Announcement

Collapse
No announcement yet.

about Global Warming

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Last thing

    I will have to check to see if I can trigger an absolute stop to ecodamage, some final limit. However I suspect that this was not what happened. As Ned has pointed out, the number of minerals you can produce per base without causing any ecodamage is increased by one mineral for each and every fungal explosion and by a further one for each and every tree farm/hybrid forset/centauri preserve or temple of planet ( I'll just say treefarms for the rest of the post but I mean all 4) BUILT after the first fungal bloom. I suspect that what happened to you was that the number of blooms and facilities were enough that even a super high mineral base was insufficient to do further damage. You probably had several dozen blooms and a fair number of treefarms.

    So you may have made a discovery unless what you saw could not be explained by this phenomenon. To test this you would have to ramp up the mineral production even further and build no further treefarms to see if you can cause another bloom

    An easier method to avoid ecodamage is a s follows --a player could assign two or three bases to do nothing but build tree farms after the first bloom ( build and then sell off since the formula depends on the number of treefarms "built", not "in existence") . So you trigger a bloom as soon as possible and don't finish any treefarms until after that bloom as any prior treefarms will apparently not add to the clean mineral limit of the base. Building 50 treefarms would mean that all your 50 mineral bases are totally clean. If you have 30 bases with all 4 facilities built then that 120 clean minerals right there.

    The link is here to the article http://apolyton.net/misc/column/175_ecodamage.shtml

    I have also bumped a thread of most useful strategies. I learned a lot from what the other posters considered to be " most useful"..

    edit --to clarify that there are 4 facilities that impact clean minerals
    Last edited by Flubber; May 28, 2003, 14:28.
    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

    Comment


    • #17
      Well, I was going to reply to Chab with a nice long-winded post, explaining the weaknessess of his 500-mineral producing base, but Flubber seems to have beaten me to it. Let me just say that after one planetbuster, he has 0 bases producing 0 minerals, and I have 19 bases producing 50 mins each. And the last time I transcended, I did it in one turn, having banked and upgraded a ton of gravship crawlers from the four corners of my map-wide empire.

      Comment


      • #18
        Hey CEO Aaron

        Yup-- I was long-winded-- but there was just so MUCH I disagreed with in Chabs post

        Anyone that plays MP long, learns to spread out the productive capacity and the secret projects-- never make it so an opponent can cripple you by hitting One base

        As for transcending, I can't IMAGINE taking longer than a turn to do it. Last couple of times, I had enough energy, crawlers etc to build both the voice and ascent about 5 times over. heck the games almost over so you can cash in everything!!
        You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

        Comment


        • #19
          Heh, I never meant to imply that your reply was too long, only that there was alot to be said on matter. Preach, brother!

          Comment


          • #20
            Global warming and rising sea levels tend to occur right around my 5th planet buster attack.

            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

            Comment


            • #21
              Originally posted by Flubber
              rushing enough to ensure a 10 mineral carryover
              What is the significance of ensuring a 10 mineral carryover?
              Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

              Grapefruit Garden

              Comment


              • #22
                Then you can rush again without penalty the next turn.

                -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.

                Comment


                • #23
                  Originally posted by Jamski
                  Then you can rush again without penalty the next turn.

                  -Jam

                  Exactly right . . . In my better bases ( with morale enhancements) I am trying to pump out a unit per turn. I will rush enough minerals so that the bought minerals plus the ones to be produced will equal the mineral cost of the unit +10. No minerals beyond this will be carried over while having less than 10 minerals "existing" GREATLY increases the cost to rush build .
                  You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                  Comment


                  • #24
                    Let me try to understand it. So you are saying suppose you are building a rover this turn and your base produces 5 minerals per turn then you rush the full amount plus 5 mineral so you will have 10 minerals left for the next turn?
                    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                    Grapefruit Garden

                    Comment


                    • #25
                      Originally posted by HongHu
                      Let me try to understand it. So you are saying suppose you are building a rover this turn and your base produces 5 minerals per turn then you rush the full amount plus 5 mineral so you will have 10 minerals left for the next turn?

                      Yes

                      The 10 minerals carry over and you can rush another unit next turn at "regular" cost
                      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                      Comment


                      • #26
                        (taking a PBEM break after just noticing that Flubber had been practicing his stealing of an SP out from under someone on me (who hadn't built it in 1 turn thinking he was otherwise occupied building his own SP) and so reduced to leaping at the opportunity to get whatever small measure of revenge is possible by jumping on his misstatements here)

                        quote:
                        Originally posted by HongHu
                        Let me try to understand it. So you are saying suppose you are building a rover this turn and your base produces 5 minerals per turn then you rush the full amount plus 5 mineral so you will have 10 minerals left for the next turn?

                        Originally posted by Flubber
                        Yes
                        The 10 minerals carry over and you can rush another unit next turn at "regular" cost
                        Well, not exactly .

                        Unless the twilight zone has visited a change in SMAC/X behavior on me since the last time I looked, if your base's production is only 5, the most carry-forward you can get is 5, any additional investment you might make will be lost. That is why it is helpful to get a base's production up to at least 10, so that if you are rolling in money, you can rush every turn without ever having to pay double.

                        Comment


                        • #27
                          Originally posted by johndmuller
                          (taking a PBEM break after just noticing that Flubber had been practicing his stealing of an SP out from under someone on me (who hadn't built it in 1 turn thinking he was otherwise occupied building his own SP) and so reduced to leaping at the opportunity to get whatever small measure of revenge is possible by jumping on his misstatements here)


                          right back -- I CAN build more than one SP at a time


                          As for my misstatement, I confess that I am usually only rushing with bases that produce in EXCESS of 10 minerals where you have to calculate how much LESS than full price is optimum. So no twilight zone . . just a guy flipping out an answer without checking it over
                          You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                          Comment


                          • #28
                            Ok, now I'm more confused. I just learned not long ago that you shouldn't rush the full amount to get 0 turn left, you should rush the full amount less 1 year and you'll have the unit the next year. Now I learn that you should actually rush more than the full amount. Do these two techniques apply to different time periods like the first one early game and the second late game?

                            As for the rush more than full amount technique, suppose you have something full cost is 40 and your mineral output is 20 then you should rush 30? or should you rush 50?

                            How does this interact with the stockpile energy bug?
                            Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                            Grapefruit Garden

                            Comment


                            • #29
                              Sorry double post
                              You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                              Comment


                              • #30
                                For facilities you should rush the number of energy credits needed to produce exactly 10 minerals more than the build cost.

                                For example you are building a facility that requires 100 minerals. You have 40 minerals already toward it and your base produces 25 minerals in excess of support requirements. Obviously you could spend 120 ec to rush the 60 minerals . 10 would be carried over but 15 minerals would be "lost".

                                Instead rush less than the full cost-- in this case 90 ec would be enough to rush 45 minerals and have a carryove of minerals. Or you could spend 70 ec which would be just enough to complete the facility.


                                None of this impacts the stockpile energy bug except to the extent completing anything allows the double counting of the minerals toward a build and then toward energy. Buildin to the exact cost or having a carryover are irrelevant
                                You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                                Comment

                                Working...
                                X