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Aerospace Complex

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  • Aerospace Complex

    i did try the search....but nuff said bout that


    when you are at treaty, are you allowed to drop units inside a bases area,then declare war(so the aerospace basicly dosnt stop you from dropping). for various reasons i cant test this atm
    and if game rules physically prohibit this,would it be to lame to use something that allowed you to drop anyhow?all theoretically of course
    if you want to stop terrorism; stop participating in it

    ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

  • #2
    When in Treaty or Pact with a faction, any unit you have in their territory will automatically transfer back to the nearest of your bases the moment you declare war on them. It's a game feature.
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

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    • #3
      Only when in a Pact.
      "Cutlery confused Stalin"
      -BBC news

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      • #4
        You cannot drop inside the AC radius of a treatymate but you can with a pactmate. Ending a treaty has no effect on your units. The second you try to attack a pactmate, all your units are removed from their territory.

        So there is really no way to use a "good" diplomatic status to attack in a way that you could not otherwise. It actually works reasonably well.
        You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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        • #5
          ok,good
          if you want to stop terrorism; stop participating in it

          ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

          Comment


          • #6
            If you have "Confirm Odds" on, you can send a needlejet to a treatied player's unit outside a base, initiate an attack to draw out an interceptor, cancel the attack to preserve the treaty, and then attack the undefended base normally.
            "Cutlery confused Stalin"
            -BBC news

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            • #7
              Interesting.

              Just speaking about setting your units so that they can act during an opponents turn, how do you set your artillery units to do counter-battery fire when an enemy artillery fires during and enemies turn?

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              • #8
                Originally posted by Chaos Theory
                If you have "Confirm Odds" on, you can send a needlejet to a treatied player's unit outside a base, initiate an attack to draw out an interceptor, cancel the attack to preserve the treaty, and then attack the undefended base normally.
                I have not experienced that but it may have simply been that I have never made my first attack when breaking a treaty on a base with an interceptor. I don't use interceptors a lot myself since I don't like the way that they scramble and prefer an AA and AC for base defense
                You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                • #9
                  Originally posted by Senethro


                  Just speaking about setting your units so that they can act during an opponents turn, how do you set your artillery units to do counter-battery fire when an enemy artillery fires during and enemies turn?
                  Nothing AFAIK-- I believe it is automatic if your arty is in range
                  You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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