wierd ideas in smacx

Sexymindworm

Chieftain
Joined
Apr 4, 2009
Messages
26
A guy in another thread here came up with a real unique idea... building a base on a sensor ...
Just wondering since this has perked my interest now, does anyone know any more unique ideas in the game - along the same lines as the one ive just mentioned? think it could be an interesting thread and could possible extend the games playability...

Be interesting to see what ideas come forward, but if there's no interest no worries , but be interesting to see what others have found?
Even unique units , since the games got so many choices in variations i for one would be interested to hear of any...

cheers.
:D
 
You can also build a base on a condensor. I used that once when I wanted to establish a base in the Dunes.

One weird thing. If you are the pirates and there is fungus on a shelf square and you lower the square, then there is no fungus and you can establish a base on the ocean square. But if the square is raised again (perhaps from a land square two squares away being raised), the base is now on a fungus square. I believe if it is attacked, it does get a defensive bonus from the fungus.
 
Something weird to do. Sink a monolith. Once you have Doctrine: Flexibility and can lower terrain, send a sea former to a square next to a coastal monolith. Lower the shelf to ocean and the monolith will now be a shelf monolith. Now you can upgrade and repair naval units.
 
I like to raise nearly my entire map to land in the late game, and tectonic missles in SMACX come in very handy for that.

When I'm doing that kind of running out the time-limit stuff, I like to leave one water square at one of the poles with a base on it, which I give the single remaining opponent I've left alive, then wipe out his land base releasing mindworms next to it. The sea base commands no territory, and can only work the four rocky pole squares of land surrounding it. They never give me any trouble after that, and I'm basically playing SimCity on Planet until 2500...
 
One of my favourite weird unit is the land-transport with drop pod (after MMI). It is very effective for late colonization. You load up the colony pod into it in the base that made the colony pod, drop to the desired location (upto 8 squares), then make the new base next turn, then you can jump back with the transport from the new base.
This way you significantly reduce the time between creation of the colony pod and establishment of the new base. Much more cost effective and faster than pre-building roads to the location.
 
HoverColonyPods. In late game when I'm making lots of minerals per turn with my bases, sometimes I want to start a new base where the magtubes haven't gone yet. By the time I have the hover chassis technology, I can often build the pod in a turn, fly it 16 squares away and start a base on the next turn. Won't found seabases, though...
 
zsozso, once you get the Space Elevator, do you use this tactic to explore new continents?

Not so much to explore -- I usually have some satellite before building the Space Elevator, so the whole map is revealed by then. However, with the Space Elevator, the drop-transport becomes an efficient tool to carry alien artifacts back to your bases. In the late game, when you get the map revealed, you spot some left-over pods. You send some unit (possibly with drop-pod) to pop it, if it turns out to be an AA, it is often cumbersome (slow) to get it back to your bases. In these situations you can use the same tactic I described with a colony pod to get the AA from those far hard-to-reach places back to your main bases in 2 turns.
 
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