Native Life Forms do not require support if they are in fungus. If they are out of fungus, they do require support. Its kind of a clean reactor type thing associated with what map square you are on. I have wondered why in the past, I'll have a base with 10 mind worms, and then I'll go on the attack with them, and all of the sudden they need resources when they didn't before. I've only learned of this recently and Iplay this game to death, so I'm still a noob. This is something to remember once you can crank out native life one per turn.
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Originally posted by Darrell01
I've only learned of this recently and Iplay this game to death, so I'm still a noob.
Originally posted by Darrell01
This is something to remember once you can crank out native life one per turn.
By the way, welcome aboard.
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Another possible bug?
So I'm in the middle of launching an invasion into Cybernetic territory and want to cut off their ability to launch a counter-attack, and so I destroyed the magtube that was running up to the territory that I had conquered. A few turns later after my air force has eliminated all enemy forces in the region my assault force moves forward and enters the square where I had destroyed the mag tube. However the units that enter the square don't drop by one movement point as expected, and when I look at the square info it still says "Mag Tube"(see attached pic). Bug?
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Re: Another possible bug?
Originally posted by Darsnan
So I'm in the middle of launching an invasion into Cybernetic territory and want to cut off their ability to launch a counter-attack, and so I destroyed the magtube that was running up to the territory that I had conquered. A few turns later after my air force has eliminated all enemy forces in the region my assault force moves forward and enters the square where I had destroyed the mag tube. However the units that enter the square don't drop by one movement point as expected, and when I look at the square info it still says "Mag Tube"(see attached pic). Bug?
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Regarding the magtube "bug": I tested this both in a scenario and in a game that was started normally. In the normal game, razing magtubes works as expected. In the scenario, magtubes that are added via the map editor behave as described by Darsnan and vyeh. (They disappear from the map, but units act as if they are still present.) However, magtubes can be removed via the map editor.
I didn't test what happens in a scenario if a magtube is built by a former.
Petek
EDIT: I discovered, after more testing, that you can destroy magtubes that were added via the scenario editor. You just have to execute the Destroy Enhancements command twice on the square in question. This action can be accomplished either on successive turns by the same unit, or on one turn by two different units.Last edited by Petek; February 4, 2007, 16:48."The avalanche has already started. It is too late for the pebbles to vote."
-- Kosh
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Originally posted by Petek
EDIT: I discovered, after more testing, that you can destroy magtubes that were added via the scenario editor. You just have to execute the Destroy Enhancements command twice on the square in question. This action can be accomplished either on successive turns by the same unit, or on one turn by two different units.
BTW, your 'Lilith' scenario is quite a nice challenge. Is it where you found the bug?
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Originally posted by Kirov
BTW, your 'Lilith' scenario is quite a nice challenge.
Originally posted by Kirov
Is it where you found the bug?
D
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Originally posted by Darrell01
Native Life Forms do not require support if they are in fungus. If they are out of fungus, they do require support. Its kind of a clean reactor type thing associated with what map square you are on. I have wondered why in the past, I'll have a base with 10 mind worms, and then I'll go on the attack with them, and all of the sudden they need resources when they didn't before. I've only learned of this recently and Iplay this game to death, so I'm still a noob. This is something to remember once you can crank out native life one per turn.You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
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Psi AA Bug?
One of my pre-designed units in the game I'm playing in now is a <12>/?/8 Interceptor. I attacked the base the Interceptor was in expecting to draw combat with it. However the result was that my attacking NJ fought with Psi, while the defending Interceptor fought with its weapon!
D
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I notice that the Escort's stats are <12>r-?-6
Might that Resonance capability cause it to defend with its weapon when being attacked by Psi?
I vaguely recall mention somewhere that a Psi defender forces a Psi attack, as the Penetrator did.
In the early turns when Scout Patrols attack Mind Worms, if they were allowed to use their flame guns, the worms wouldn't stand a chance; but they are forced into Psi combat by the Psi defender rule and the result is a crapshoot.I am on a mission to see how much coffee it takes to actually achieve time travel.
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