2 questions on aftermath of intensive drone riots

sendos

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Usually I can settle them easily and there's a topic already on it, but I want to know:
Can AI lose bases due to intensive drone riots?

I've had one weird case when I was the Data Angels, I had Free Market (-6 police) and one of my bases, not having any drone riots, was lost to the drone faction. :confused: This happened a long time ago, so I may be forgetting some important information causing this.
 
My guess is, your base was in fact rioting, maybe pop up message was turned off. Free Drones have a greater chance to "capture" such base, 75%. So all factions can receive rioting base.
Iirc, the base would have to be in revolt for longer than 1 turn, but maybe someone would confirm this, I'm not sure.
 
the base does have to be rioting for at least 2 turns, it goes: riots, riots intensify; building destroyed, city flips.
 
It CAN Flip after 2 turns, Doesn't mean it will. You may have had your base mind-controlled. There is a well-known BUG with the Probe rating in that it 'rolls over' at +4 so that the data angels natural +2 probe in combination with their free covert ops center causes them to become vulnerable to probe team actions (instead of immune)
 
I doubt that the base, without my notice, suffered the drone riots, but I think it simply flipped without drone riots. :(
 
There is a probe team action called mind control, it allows the probe team to sieze control of a base and all units garrisoned within (and I believe within the city radius too).
 
Mind control takes the base and all the units within just the adjacent tiles, but you'd see if they did that, and could declare war on them, they must have used the TOTAL THOUGHT CONTROL probe team action which is less likely to succeed, but if pulled off is undetectable.
 
Another thing: the harder the game is, the faster the base can flip.

Anyway, it must have been a glitch or I might have forgot something which may be resulting in this quantum loop talk about why my base flipped without any drone riots (let alone receive a notice about it. I don't click on "dont show as popup"); so thanks anyway.
 
a good way to defend against such probe team actions is to have a "defensive" probe team in a base. The cheapest one, early in the game is probe team on infantry chassis, 0-1-1. It costs only 2 rows of minerals. Because it is supposed to be stationed in a base, it does not need faster rover chassis, on occasion it can still perform some actions in the vicinity of a base, more far away, if along a road. Also, later in the game, such infantry probes can be elite, so will have +1 move point.

There is more to probe teams, you can equip them with various armors, reactors, that will influence cost. It's actually quite fun to design such units.

Probe teams fights is yet another aspect of the game - they use morale to determine their strength.
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And something else about probe team action:
- zone of controls - there is cloaking special ability allowing regular military units to move inside zones of control of enemy units. This special ability comes late in the game, but in early game probe teams can be used to do it. They can move inside zone of control anyway, so you can send one tile a probe team first, then according to the rule that you can enter a tile where you have already at least one unit, a regular unit can enter that tile too. Good way to sneak by enemy sentinels, which otherwise would block passages due to zones of control.
 
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