch Solar Shade, Space, Global Cooling; Sea Levels Drop
Increase Solar Shade, Space, Global Cooling; Sea Levels Drop
Melt Polar Caps, EcoEng2, Global Warming; Sea Levels Rise
If see levels rise and raising land is not really an option, then build pressure domes, then ships and heliocopters. If you're playing against the AI, then the game is mostly won, because they are worse at sea combat than land combat, IMO.
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Old April 6, 2003, 21:51   #8
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Quote:
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hmmm, it depends on how well off I am. I think building pressure domes would be the best solution....raising the land mass is only a temporary solution because eventually the land will end up getting flooded.
I disagree. If you have a well developed empire and a number of formers, it is possible to stay ahead of all but the very worst sea rises. With a little planning you simply pick a few points and just keep raising them to 2000+ or 3000+ m. In either case this prevents the surrounding tiles from drowning.

When raising land, I gang-form with 3 to 4 formers raising a single tile. If you have 16 + formers available you could have 4 or 5 former teams working. Unless sea rises are massive ( ie after major atrocities), these teams can keep a LARGE amount of territory out of the drink-- using the adjacency rules.
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Old April 6, 2003, 22:13   #9
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Hmmmm, the last time I tried to fight of "The Flood" it didn't work. The sea level was rising so fast my Formers couldn't keep up and half my bases without Pressure Domes ended up drowning. Maybe it was due to Morgan's Borehole's and my generous use of Fusion/Quantum/and Singulairy Planet Busters...
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Old April 6, 2003, 22:18   #10
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Quote:
Originally posted by Frankychan
Hmmmm, the last time I tried to fight of "The Flood" it didn't work. The sea level was rising so fast my Formers couldn't keep up and half my bases without Pressure Domes ended up drowning. Maybe it was due to Morgan's Borehole's and my generous use of Fusion/Quantum/and Singulairy Planet Busters...
Flubber's tactic works well, but it can be hard to get the hang of if you haven't done it a lot. I'm getting O.K. at it, but I still experience a lot of "washing", where a tile goes undersea, then is raised back up and the improvement is gone.
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Old April 7, 2003, 01:28   #11
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I prefer to use Pressure Domes.
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Old April 7, 2003, 01:55   #12
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Pressure Domes, Sea Formers, Trawlers, and Fishing Poles.
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Old April 7, 2003, 02:41   #13
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What you need, sir, is new Maxie's Ultra Super Absorbent Coagulating Wingnut with Inner Tortion Springload Maximal Support Strap-on.

Available only by catalog order from Climactic Research Center.
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Old April 7, 2003, 05:08   #14
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Old April 7, 2003, 05:26   #15
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Old April 7, 2003, 11:28   #16
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Old April 7, 2003, 11:47   #17
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Quote:
Originally posted by Frankychan
Hmmmm, the last time I tried to fight of "The Flood" it didn't work. The sea level was rising so fast my Formers couldn't keep up and half my bases without Pressure Domes ended up drowning. Maybe it was due to Morgan's Borehole's and my generous use of Fusion/Quantum/and Singulairy Planet Busters...
In that case, I find sea rises to be less of a problem since I am losing improvements to fungal blooms and to hordes and hordes of native life.
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Old April 7, 2003, 11:53   #18
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Quote:
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Flubber's tactic works well, but it can be hard to get the hang of if you haven't done it a lot. I'm getting O.K. at it, but I still experience a lot of "washing", where a tile goes undersea, then is raised back up and the improvement is gone.

I have experienced washing in the past but now I simply make a decision as to whether I want sea tile improvements and place a pressure dome or land improvements. I have never experienced washing on a tile that is 2000m + and by pulling seveal peaks to 3000m+, I have little problem keeping my empire out of the drink.

Thinking about it, if your spacing is even moderately close, you can have formers form 3-4 bases terraforming a single point that keeps them all ouyt of the water. The only crazy part might be if you get to the point that land is dropping thousands of metres but usually when that happens, " washing " is no longer an issue as you are being swamped by fungal blooms.
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Old April 7, 2003, 17:55   #19
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Quote:
Originally posted by Flubber
I disagree. If you have a well developed empire and a number of formers, it is possible to stay ahead of all but the very worst sea rises. With a little planning you simply pick a few points and just keep raising them to 2000+ or 3000+ m. In either case this prevents the surrounding tiles from drowning.

When raising land, I gang-form with 3 to 4 formers raising a single tile. If you have 16 + formers available you could have 4 or 5 former teams working. Unless sea rises are massive ( ie after major atrocities), these teams can keep a LARGE amount of territory out of the drink-- using the adjacency rules.
this souns good.

thanks also to Static Universe for the tips.
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Old April 7, 2003, 17:58   #20
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Quote:
Originally posted by Frankychan
You plan on winning by drowning everyone?
no I plan to prevent everybody else winning by preventing their attempts to drown me.

Alinestra:
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Old April 7, 2003, 19:32   #21
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See, wool is super absorbant so if you have enough sheep...
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Old April 10, 2003, 16:43   #22
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but still I'm looking for information about how to get rid of those evil sea colony pods?
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Old April 10, 2003, 17:24   #23
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I believe if you remove it from the autodesigner list, the AI won't build them, for the same reason the AI doesn't build foil probes.
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Old April 10, 2003, 17:37   #24
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I believe if you remove it from the autodesigner list
and how do I do this?
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