Announcement

Collapse
No announcement yet.

Fun unit setups?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Fun unit setups?

    I get the impression that, by and large, most players use the Unit Workshop for certain common setups: impact rovers, for example, are a recognized stage of the game. When playing Morgan, everybody builds lots of armored probe garrisons to dodge his support problem. Early game, hypnotic trance goes on all defenders, regardless of who you're playing. And so on.

    I tinker around a little, but not too much. I like the cheapo clean-police combo (somebody once called them "mall cops," and that's the name I give them every game I play), and sometimes aerial supply units so I can rush secret projects without worrying about terrain in the way. What are your favorite combinations?
    1011 1100
    Pyrebound--a free online serial fantasy novel

  • #2
    Depsite its utter impracticality, when my side gets rich enough, I love to put probablity armor on everything. Including helicopters. Especially helicopters.
    No, I did not steal that from somebody on Something Awful.

    Comment


    • #3
      Also, there's nothing quite like sending some highest-armor probe team rovers into "friendly" territory and watching their defenses blow up trying to get rid of them.
      No, I did not steal that from somebody on Something Awful.

      Comment


      • #4
        Actually, that does sound fun.
        1011 1100
        Pyrebound--a free online serial fantasy novel

        Comment


        • #5
          Most unit special abilities are pretty bland, sadly, due to the rapidly escalating cost structure. There are a few standouts. SAM Empath rovers for clearing out Locusts of Chiron are highly useful (if you're using Alien Crossfire, add Resonance Laser). Repair bay/Carrier Deck is a fantastic late-game unit, paired nicely with a handful of clean AAA escorts to keep your investment safe. Really, however, a mix of best/1/1 artillery, cheap clean garrisons, rovers and probe teams will suffice against most enemies.

          Comment


          • #6
            I once adjusted the game so you could put drop pods on ships; You could land them on mountains, but they would disappear the next turn.
            No, I did not steal that from somebody on Something Awful.

            Comment


            • #7
              Originally posted by Elok View Post
              ...When playing Morgan, everybody builds lots of armored probe garrisons to dodge his support problem.
              Actually, I don't. Even a Synthmetal Probe Guard takes awhile to build - longer with Trance. I do build a few, mostly for use as fungus guides - since I play with abundant native life, sometimes there are fungus squares which could provide shortcuts between bases, rather than going around (especially before enough roads are built). So the armored probe infantry goes there and holds to enable easy passage for other units - and the eventual former which will clear the fungus and make a road. They also serve as external scouts without pissing your people off.

              I like seeing what things can be put on a unit for "free" - i.e., after it's got what I want to put on there, can I add anything else without increasing the cost - especially when I get a new reactor. If I have an Empath Rover, or a fusion garrison, can I boost the weapon? Can an aircraft, a rover or hovertank get a bit of armor? A basic former can get plasma armor with a fusion reactor. (If I need a former with a bit of defense - but mostly I use the fusion reactor to build a speeder former.)

              I create supply units at various price points, because bases have differing production capabilities. Sometimes, if I have a lot of EC, I create a bare bones unit to build quickly so I can upgrade it to full. Most formers don't get more than R2, but grav formers get more movement with higher reactors, so if I have room, I have R3 & R4 versions. Build a lesser one and upgrade it with EC.
              Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
              Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
              One more turn .... One more turn .... | WWTSD

              Comment


              • #8
                How about the--blink displacer? SMAC's howitzer flag. Is that worth using?

                EDIT: Also, yay! Aaron's back!
                1011 1100
                Pyrebound--a free online serial fantasy novel

                Comment


                • #9
                  I hardly use Blink - by the time it comes up, I usually have vastly superior weapons and reactors, so it's not that important. Rarely use Cloak, too. I might have one unit of each. That's if I have room for them. I do wish there were more space for all the various specialized units I could build, even if I didn't build a lot of each type.

                  I suppose Blink could come in handy if you really needed to avoid base defense bonuses. Cloak is more handy to avoid units which shouldn't have ZOC - if there are military units outside a base, I probably want to destroy them when they don't have the benefit of base defense, rather than slip by them. I tend to use Space Elevator + Drop to get around units in the field.
                  Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
                  Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
                  One more turn .... One more turn .... | WWTSD

                  Comment


                  • #10
                    The only "fun" unit I build in the very late game just for giggles is a 24-5-14*3 Clean needlejet, and only because of its name: Clean Singularity Thunderbolt. Sounds deadly.

                    Cloaks? I built one or two of them once. Ehhh. By that time, it's usually game over. Same for blink units. The only special abilities I use are: Clean, SAM, AAA, ECM, Trance, Carrier Deck, Empath, Artillery and I think one other thing. I would use Submarine ability in SMAC-X but it doesn't work against the A.I. and I would use Fuel Nanocells but by the time those come available, gravships are an option. (Nanocell Gravships are awesome though, with Elite and Singularity Engines, I think they are 22 or 23 moves.)

                    Comment


                    • #11
                      Clean Singularity Thunderbolt. Sounds deadly.
                      I think Clean String Deathsphere Sounds deadlier, though compared to Clean String Gunships they are hopelessly weak. Both CST and CSD can only hit one time while CSG can hit several times - they even have a reasonably range (20).

                      Gimme a dozen of those, half a dozen Amphibious String Behemoths (30^~12-3*4), and a couple of Clean String Cruisers and then "resistance is futile"
                      With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.

                      Steven Weinberg

                      Comment


                      • #12
                        You guys might want to check this out. Thus far it's just an idea, but basically, we're scheming to create a versatile. browser-based TBS "skeleton" for modding shenanigans--something with low graphic needs and high customization potential, that could be turned into whatever game you want it to be. Be warned that it's in the OT, so, you know, barbarians and vulgarity on the loose. If this is going to become a real thing, it'll need community support, so don't be afraid to chip in with ideas!

                        (actually, I wouldn't be surprised if Aeson just created a dedicated thread somewhere else before long, but if you can brave the trolls, come on over!)
                        1011 1100
                        Pyrebound--a free online serial fantasy novel

                        Comment


                        • #13
                          I've found on large maps, the "flying colony pod" to be useful. Works for choppers or even needlejets. Small amount of turn advantage.

                          It's a real shame submarine logistics aren't part of the game.

                          I echo sentiments above about the repair bay, has helped in some large wars- as I imagine it would IRL!


                          Sent from my iPhone using Tapatalk

                          Comment


                          • #14
                            Submarine logistics?

                            Clarify, if you would please.

                            Comment


                            • #15
                              The game makes no (almost) no effective distinction between surface vessels and underwater entities, despite having modeled the 3d ocean floor into the game. It's as if the post ww2 asymmetric world never happened.


                              Sent from my iPhone using Tapatalk

                              Comment

                              Working...
                              X