The thing with crawler is, whenever you are out of things to build, you can crank one out. I have learnt to be slower in building infrastructures, after hearing much about high costs and long payback times etc. So I got many opportunities that I don't have things to build other than crawlers and later clean formers perhasp.
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I've seen what you people do with your supply crawlers...
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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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Originally posted by anarchie
I suddenly feel like proving that ecodamage is the one true way to cornering the energy market in an OCC.Originally posted by Enigma_Nova
W T F ?
You'd need a mega big ass energy park to do something like that.
Once you get your eco damage into the 100's-200's, worms start popping in stacks of 10+. It is fairly common to get stacks worth 350+ ECs per round. That is as much as you can earn from a mid-sized, mid game empire. Sounds like it is worth a shot."Without music, life would be a mistake." - Friedrich Nietzsche
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Originally posted by Chaunk
I think a much harder challenge would be to do a no eco damage OCC.
Edit: Throughout the early/mid part of the OCC game you are so weak that the AI doesn't consider you a threat. I am rarely at war with more than one faction, and usually not at all.Last edited by Livid_Imp; June 3, 2004, 15:50."Without music, life would be a mistake." - Friedrich Nietzsche
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Originally posted by Enigma_Nova
I wouldn't try to go Energy Market - I'd probably just Nervegas everyone to death.
Or Sin Buster them all.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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Originally posted by Googlie
But ........ choppers can be attacked by ground forces, so put an AAA good weapon good armor unit on top of those crawlers (they don't even need SAM capability against choppers) - they'll absorb the first hit and then fight back
G.
As I stated earlier: 'a large, well protected, energy park feeding a well developed Super Science Center is a game winner.'
Large and well protected (being over 3K elevation plus hooked up to a very well developed base with good research and energy bonusing facilites and SPs) is good.
There are a number of good ways to enhance the defensibilty of the energy park. These include:
1. Location, Location, Location - put your park in a site that is far away from any potential enemy. I usually like a site that is between my homeland and one of the poles so that any aggressors would have to go through or around my bases. With good patrolling, I should be able detect and destroy any intrusion before it can do damage.
- you've got to detect those 'choppers' and destroy them before they get near your energy park.
[this is the method I like]
2. Protect those crawlers from the choppers by placing armoured units on top of them. I have heard that some people build bunkers one every tile of thier energy park. I am not sure how well that works. [I use method No. 1 so I don't know how well this works]
3. You could preemptively push back the sources threat (using diplomacy and miltary efforts) to ensure that no one gets close. [this does sound kinda close to No. 1 listed above]
I like detecting the intruding choppers, and then destroying them while they are on the ground, before they make their final leg on their trip aginst my energy park.
Mead
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