I just got SMAC (w/o Alien Crossfire), and I've got some questions, the answers for which I can't seem to find. Any help would be appreciated.
1) Unit design: What exactly determines when a new unit design is an "upgrade" of an old design? I keep trying to upgrade units and getting the "no upgrade possible because we haven't designed a prototype blah blah blah message." This even happens when I know that I've just designed a better unit with the same chassis. I know, for instance, that I can't "upgrade" from a missile rover to a probe team rover or one equipped with terraforming equipment, and that I can upgrade from a missile rover to other speeder-chassis designs with better weapons and armor. But I haven't been able to figure out the pattern. It doesn't look like new designs have to exactly copy the special abilities of the old one . . . What gives?
2) Deep pressure hulls: What's the advantage of deep pressure hulls? OK, I know that they operate underwater, but does this convey any combat advantage? Or any other advantage, for that matter?
3) Mag tubes: In my latest game, I've built mag tubes the length and breadth of my empire, but for some reason, if I try to move beyond a certain distance, the indicator tells me something like "distance = 38," or some such. I've built mag tubes on every square in between. I can make the trek with several long leaps, each with a distance = 0, but at some point, the green "route indicator" line straightens out and I seem to lose the benefit of the mag tubes. Not an insurmountable hassle, but a hassle nonetheless.
1) Unit design: What exactly determines when a new unit design is an "upgrade" of an old design? I keep trying to upgrade units and getting the "no upgrade possible because we haven't designed a prototype blah blah blah message." This even happens when I know that I've just designed a better unit with the same chassis. I know, for instance, that I can't "upgrade" from a missile rover to a probe team rover or one equipped with terraforming equipment, and that I can upgrade from a missile rover to other speeder-chassis designs with better weapons and armor. But I haven't been able to figure out the pattern. It doesn't look like new designs have to exactly copy the special abilities of the old one . . . What gives?
2) Deep pressure hulls: What's the advantage of deep pressure hulls? OK, I know that they operate underwater, but does this convey any combat advantage? Or any other advantage, for that matter?
3) Mag tubes: In my latest game, I've built mag tubes the length and breadth of my empire, but for some reason, if I try to move beyond a certain distance, the indicator tells me something like "distance = 38," or some such. I've built mag tubes on every square in between. I can make the trek with several long leaps, each with a distance = 0, but at some point, the green "route indicator" line straightens out and I seem to lose the benefit of the mag tubes. Not an insurmountable hassle, but a hassle nonetheless.
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