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  • creating custom units

    What custom units do you build and why? I'm asking because it might help me be a better player. Depending on the amount of psi-combat I build trance or empath units, and recently I've begun using sporific gas units. (do they really help?)

    But I've made some other units depending on circumstances. Once when I had a lot of sea bases I made foil crawlers and it really helped mostly due to the fact that my bases were well protected. (I also made them trance capable and armored them)

    What units have you made that didn't work out? I put a trnasport module on a needlejet once, during one of my first games of SMAC. I thought the troops would be able to exit the plane in flight. OOP! That was stupid.

    Recently I thought of making a personnel carrier with an armored rover chassis and a transport module. The hope was/is to ferry troops around faster without using their movement points. Unfortunately I don't think such a vehicle would be useful because it would be shot to pieces in the post D:AP times and if it was heavily armored and had AAA capability it might cost more than its worth. (more than drop troops probably)

    Any suggestions or ideas? I'd like to hear 'em.

    D4
    "I know nobody likes me...why do we have to have Valentines Day to emphasize it?"- Charlie Brown

  • #2
    Here's a pretty good thread very similar to this one:


    My personal favorite unit is the needlejet colonypod. A flying base maker is a pretty worthwhile investment for me

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    • #3
      I like to use teams of units...for example, if I wanted a team that was almost invincible, I would do this:

      Unit 1: (both have same chassis, just depends on the situation)
      Handguns
      Highest possible armor
      Trance
      AAA

      Unit 2:
      No armor
      Highest possible weapon
      Nerve gas (if you want)
      The psi-attack enhancer (ARG I can't remember what it is called)

      This way, you have a relatively cheap unit designed to defend, and a relatively cheap unit designed to attack...you can modify to fit your current tech/situation.

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      • #4
        Good for water psi combat:

        Isle Killer:
        6re-1-sea (any) + trained

        Isle Defencer
        1-3rt-sea (any) + clean

        or the best- Empath Hovertanks! They rock (the mindworms)!
        ... This body holding me reminds me of my own mortality...
        ... Pain is an illusion...

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        • #5
          Sometimes, in the late game, I will use psi-assault tanks with a dissociative wave and a blink displacer, thus letting me cut straight to the heart of the enemies defense, and not having to worry about trance. Pretty costly, though.

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          • #6
            WAVE and drop pods.

            WAVE is absolutely necessary to defeat AAA for your Choppers, and ECM for your tanks.

            Drop pods allow infrantry to keep up.

            Ned
            http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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            • #7
              Drop scout patrols. Very very cheap, and great for irritating an enemies zone of control.
              Also, drop in, and destroy an enhancment. Roads and sensor arrays right off, but mines and boreholes are fun too.
              Or drop in on an empty city and obliterate it. Great for first strikes if you don't know if you can hold territory.
              And remember, they are -dirt cheap-.

              Scout artilery. Just as cheap as scout patrols, but now you can shell cities and keep the troops inside from healing. Swarms of these guys can be a big pain. Combine with drop pods for nasty back-ranks action on your enemy.

              Drop colony pods.

              Drop probe teams. Cause nightmares.



              And a few I keep secret.

              Indra

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              • #8
                It really is too bad that drop probe teams can't move on the same turn, or they'd be hands down my favorite unit. I just love the concept, and have taken to naming them variously 'Sky Shopper', 'Angel of Mercy', 'Aquisitions', and 'Drop and Shop'.

                The handy Empath Chopper is great for the high ecodamage games, but I don't usually play that way.

                And for IOD's, the bigger IOD. IOD's are the greatest.

                Units I designed but didn't really work? Well, Trance and Empath rovers are a waste in my experience. Costly, and I'd rather have non-lethal or high morale. When the worms come calling, send out the cheap 412 rover, that is, until choppers. Oh, one unit I loved, but isn't cost effective..the superfungi hoverformer. I could go anywhere and do anything with that. Really, the major pain with formers is that you can 'only' upgrade the basic ones to 'superclean' or 'superfugus' depending on need, whereas rover-chassis formers are infinately more useful. When cost permits, I try to switch to making them exclusively for upgrade to 'superclean'. that way, you can move and terraform on the same turn in many situations.

