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Author Topic:   Kamikazi Units, Base destruction and all that...
Rynn posted 06-28-99 05:10 PM ET   Click Here to See the Profile for Rynn  
Does "activating self destruct overload sequence" do any damage to adjacent enemy units or to improvements you're standing on or to bases you're just outside of?

Can you destroy a captured city (yeah, yeah, 10 or 20 year sanctions, I know) without one of your units in it? In my current game (Morgan, vendetta against Lal and Yang), I captured a Lal city with four Special Projects, but knew I couldn't hold the city, so destroyed it (90,000 Peacekeeper citizens go POOF), but I had to put a drop trooper in to do so (captured it with a locust, but couldn't get it to destroy the city). Unit remains so dropped him back home. Why couldn't I do it with the locust?

Rynn

Krushala posted 06-28-99 06:59 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
Only ground units can obliterate a base. So yes you do need a ground unit to destroy the base.

On self destruct I think the better the reactor the more damage that is done to adjacent units. I've never done this so I'm not sure.

MichaeltheGreat posted 06-28-99 07:48 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
It doesn't do a lot of damage to regular units - kind of like artillery, but if you have mindworms to spare, overloading one or two prelarval ones can give lifecycle bonuses to the others.

Overload has no effect on improvements, but it has a sneaky benefit for a pact brother or sister you find convenient to betray - put some cheap units in their territory, and stack them with or next to defenders you want to weaken before the sneak attack. When you blow them up - you damage your pact brother or sister's units, without causing a war or diplomatic penalty. End the pact, then zap the weakened defenders that much more easily.

Bingmann posted 06-28-99 08:16 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
1. You can't self-destruct a unit in a base.
2. Self-destruct causes no damage to units in a base.
3. Damage from self-destruct is (reactor divided by two rounding down) * (weapon value) hit points of damage. Ex. fission impact = 0 hits, fusion impact = 4 hits, quantum impact = 4 hits, singularity impact = 8 hits. Didn't try it with mind worms.
4. Area of effect is the nine squares centered on the self-destruct unit.
Rynn posted 06-28-99 08:17 PM ET     Click Here to See the Profile for Rynn    
Oh, MtG, you're wicked

Rynn
The Truth will set you free

MichaeltheGreat posted 06-28-99 09:59 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
Bingmann is right in his description, so I should refine my explanation of the MtG Backstab Tactic #432 (hopefully none of my PBEM pactmates will ever read this )

When you terminate the pact, all the units in each others territory are moved back to your own colonies - so it's hard to invade deep into a solid territory, unless you can clear any "frontier" units - so these are the ones that I sabotage, just enough to get me an opening into the enemy's road net for my rovers and hovertanks.

I pull my good units back out of the victim's territory, blow up the units, assess the damage and decide whether I want to attack then and have done with it, or engage in a little more sabotage.

(Note to human allies: None of this should concern you. I like trading with you. My offer to help you build magtubes to connect all your cities is made with only the most benevolent of motives. Trust me. )

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