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What are the most useful strategies you have picked up here?

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  • #61
    1) I don't know about the rivers...I think you might lose it by altering the elevation...you might not. Pholus Ridge loses its +1 Energy bonus if the elevation changes, wither by former action or by earthquake.

    2) I always treaty rather than truce, if offered. Demand withdrawal is not operative with some truces, IIRC.

    3) I left click on specialists...pops up a menu box where you can select which specialist you want it to be. The box has the additional benefot of being the only in-game place I know that documents the attiributes of each specialist type.

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    • #62
      Originally posted by Jamski
      The trick is actually to kill Miraim early when she has practically NO tech If your 2-2-2 rovers are up agaists 1-1-1(fanatic) units, them its an easy ride. Use the 4-3-2 rovers these upgrade to on a tougher oponent like Yang. Don't go after Yang early because of his free perimiter defences, making even 1-2-1 units indestructible until you get better weapons

      -Jam
      Actually with the requisite amount of probes and sabotage virusing him repeatedly even the vaunted perimeter defenses are overcome.

      Which reminds me when in doubt there are usually three units I never mind producing during slow times

      a) Formers -especially once equipped with clean reactors
      b) Probe teams of all chassis flavors
      c) crawlers of all chassis flavors (duhhh!!!)
      "Just puttin on the foil" - Jeff Hanson

      “In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter

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      • #63
        Originally posted by Mr. President




        I think we have sig material here!

        I learned how to use crawlers from reading topics here, but I didn't like it so I stopped.
        Rofl. Man......I just don't know what to say about you.


        But Lal does suck
        Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically
        Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
        *****Citizen of the Hive****
        "...but what sane person would move from Hawaii to Indiana?" -Dis

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        • #64
          Originally posted by Jamski
          The trick is actually to kill Miraim early when she has practically NO tech If your 2-2-2 rovers are up agaists 1-1-1(fanatic) units, them its an easy ride. Use the 4-3-2 rovers these upgrade to on a tougher oponent like Yang. Don't go after Yang early because of his free perimiter defences, making even 1-2-1 units indestructible untill you get better weapons

          -Jam
          you were correct.

          Yang wupped me.

          I tried again, and santiago wupped me eventually, though at first it went well.

          I have avoid building artillery, but i find the ai like to use artillery for stand off attacks. Id rush with rover (4-1-2) but hard when the target base is largely surrounded by fungus (dont yet have tech to move regular units quickly through fungus) I guess in such circumstances i should either send some artillery along for counter battery fire, or attack primarily with mindworms.


          Also, my initial wars come a tad later than you are assuming, based on the unit stats above, perhaps cause im playing on huge map. I like building, but a smaller map and early war might ease beating the AI, given that the AI can never be all that good in war, and the SMAC AI seems pretty decent at expanding (well yeah they dont terraform well, but still not bad compared to the Civ2 AI)
          "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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          • #65
            Originally posted by Jamski
            The trick is actually to kill Miraim early when she has practically NO tech If your 2-2-2 rovers are up agaists 1-1-1(fanatic) units, them its an easy ride. Use the 4-3-2 rovers these upgrade to on a tougher oponent like Yang. Don't go after Yang early because of his free perimiter defences, making even 1-2-1 units indestructible untill you get better weapons

            -Jam

            You were right - yang wupped me.
            "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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            • #66
              Originally posted by lord of the mark

              You were right - yang wupped me.
              Yang can be very tough early on. Plasma steel can be obtained with a paltry 3 techs, and it's directly on AI yang's beeline toward Air power. If you're trying to get rid of him, bring along plenty of probe teams to eliminate those pesky perimeter defenses.

              With his innate industry bonuses, combined with extra support from his police politics, he can crank out a ton of attrition units, so unless I absolutely MUST tackle him head on, I prefer to simply ignore him until my tech advantage is secure.

              Once you've pop-boomed (he can't), you'll be able to roll back over and win that war of attrition, preferably with a few extra weapon techs under your belt.

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              • #67
                Here are a few things I learned about playing Alpha Centauri successfully.

                1. When playing the University, like what I do all the time, The Human Genome Project and Virtual World will make your drone problems more relaxed than those of Lal.

                2. My strategy for maximizing energy output in the midgame is to create diagonal rows on the terrain, which alternate between solar collector and echelon mirror. This generates an average of up to 4 energy per square, plus any bonuses induced by the elevation.

                3. In the early game, when you have yet to fight an offensive war and have yet to see major ecodamage, Free Market Economics isn't nearly as bad as it may seem.

                4. When you have all the technology there is, as well as the Telepathic Matrix, the Engineer Specialist will be worth more to you than the Transcend Specialist, by 1 energy credit per turn per specialist.