                Generally, dual-ability garrisons have failed for me, esp. once I have clean reactors. I'd rather have 3 units doing different jobs.

                Nuff said.

                Smack
                Visit Aldebaran:Aldebaranweb

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                • #9
                  Has anybody ever tried orbital insertion colony pods? Now that would be annoying.

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                  • #10
                    Indeed, with the dropeverything strategy, the race for the space elevator becomes truely insane.
                    Indra

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                    • #11
                      Shard Probability Behemoths (Hovertanks, that is). I took out Zak in about three turns, despite him having over twelve bases. They have reasonably cheap but good armour and good attack ability. Also, give them dissociative wave and either soporific gas pods or blink displacer - handy for getting past irritating Tachyon fields...
                      "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

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                      • #12
                        Garrison: Clean/AAA, Clean/ECM, Clean/Trance

                        Infantry chassis. The clean reactor is a MUST for garrison units. These units are going to be holding in your bases for a long time (you hope), and you don't want them tying up resources over that duration - the minerals consumed for support can be a sum of many times over the initial unit cost.
                        Always give them the best armor available. Upgrade continually when new armors and reactors become available. Coupling ECM with Pulse armor and Trance with Resonance armor is a fine thing to do whenever those armor types are in their primes of usefulness.
                        Hand weapons vs. laser? I find that the choice has no real impact on the game, so I choose hand weapons to keep the icons distinct from assualt units.
                        In land bases, all three garrison types are needed in the early and early-mid games. As time progresses and human technology overpowers native abilities, Trance is not essential, unless your eco-damage is engendering excessive amounts of worm activity.
                        In sea bases, it's a pretty safe bet to omit the ECM type. And again, as time progresses, the Trance variety won't be entirely necessary there, either.
                        By mid game, you should have decent energy parks of supply crawlers and foils, so cash for upgrading shouldn't be a problem. You can then build garrisons in any newly founded or newly captured bases as scout patrols, and upgrade them on a unit-by-unit basis to whatever is needed to round out the base's defenses.



                        Assault infantry: Blink

                        Best weapon and best armor. Armor cost ususally isn't an issue with infantry. Blink is certainly the ability of choice for base assualt. The second special can be left empty, but it's best to fill it with AAA, ECM, or Trance; or fill it with some mobility enhancement like amphibious pods or drop pods, as the situation warrants.
                        Build assault infantry as scout patrols, and upgrade them to whatever is necessary at the time. Change them again later as the situation dictates. For example, load a cruiser transport with scout patrols, and send it on its way. (Minimizes your losses if the transport gets sunk.) When you're approaching the coastal target, upgrade all the passengers to Blink/Amphib. Next turn, make the assault and take the base. Next turn, "upgrade" ("crossgrade," really) to Blink/AAA, or Blink/ECM, or what have you, and get ready to sweep further inland. Change them back to Blink/Amphib if you later want to take them off land and establish a beachead on the next continent, and so on.


                        Assault, rover & tank: Blink/Wave

                        Always use best weapon. Good game modeling here - infantry are most effective for base assault, while the more mobile units are better suited for use in the field. To use the higher mobility units units for base assault, the addition of Wave is essential. (Even with Wave, they're still not on-par with infantry when it comes to base assault. One must consider whether a mobile unit's multiple attack ability outweighs an infantry unit's inherent base assault bonus.)
                        Armor cost also needs to be considered. Cost vs survivability can be a tough decision. That is, until energy restrictions are lifted and your supply crawlers & foils are raking in enough to render the point moot: build rover & tank units as best weapon/no armor and upgrade each completed unit to best/best/special1/special2 or what have you accordingly. Spend some time in the workshop and see what abilities and armor can be built with the minimum time investment, and which can be had for the least expenditure during upgrade.
                        I've haven't yet been able to effectivly split combat roles and use hand weapon/best armor defense units in conjunction with best weapon/no armor attack units in the field. We do this in Civ, 'cuz that's the way it is, but I've not been able to do it in AC, 'cuz I don't have to. I find that early in the game, my mobile units are best weapon/no armor; in the mid-game they're best weapon/not-so-best armor; and by the late game, they're built as best/none, immediately upgraded to best/best, and sent through a PSI gate to emerge at a newly-conquered base on someone else's continent. Once there, they make an excellent field addition to the slow-moving Marine assault crew that just captured and secured the base.


