April 11, 2003, 17:01
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#1
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Chieftain
Local Time: 17:32
Local Date: November 1, 2010
Join Date: May 2002
Posts: 67
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Interesting Terraforming Method (?)
I was just playing some SMAC/X, when a thought struck me. Can an exploding Scout Patrol unit clear improvements? And if improvements, why not fungus?
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April 11, 2003, 17:52
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#2
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Queen
Local Time: 19:32
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 5,848
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I've never had a self-destructing unit actually hurt anything, unless it had a Fusion reactor or higher.
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April 11, 2003, 21:00
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#3
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Warlord
Local Time: 09:32
Local Date: November 2, 2010
Join Date: Feb 2002
Location: The mechanical dragon
Posts: 164
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I don't think that works. you can terraform with fungal/tectonic missiles and even planet busters though.
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April 12, 2003, 09:34
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#4
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Warlord
Local Time: 23:32
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Las Vegas, NV
Posts: 156
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AFAIK Patashu is correct. SMAC(X) is my favorite game because of all the terraforming options you have. As a builder I love to change the land and maximize what I can get from it.
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April 12, 2003, 13:56
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#5
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King
Local Time: 00:32
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Empires were built by dictators, not democracies.
Posts: 2,869
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Usually with terraforming I just stuck mines on all rocky squares then set all formers on fully automate. Now though i'm going absolutely crazy starting boreholes everywhere possible and just filling the other squares with condensors or forests, if i get the WP poor planet is screaming for mercy
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April 12, 2003, 14:25
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#6
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Prince
Local Time: 19:32
Local Date: November 1, 2010
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Re: Interesting Terraforming Method (?)
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Uchuu-kun[SM42] asked:
I was just playing some SMAC/X, when a thought struck me. Can an exploding Scout Patrol unit clear improvements? And if improvements, why not fungus?
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Self-destruct affects only units, not terrain. Not being very efficient, it's best used against pre-softened units (artillery's redemption). As noted by Alinestra Covelia: it does require higher reactors, and I, too, have never had a self-destructed unit damage anything except itself.
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April 12, 2003, 14:56
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#7
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Deity
Local Time: 00:32
Local Date: November 2, 2010
Join Date: Sep 2002
Location: On a Board Walk
Posts: 11,565
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Neither have I, had any luck with self destruct units.
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April 12, 2003, 18:31
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#8
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Warlord
Local Time: 09:32
Local Date: November 2, 2010
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Posts: 164
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Won't artillery remove improvements though?
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April 12, 2003, 18:38
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#9
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King
Local Time: 23:32
Local Date: November 1, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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Artillery will remove man-made terraforming improvements, as will air-strikes, but shelling fungus just increases the likelihood that a mindworm will emerge, angry and looking for trouble. Only formers can clear fungus, or the occasional forest expansion.
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April 12, 2003, 19:20
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#10
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Warlord
Local Time: 09:32
Local Date: November 2, 2010
Join Date: Feb 2002
Location: The mechanical dragon
Posts: 164
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Too bad you can't have artillary(ranged) formers...dunno how they'd work though.
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April 12, 2003, 22:19
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#11
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Prince
Local Time: 19:32
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Location: Eurytion Mining Camp: 100°C dayside, 100°F nightside.
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Artillery affects improvements only when there is no unit in the space.
I discovered this when naval-bombarding an improved coastal space from the second sea square out. I knew the square had been improved from previous investigation, but could not now "see into" the square.
Instead of destroying the improvement as I intended, my artillery damaged units which had moved in during interim turns while my ship was not adjacent.
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April 13, 2003, 00:49
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#12
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King
Local Time: 23:32
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Posts: 1,058
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I suppose there could be a couple of uses for a terraformer who could make changes at range, but mostly I'd rather have 2 cheap formers than 1 pricey one, at least until I get Super Fusion formers.
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April 14, 2003, 05:34
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#13
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King
Local Time: 01:32
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,082
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Re: Re: Interesting Terraforming Method (?)
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Originally posted by gwillybj
Self-destruct affects only units, not terrain. Not being very efficient, it's best used against pre-softened units (artillery's redemption). As noted by Alinestra Covelia: it does require higher reactors, and I, too, have never had a self-destructed unit damage anything except itself.
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There was a thread here some month ago about self-destruction damage (or was it at CGN?).
Strictly speacking, "not efficient", "best use", "require higher reactors", are just (legitimate) personal preferences or opinions.
