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Author Topic:   Raise/lower terrain message & monoliths
Porkmonger posted 05-15-99 01:57 AM ET   Click Here to See the Profile for Porkmonger  
Whenever I raise/lower terrain, the message says "our formers have radically altered the rainfall patterns near X", where X is the last base I built, rather than the base where rainfall was altered. IT works fine for the results with boreholes/condensers, though.

Also, is it impossible to destroy monoliths except by using them up? "destroy terrain enhancement" fails to work, and the monolith still appears (and gives teh same resources) even if i sink the tile into the sea.

Warp Warrior posted 05-15-99 10:05 PM ET     Click Here to See the Profile for Warp Warrior  Click Here to Email Warp Warrior     
Just keep sending damaged units to the monolith to get repaired, sooner or later the monolith will disappear. I have not seem any other way to destroy the monolith on purpose.
Porkmonger posted 05-15-99 11:36 PM ET     Click Here to See the Profile for Porkmonger    
Yes but it's kinda hard to go in and send damaged units when you've got a whole continent to yourself... And it's even worse if you're trying to get rid of The Ruins.
Urban Ranger posted 05-16-99 07:13 AM ET     Click Here to See the Profile for Urban Ranger  Click Here to Email Urban Ranger     
You can also send green units there to be upgraded.

The question is, why do you want to get rid of monoliths? They work rather well as resources, giving you 2-2-2 for no efforts at all.

LocustOfChiron posted 05-16-99 10:44 AM ET     Click Here to See the Profile for LocustOfChiron    
Maybe to put a borehole there?
Urban Ranger posted 05-16-99 11:47 PM ET     Click Here to See the Profile for Urban Ranger  Click Here to Email Urban Ranger     
Wouldn't it be easier to put a borehole somewhere else?
Rackam posted 05-19-99 08:53 AM ET     Click Here to See the Profile for Rackam    
Why put a borehole in at all?

Hybrid forest and trees are much better

~Rackam

Klug posted 05-21-99 01:50 PM ET     Click Here to See the Profile for Klug  Click Here to Email Klug     
The hybrid Forest, put forests everywhere works fine for food & minerals, but I get alot more energy by planting solar colecters & liberally sprinkling Echelon mirrors everywhere. I can get an average or 3-5 energy per square (without freemarket) Besides Forests get 3-2-2 (food-minerals-energy) for resources. Boreholes get 0-6-6.
But the forest approach is good for making a big, city with high mineral output. I had a city like that where I built a lot of projects in.
Rackam posted 05-21-99 11:27 PM ET     Click Here to See the Profile for Rackam    
Gaians are even better with fungus 3-3-3, plus it has low maintenance and the worms don't damage it =P
Craig McPherson posted 05-23-99 05:55 PM ET     Click Here to See the Profile for Craig McPherson  Click Here to Email Craig McPherson     
I use fungus almost everywhere, even when I'm not playing the Gaians (Forest 3-2-2, Fungus 2-3-3), but forest does have a couple advantages over fungus. Forest gets the +1 energy bonus from rivers, unlike fungus (making forests on rivers 3-2-3, the same total as fungus), and fungus doesn't get the bonus from abundant nutrient/minerals/energy resources.

My system for non-Gaians:

-Build Fungus on every square, unless it is on a river or contains an abundant resource bonus.
-For river squares, build forest unless the square is rocky, in which case build a thermal borehole if allowed on the square, else build fungus.
-For abundant resources, build a forest, and if the square is rocky, flatten it.
-Build 2-3 boreholes at each base, with rocky river squares being ideal (it's either a borehole, level the land so a forest can be built, or lose the river bonus), otherwise any square that would otherwise be used for fungus is fine.

My system for Gaians:

-Build Fungus (3-3-3) bloody everywhere, even on river squares, but build forest on squares with abundant resource bonuses, leveling the land if neccessary. And a few boreholes here & there (on river squares if possible, to avoid wasting the river energy bonus).

Craig McPherson posted 05-23-99 06:04 PM ET     Click Here to See the Profile for Craig McPherson  Click Here to Email Craig McPherson     
Exception to the above are those rare squares that would give you a higher total with "normal" enhancements... a rainy, rolling square at the highest elevation (not common) with a farm, enricher, and collector would yield 4-1-4, a higher total than 2-3-3 fungus, even higher with a few Echelons here and there. I don't ever build mines, though -- boreholes are so much nicer (as long as for each you have a few squares with 3 or greater nutrients to offset the lack of nutrients in the boreholes)... 12 total resources (13 on a river, 14 with a resource bonus) is nice.

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