                        Assault chopper: Blink/Wave

                        Best weapon/no armor. These are affordable, mobile, and potent. Use them. Use a lot of them. Empath is also a fine ability for choppers, depending upon with whom you're dealing.



                        Attack garrison: Clean/Wave

                        I don't know what else to call units for this role. These are best-weapon units built on a chopper, rover, or tank chassis that stay home to drive back any attempted intrusions. Like garrisons, they're probably going to be in service for a long time, so the clean reactor is a good choice. Including the Wave ability defeats any AAA or ECM that the invaders may possess. Clean/Empath is also a good choice, again, depending upon the nature of who winds up in the crosshairs.
                        The best chassis for this role is the chopper. The chopper can take out ships and native forms spotted offshore, and it doesn't have the armor cost issues associated with rovers and tanks.


                        Interceptor: Air Superiority

                        Chopper chassis, best weapon. For interceptors that stay at home like the "attack garrison," include a clean reactor as well. For interceptors on campaign, whose lifespan may be considerably shorter, the clean reactor may not be worth the extra investment. By mid-to-late game, bigger bases can probably build the clean reactor model in the same time as the model without, so go ahead and include it.


                        Cruiser Transport: Clean/AAA

                        The armoring of ships appears to bring about some debate. I'll toss this into the ring - always always always armor campaign transports to the max. Losing a fully- or half-loaded transport can be a big setback. You could go Trance/AAA, but I find that by the time I'm sending out loaded cruiser transports, native life is not a real threat, so I choose Clean/AAA instead.
                        Use these fast, heavy transports for initial assualt waves. Reinforcements then come through the PSI gate that you rush build as soon as you capture a base on foreign land.
                        I've never found the repair ability to be of much use. Once my troops disembark, they don't go back to the ship until the operation is over and they're ready to be deployed elsewhere. 'Dunno, maybe I'm missing something.
                        Deep radar should be included on best weapon escort ships. Armor and other special abilities for combat ships, such as escorts and battleships, is that ship debate that belongs elswhere.


                        Cruiser Carrier: AAA/hanger deck

                        Deliver your assault choppers anywhere in the world. Max armor and AAA, just like the regular cruiser transport. Should be escorted, just like the regular cruiser transport.
                        Good for projecting power and delivering hefty initial assault blows. However, this mobile chopper operations platform is rather vulnerable, so get your ground forces to secure a base and give the choppers somewhere else to land as soon as possible. If you know what's in the target base and are confident that you can take it in one turn, then don't send the the choppers back to the ship after their initial assaults - let them wait in the air while ground forces take the base, and then land them in the base right then and there.
                        A cruiser carrier can also be used for carting chopper reinforcements to places beyond the choppers' range, before the advent of PSI gates. (Alternatively, you might just want to fly reinforcement choppers by themselves over several turns and take the touch-down penalty each turn. Hopefully you'll have time to recup at the destination base once you arrive.)



                        Odds & Ends:



                        Formers: Clean/Antifungal or Clean/Super

                        Use the clean reactor because you expect these to be used over the long haul. Armor them to the max if you expect difficulty. In the early game, you may want to opt for Trance on foil-based formers, since the IOD's are badder than you by a good margin at this point. Once your armor is tough enough, Trance can go by the wayside and the Clean/Antifungal or Clean/Super becomes the superior model.
                        Bases with small mineral quantities can build a plain old fission former, and then the general coffers can pay to upgrade it to whatever is necessary. Since you're using clean reactors and support isn't an issue, multiple formers per base are the way to go.