Offhand, I think to recall that the damage inflicted was
Weapon*Reactor/2 hitpoints
That is, a self-destructing Fission Impact unit would cause 2 hitpoints damage, a Missile unit 3 HP damage, a Chaos one 4 HP, a FusionLaser one 5 HP.
That is, you'd need 2 10-weaponed units to inflcit 10HP damage. Or 2 Missile and 1 Chaos.
Mind tho, that damage is applied to EVERY SINGLE UNIT adjacent to the kamikaze and outside a base, even stacked, enemy or *friendly* (yes, you'll damage your own adjacent units too!). And regarldess to armor, morale, or any combat modifier.
In crowded places, where your attacker would have good chances to be killed after reatliation anyway, this can be eventually *more* efficient than normal attack. Think of an energy park for instance...
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It's possible to get Organic SuperLubricants (Weapon 10) before Fusion reactors, but even then Fusion shouldn't be far away neither.
According to the above formula, with Fusion Reactor the damage would be HP equal to the kamikaze weapon.
That is, with a 10-1-x*2 (or with two Gatling Fusion units) you can kill every adjacent Fission unit (of course if enemy has Fusion reactor too they'll have more HP to be consumed before dying)....
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April 14, 2003, 05:44
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#14
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King
Local Time: 01:32
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,082
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PS:
a scout patrol (or any unit with weapon=1), that is a 1-x-x*1, would inflict 1*1/2=0.5 HP self-destruct damage, rounded down to.... ZERO
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April 14, 2003, 09:06
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#15
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Emperor
Local Time: 23:32
Local Date: November 1, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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Mario,
You likely remmeber the CGN topic thread I started on self destruct units. I don't think we discussed it much here but I could be mistaken.
An add and/or clarification to Mario's points. Fusion Laser fusion reactor unit self destructs are enoughto destroy all adjacent fission units and ALL NATIVES as well as Native life is considered fission reactor. What this means is that if you have a significant fungal bloom from excessive mineral production and are about to be worm raped. A simple fusion laser (or better) fusion reactor (or better) needlejet, drop unit, chopper ,etc. can be rushed to the scene and detonated to prevent worm rape of your base.
The formula he describes appears to be correct. What's more all fractions appear to round down.
Being swarmed by noodles and choppers and you don't want to make SAM units, a self destruct(s) might be the ticket.
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April 14, 2003, 11:03
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#16
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Deity
Local Time: 17:32
Local Date: November 1, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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self-destruct was discussed in detail at CGN . It is such a powerful tactic when facing a large stack of attackers.
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April 15, 2003, 03:10
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#17
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Settler
Local Time: 07:32
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Fragrant Harbour
Posts: 15
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Quote:
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Originally posted by Ogie Oglethorpe
An add and/or clarification to Mario's points. Fusion Laser fusion reactor unit self destructs are enoughto destroy all adjacent fission units and ALL NATIVES as well as Native life is considered fission reactor. What this means is that if you have a significant fungal bloom from excessive mineral production and are about to be worm raped. A simple fusion laser (or better) fusion reactor (or better) needlejet, drop unit, chopper ,etc. can be rushed to the scene and detonated to prevent worm rape of your base.
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That's great.
Has life stage been factored in, i.e., would this self-destruction kill off demon boils as well?
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April 15, 2003, 04:41
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#18
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King
Local Time: 01:32
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,082
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Thanks Ogie
Diva, life-stage for natives (as well as morale for conventionals) influences the strength, not the health (or "constitution" ) of a unit.
That is, it's a modifier factored when you determine your unit attack/defense strength ( determining in turn the % chance to inflict/parry 1 HP in each single combat blow).
But it has no influence on the unit HitPoints: a Fission or Native unit will always have 10 HP when 100% healthy, regardless of eventually being Elite/Demon.
As I said, self-destruct damage is directly subtracted form the victim's HP, without any modifier or influence (no morale, armor, abilities, terrain...), without any possbilitly of countering it in any way (except by having "more life" i.e. higher Reactor).
In this regard, against a kamikaze, a humble Fusion Patrol (1-1-1*2) has twice the resistance of the best Fission unit you could possibily imagine (20HP vs 10HP)
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April 16, 2003, 02:24
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#19
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King
Local Time: 16:32
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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"No need to thank us Madame. It's just another day in the life of The Humble Fusion Patrol."
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April 16, 2003, 09:37
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#20
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Queen
Local Time: 19:32
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 5,848
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Man, I wish I knew this before I wrote Joe. As it is, I think a Chaos Fusion needlejet would do enough damage but all the same it's better to know ahead of time.
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