intor and a few questions

dmm1285

Chieftain
Joined
Oct 5, 2002
Messages
14
hey, im new to the forums, but have played smac and smax since they came out. I used to play in AphaHQ but they shut it down so I havent player multiplayr in a long time.

Following my induction, the people collect your most memorable writings into a holobook of wisdom entitled: dmm1285's Big Book of Recycling Tanks Humor

The ocntents:

what is the most money you have ever made a turn? WIth the peackeeprs I have made 3000 easy, and gained ~250 more for each power transmitter (this was on transcend.)

Some of the sercet projects are wayyyyyyyyy too powerful. The best example of this is the cloning vats. If you control it, you should become unsurpassed pretty easily.

Transcend mode is too easy. for the first year or so I played on citzen, and dominated the computer. Then, I switched straigt to transcend for the hell of it, and almost won the game that time. I have never lost in transcend since.

The terraform options beside forst are almost completly worthless on land squares. The forrest squares are so productive with tree farm and hybrid forrest that I alwyas just plant forrest when I micromanage.

Hurry is somewhat overpowered as it alows you to ignore mineral production to a large extent. Even in transcend mode, I can build >90% of the secret projects at one base.

You should never alow your bases to have eco damge, as minerals for the most part are negated by the hurry option.

Mindowrms suck as a unit because they can only have 10 health. If I am facing a mindworm civilization i.e. the gains I built scout patrols with hyponotic trance, and the mindowrms are bacilly screwed.

I use planned economy with deomcracy 90% of the time before I get cloning vats, then I switch to green. The Democracy and Planned dovetail nicely, as you end up[ with no efficeny penaly and +4 growth. If youbuild a child's chcre at a base, it will grow by one person every turn. Needless to say, this is better than +1 enery a square or better mndowrm capture.

I consider slecting steal tech with base option cheap becasue this effectly removes one the Consuisness's bonuses.

If a faction offers to swear a pact to serve me, I usually let them surivive as then you can buy their vote cheaply in the council isses like repeal attrocity.

I have never played as the Believers (except in scenarios).

My fav factions are (in order): Peacekeeps (well rounded, easy to crate a lot of colonies with), Morgan (gets +1 energy with wealth), and Sparta (easy to wage war with)

The stupidest secret project ever is the bulk matter transmitter, it gives you the same thing as 2 mining stations.

I never build the singularity transmitter (whatever tis called) secret project, as it can end up hurting you more than hwelping you with all the eco dmg.

Nukes are tons of fun, as they actually are like real nukes with realistic damage and consequences, my only wish is that you could use them like the tectonic and fungul missles and activate them using 'I', sometimes you do not want to attack a specific unit.

The most enery I have ever had comming from one base was around 350 (being produces, without any modifies), with a pirate base.

In all the time of playing this game, I have never built a gnejack factory or punishment spehere (though this could be useful in some situations I guess).

Also, in all the time in playing this game, Ive never put any money towards psych, I have never had reason to.

I rarely build land artillery, they seem overpriced and not too useful, if I want bombards I use ships.

Fun fact: if you have a ship equiped with marine detachment, instead of moving into an enmy square, bombard the ship a few squares away, and you still can capture it. This is a great tip if your enemy is sepreated by a landmass, your pireate duded can fly across the isthmus and take it over.

I dont like playing with the aliens much, they alwyas seemed out of place in the game to me.

The urnaium flats and geothermal shalows are my favorite landmarks by far.

I vastly prefer choppers to needlegets for an air force as they can attack as many moves they have left in a turn.

Questions or commets on my nuggest of knowlege?
 
Welcome to the forum.

I'm not sure how you can emphasize so much on population growth and still not bother to increase psych spending, and not build punishment spheres. You must have a LOT of drone problems.

Mindworms become more useful in later stages of the game when they can negate fusion, quantum and singularity reactor bonuses. They become better with higher planet ratings, and the two secret projects that give you +50% psi attack and defense. If you play the Gaians they dominate the game, especially when you selected abundant alien lifeforms.

The Singularity Transmitter secret project is still good, even with the eco-damage because by this time fungus provides a lot of nutrients, minerals and energies anyway.
 
Originally posted by S1m0ne
Mindworms become more useful in later stages of the game when they can negate fusion, quantum and singularity reactor bonuses.

If anything, I would say the opposite, with mindworms being useful only in the earlier game when everyone only has has fission. What do you mean by negating the power plant bonuses? If you face a demon boil vs a trance souct partol, the scout partol will win beacue it has 3x as much health.
 
Originally posted by dmm1285


If anything, I would say the opposite, with mindworms being useful only in the earlier game when everyone only has has fission. What do you mean by negating the power plant bonuses? If you face a demon boil vs a trance souct partol, the scout partol will win beacue it has 3x as much health.

What I mean is that a demon boil mindworm fighting a green singularity engine unit will win because in psi battles, both units have 10 health points no matter what power plant you have. The AI really doesn't emphasize a whole lot on trance, especially later on in the game.
 
Originally posted by S1m0ne

both units have 10 health points no matter what power plant you have.

thats wrong, at least in smacx, trandscend difficulty, the scout partol will defintely have 30 health, and the mind worm will have 10. Trust me, this is true, I once tried a huge minworm assualt with the Planet Cult and got owned because of the hit point discrepency. Mindworms tend to work great against factions that build big, expensive units like the Univeristym and not so good against factions who go quantiy over quality like the Hive.
 
The quantity vrs quality mind worm attack issue is true, but for battle resolutions, all units have 10 hp vrs mind worm attacks.
 
Also as the believers I have gotten up to that energy cash flow many times with 0% psych. This was with my Free Market / Punishment sphere set-up though. With Cybereithic and democracy (thus +4 eff) I would go 100% economy and get tech from proboe and sumited factions.
 
Like most of the threads for this game, just when it gets interesting, it stops.

These are very good points you guys are making. It brings out the nuances of the game as each trys to prove his point.

Too bad it doesn't last.
 
A few weeks ago I decided to install SMAC and SMACx on my XP system. I had it running a few years ago. After having trouble getting it to work I gave up. For some reason I came here and through some tips and the power of Google, I got both games to work.

I was so happy to have these games available again that I fired them up and thought to play with my favorite, the Spartans. After building only two cities and spending too long in terraforming, I decided to build some ships and explore my surrondings. You see, I was on an island. Soon I was running into a continant and the first faction I run into is the Belivers. Not liking Miriam's attitude, I sunk one of her transports and she was seething. As I hightailed it out of there I passed by a few cities of the Pirates. A couple of turns later I was offered a map of Miriams land and I only paid 50 credits for it. By this time I had built my third city, in the ocean. I took a look at the Belivers and to my surprize they had over a dozen cities. Before I could freak out I was informed of Morgan's attempt to corner the market and I was to stop him by attacking his capitol. I had no strength so I ignored that message. A few turns later Morgan won the game. What a fun reintroduction to this game world.

P. S. I started on level Talent
 
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