                        Supply:

                        BIG difference when these are used effectively. Build them unarmored on an infantry or foil chassis, and then upgrade if necessary. Those closer to enemy lines should have best armor with AAA, ECM, or Trance. For the foil versions, deep radar comes at no cost. Supply units are inherently clean, so there's no benefit in adding the clean reactor.


                        Foil Transport: Clean

                        Use these for short-range light-duty work, like ferrying around formers, garrisons, colony pods, and crawlers. Armor them or not. Use the clean reactor because you expect them to be in service for a long duration. For mineral-limited bases, such as those recently founded or captured in the far-flung regions of the empire, just build the vanilla fission transport foil, and upgrade to whatever you deem neccessary.


                        Armored Probe Garrison:

                        Probes are inherently clean, so that ability comes for free. Armor them well (not necessarily best), and you've got decent defense against enemy infiltration. Upgrade the armor as events warrant and when you've got the spare change.


                        Drop Tank Probe:

                        Get yourself the necessary base facilities to make orbital insertions anywhere in the world, and have at it. No armor required. Do the job, and get sent back to a friendly base.



                        "Stinger":

                        Gravship with best weapon & air superiority. Go to the most remote & unreachable areas anywhere in the world and start tearing up enemy terraforming. Send them in groups, because you're expecting some losses. Survivors can immediately take down any enemy needlejet interceptors. Against chopper interceptors? Tough luck. You could equip some with blink/wave to attack the choppers on the ground in their bases. That might take a while, since you've got to get through all the other defenders first. The limited amount of attacks per turn (ie - one) make the gravship ill-suited for this task, so chances of success are slim. It's probably better to just forgo the blink/wave model, let the enemy choppers come after you, hope your best weapon is best enough to withstand the air-to-air, and accept the eventual losses.
                        Clean reactor? Many factors to consider - How long will the unit survive? How much more time does it take to build? How much more does it cost to upgrade from a basic version? Is it more cost-effective to build more units without the clean reactor than fewer units with the clean reactor? Am I so rich that I don't really care anymore?
                        While this stinger role can tally up some unit losses, it's definitely a worthwhile pursuit. It can completely cripple an enemy who allows it to go on for any length of time. It will certainly distract them for whatever length of time it takes to deal with the crisis. And remember that boreholes take a long time to rebuild, and an enemy who's not using clean reactors can have a very hefty support bill.
                        "Minding Your Business Since 1991"

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                        • #13
                          bob, I wonder why you have no discussion of Police. Sounds like you have an exclusive focus on FM. I tried to get the Astetic Virtues for +1, then later add a Brood Pit for +3 police. Three police garrisons pacifies 9 drones.

                          Also, since I have discovered the wonders of Sealurks, I never build any other offensive naval unit once they become available.

                          Ned
                          http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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                          • #14
                            Quick question: What are the capabilities of Sea Lurks? Need to know so I don't recreate them in Aldebaran.

                            -Smack
                            Visit Aldebaran:Aldebaranweb

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                            • #15
                              Unlike Isles, they can attack units on land. They move 4. They act like subs - can't see them.

                              They attack sea and air units 1:1, and land units 3:2.

                              Thus if you have an elite Sealurk attacking a disciplined infrantry unit in a base, the odds are

                              3 * 1.5 (4.4) to 2 * 1.25 (2.5).

                              Add trance to the defense and the odds are

                              4.4 to 2.5 * 1.5 (3.75)

                              Add a sensor

                              4.4 to 3.75 * 1.25 (4.6875).

                              Fairly even.

                              AI boats and airpower attack the Sealurk at 1 to 1.5 (assuming the Nural Amplifier and equal morale.) The Sealurk normally wins. In most other sea combat involving ordinary boats on the defense, the attacker normally wins. This gives a significant advantage to the Sealurk as a navy unit. Plus, when they get to enemy shores, Sealurks can wipe out troops in a base or on land just like naval forces in either CIV or CIV II and unlike naval units in SMACX.

                              Considering all the advantages of the Sealurk, it doesn't seem necessary to build any other kind of naval unit (other than transports.)
                              http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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