                5. I find it quite enjoyable to have a horde of 300 or so Clean Singularity SuperFormers of Rover chassis or faster turn just about anything into whatever my perfect terrain model is at the time.

                6. No one seems to want to get around to researching Photon/Wave Mechanics until there isn't much else available. This makes offensive units, like those with plasma shards, very valuable, and commonly built.
                Known in most other places as Anon Zytose.
                +3 Research, +2 Efficiency, -1 Growth, -2 Industry, -2 Support.
                http://anonzytose.deviantart.com/

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                • #68
                  Yang can be cracked early as follows:

                  Probe teams to take out perimter defenses and to garrison bases to prevent counter subversion

                  Infantry transports

                  Infantry best weapon loaded on transports. The extra 25% attack is invaluable.

                  Arty is also helpful in order to soften up the target and prevent heals in base.

                  Infantry transports are great in order to navigate otherwise impassible terrains such as rocky or fungus square that otherwise halt your move. The loaded unit can still attack and the transport if properly armored provides adequate defense to prevent coutner attack. Especiallly if the arty has been doing its job at softening the base.
                  "Just puttin on the foil" - Jeff Hanson

                  “In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter

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                  • #69
                    i tried another thinker game as U of P, this time at war with Santiago. made some tactical success, then forces back - the key spartan city near the frontier i was trying to take, was back behind a bunch of fungus. this slowed my attackers, who kept getting smashed by spartan artillery batteries standing off.

                    what i should have done instead - build some artillery of my own, to duel with theirs, and give the direct fire units a chance to close. Or - bring in a lot of formers and kill the fungus - even if i lose a lot of formers in the process. Or - stop trying to attack with conventional units - build lots of mindworms and attack with them.

                    In any case i quite after santiago took 2 of my bases.

                    started another game as the Hive (still on thinker) perhaps this will be a bit easier.

                    Ive ended up (i think) on the l shaped continent (huge map of planet) with lal to my south, and nobody to my north. Ive expanded rapidly, to point where im 1 or 2 in power. and giving zhakarov a run for his money on tech. Ive built WP and command nexus. Im pushing my frontier with Lal by building bases. His UN HQ is close to the frontier. Now building up army, will then try to provoke him to war.
                    "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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                    • #70
                      A former turn that the former is bombarded doesn't count toward accomplishing the terraforming. If you want to terraform in the face of enemy artillery, you have to take enough formers to do the job in a single turn. Alternately, stack several of your own artillery pieces with the former(s). Remember, though, that losing an artillery duel in the open results in collateral damage to whatever forces you have stacked with the artillery unit just destroyed.

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                      • #71
                        LoTM, it seems to me like you're breaking yourself trying to wipe out momentum factions with something approaching technological parity. By all means, capture what bases of theirs are convenient, but if you find yourself getting bogged down in a prolonged conflict, you're going to waste tons of turn-advantage building attrition units.

                        Your best bet is station a strong enough garrison to discourage all but a full-scale assault, then proceed to build your empire. Once you have air power their defensive terrain isn't nearly so useful.

                        If you MUST take the base, here's an idea: Move a couple formers to the front, but outside the base's artillery range. Plant forests. Wait for said forests to spread into the adjacent fungus tiles, then use an artillery piece of your own to destroy them, once the fungus has been removed. Now your rovers can roll in unimpeded. Admittedly this strategy requires patience, but will save you many turns of wasted builds on attrition units.

                        That trick won't work if the fungus tiles are on rocky terrain. However, rocky-fungus tiles are like pre-made little bunkers. Build 3 or 4 best armor infantry with com-jammers, then move them all on to the rocky/fungus tile at once, along with your rover force and a couple of probe teams. Unless Santiago has a TON of artillery, your garrisons should be able to preserve your rovers in relatively good condition for their assault.

                        Nevertheless, I can't emphasize enough that if you're not going to win a war quickly, don't bother. Just contain them and continue to grow. As a builder, time is on your side.

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                        • #72
                          As a builder, just hold, hold, hold some more, hold, get airpower, get copters get drop-pods get on the attack THEN.

                          -Jam
                          1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                          That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                          Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                          Taht 'ventisular link be woo to clyck.

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                          • #73
                            In a Builer's case, the best offense is a Good defense. Or having enough money & probe teams to subvert your way to dominance!
                            "Close only counts in horseshoes & Fireball Spells!!!" From "Tangled Webs

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                            • #74
                              Or just build everything and then transcend. I normally don't become offensive unless somebody is too close to me so that it hinders the development of my empire.
                              Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                              Grapefruit Garden

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                              • #75
                                ~Grins~ Yes, that way is preferable, HongHu. However, the AI always tries to mess you up. Also, in MP you can't be that passive, because someone will be targeting you ASAP.
                                "Close only counts in horseshoes & Fireball Spells!!!" From "Tangled Webs

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