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Author Topic:   RookieQ: battling planet, units on alert/defend??
Hammer posted 02-23-99 03:47 PM ET   Click Here to See the Profile for Hammer   Click Here to Email Hammer  
I just played SMAC for the first time last night. It turned into an all nighter that lasted until 6am this morning... I can't believe Brian and Co. made it so much better than Civ2. Unbelievable.

Anyway, I'm confused on the "Alert" status of units, especially air units. I am still in the middle game stages and only have occasional mindworm attacks, but they are becoming enough often to distrupt things... they luv to kill my formers man (ARRRRRRRRGH). I'm green as hell and nice to the planet... oh well, that's another thread altogether.

I don't understand this "Alert" status for units. If I have some needle jets and rovers in a city and on "Alert" status, if they see a unit of the 8th faction why do they not go kill it?? I'm really, really not understanding this... am I thick in the head?? Any advice appreciated.

Also, concerning air units, I have the option set to return air units to base when out of fuel... but they don't seem to go back by themselves... am I missing something??

One more air thing... I have to say that although I love the game I wish they did not make air-to-air specifc and air-to-ground specific... the Civ2 abstraction was fine... no I have to micromanage two different air workshop lines... too much, but no biggie.

Okay, thanks, appreciate anyone's advice. Oh, and in my first game, on the 3rd level, I am doing ok, running 2nd overall (#1 tech as PK) to Deidre - my damn next door neighbor - soon she is going to come after me and she is getting waaaaaaaaaay strong man... eeeeeeeeeek.

-=Hammer

willko posted 02-26-99 01:06 PM ET     Click Here to See the Profile for willko  Click Here to Email willko     
hey there,

well, "on alert" supposedly gets air forces to attack any enemy units within range, but i find that to be sometimes foolhardy (especially if the enemies have fighters), but the "sleep" command is probably my default, because it only wakes up the unit if an enemy unit appears adjacently while staying quiet otherwise. since "hold" doesn't provide a defense bonus (like "fortify" in civ1/2), sleep is probably best all around as the default way to keep units.
btw... ground and sea units on alert will only atttack enemy units within range, i believe, but i'm not sure what that means in terms of the "8th faction". it may just ignore those cute worms that pop up.

anyway, hope this helps.

/willko.

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