The drop pods thing....is it an exploit? Never thought it was....although what I think should be corrected is that unless infantry (where the first time no turns are subtracted) turns should be taken away, and one cannot drop when turns are all used up. Or I don't know....aerospace complexes kind of limit the thing as well. 
I remember one recent game, where I air dropped onto an uninhabited continent full of fungus and....unity pods. With free market. I didn't know why I didn't think of it earlier. So I dropped onto every available pod on the continent, (incurred 95% damage with Fusion Power, but I didn't die afterwards) and ended causing a string of fungal towers, blooms, earthquakes, some credits, and a string of mindworms heading towards my new founded base on that continent (so okay, it wasn't THAT uninhabited). But what I did find were seven alien artifacts, but they were in danger of being retaken.
Now, then I came up with the idea of using my new found drop transports to "beam me out of here, Scotty!" - never mind the 1 cargo limit, just leave at base, begin next set of drops...within the same turn.
Only drawback - base ended up starving two citizens due to the spore launchers, however, the 350 minerals to my SP's were a great help. Is that an exploit, or what?
About the Spore Launchers on IoD's...I don't think thats a bug...I think thats a marvelous foresight on the Planet AI's part. After all...we do tend to bomb coastal bases and improvements with our own ships and laugh as the enemy cannot do anything back save for their own land guns...so why can't Planet do the same?
					I remember one recent game, where I air dropped onto an uninhabited continent full of fungus and....unity pods. With free market. I didn't know why I didn't think of it earlier. So I dropped onto every available pod on the continent, (incurred 95% damage with Fusion Power, but I didn't die afterwards) and ended causing a string of fungal towers, blooms, earthquakes, some credits, and a string of mindworms heading towards my new founded base on that continent (so okay, it wasn't THAT uninhabited). But what I did find were seven alien artifacts, but they were in danger of being retaken.
Now, then I came up with the idea of using my new found drop transports to "beam me out of here, Scotty!" - never mind the 1 cargo limit, just leave at base, begin next set of drops...within the same turn.
Only drawback - base ended up starving two citizens due to the spore launchers, however, the 350 minerals to my SP's were a great help. Is that an exploit, or what?

About the Spore Launchers on IoD's...I don't think thats a bug...I think thats a marvelous foresight on the Planet AI's part. After all...we do tend to bomb coastal bases and improvements with our own ships and laugh as the enemy cannot do anything back save for their own land guns...so why can't Planet do the same?

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						 ) involve the saved build lists.  The first is hurrying a SP (Secret Project) or Units at normal facility prices.  First you save a list with, say "The Weather Paradigm" and while its there, you see how many minerals it will cost.    Lets say it costs 200 because you are right in the beginning of the game and you are the Gaians.  Now you save the list, then switch back your original production.  This will restore any lost minerals.  Now you have 15 minerals in the base and you are producing 11.  If you were producing a Unit, you load up a list with some facility as whatever was on the original production.  Pay 2*{200-[15+(11-10)]}, so in this case it would be 368.  Then you'll see that the network node has a ton of extra red production that you'll be losing *if* you leave it there.  No problem, load the build list, "Weather Paradigm" and you'll find you can build it in one turn.  This is much less energy than the 1300 or so it'll cost normally.  You can do this with Units too.  The basic formula is 2 * { Total_Minerals - [ Current_Minerals + (Mineral_Production - Ten_Carry_Over_Minerals ) ] }.
 ) involve the saved build lists.  The first is hurrying a SP (Secret Project) or Units at normal facility prices.  First you save a list with, say "The Weather Paradigm" and while its there, you see how many minerals it will cost.    Lets say it costs 200 because you are right in the beginning of the game and you are the Gaians.  Now you save the list, then switch back your original production.  This will restore any lost minerals.  Now you have 15 minerals in the base and you are producing 11.  If you were producing a Unit, you load up a list with some facility as whatever was on the original production.  Pay 2*{200-[15+(11-10)]}, so in this case it would be 368.  Then you'll see that the network node has a ton of extra red production that you'll be losing *if* you leave it there.  No problem, load the build list, "Weather Paradigm" and you'll find you can build it in one turn.  This is much less energy than the 1300 or so it'll cost normally.  You can do this with Units too.  The basic formula is 2 * { Total_Minerals - [ Current_Minerals + (Mineral_Production - Ten_Carry_Over_Minerals ) ] }.
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