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  • #31
    Do we know what techs we start with? Will formers and tanks be available at all? Otherwise many of these queue suggestions are moot.
    "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
    "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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    • #32
      Why do we need an extra scout? The Independant Scout will serve us well enough to start with, and I'm sure we'll manage at least 1 Unity Rover pop at some point. Building so many things so soon when we have so few minerals is a waste.
      Veni Vidi Castravi Illegitimos

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      • #33
        Originally posted by moomin
        Do we know what techs we start with? Will formers and tanks be available at all? Otherwise many of these queue suggestions are moot.
        we start with biogenetic (tanks) and centauri ecology will be our first tech for formers.

        maybe the HQ can build a pod first, but after that

        formers/pod/scout/pod/facilities OR SP's.

        as the vel guide says, it's important to get the formers out as soon as possible planting forest, so we can get our pods out faster relative to our opponents. and it's true.

        EDIT: i just checked my monument thing, and i finished the WP in 2152.
        Last edited by Method; August 31, 2002, 12:05.

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        • #34
          How many established bases before committing to an SP such as the WP?

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          • #35
            1st base-pod/former/scout/WP
            2nd base (free pod)-former/pod/scout/HGP
            3rd base (1st base's pod)-former/pod/pod OR scout/VW
            continue like that.

            to answer your question, 3.

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            • #36
              I assume you intend to build a garrison before starting on the rest of the queue?

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              • #37
                Thank you, Archaic - I didn't remember that scout.

                How about this then:

                Garrison/CP/Former (when we can)/Scout

                I think we need another scout in case the first gets wormed and so we can explore two directions simultaneously. I maintain that an early CP is vital and a former as soon as we can is alos a damn good idea. Tanks come soon after this lot.
                Consul.

                Back to the ROOTS of addiction. My first missed poll!

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                • #38
                  We're near the Unity Wreckage. Let's make use of the Mining Laser (Which may possibily Independant if we're lucky) and the Unity Scout Chopper. No need for extra scouts afterall.
                  Veni Vidi Castravi Illegitimos

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                  • #39
                    Damn - we chose the Planet map? Well that's so much less everything...
                    OK -scouts are less important - some of us know where everything is. My queue stands - that should be a dozen turns or more easily.
                    Consul.

                    Back to the ROOTS of addiction. My first missed poll!

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                    • #40
                      no unity wreckage on SMAC map. only SMAX.

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                      • #41
                        Correct me if I'm wrong, but isn't the wreckage there anyway in SMAC so long as the SMAX expansion is installed alongside it?
                        Veni Vidi Castravi Illegitimos

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                        • #42
                          no.

                          (and i tested it)

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                          • #43
                            Originally posted by Archaic
                            Correct me if I'm wrong, but isn't the wreckage there anyway in SMAC so long as the SMAX expansion is installed alongside it?
                            The "no" answer makes sense - what would happen to all the SMACers that loaded the game ?

                            I'll go with Garrison/CP/Former for our first base, though I don't like more Scouts...

                            Z

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                            • #44
                              Do you think that we will play far enough in the first set of turns to worry about the fourth build?

                              Until I get any grave concerns, my decision for the queue is as I mentioned before:

                              Garrison/Colony Pod/Former (when we have the tech)/Scout

                              Base2 - well we will need to start a poll on the base location when a few turns of exploring are done with, but let's get discussion going now.

                              Should the first things this base builds be any different? Garrison/CP/Former again (just no Scout)?

                              I am not fully au fait with the specific early game strategies - is there some base specialisation that is worth considering? For instance if it is a good enough site, would Garrison/some SP be considered a good idea in our cases?
                              Consul.

                              Back to the ROOTS of addiction. My first missed poll!

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                              • #45
                                I should've said patch 4 installed in retrospect, since I know they added the certain landmarks at that time. But oh well, if it's not there, it's not there.
                                Veni Vidi Castravi Illegitimos

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