Alpha Centauri Forums
  The Game
  How to keep those air units flying?

Post New Topic  Post A Reply
profile | register | prefs | faq | search

Author Topic:   How to keep those air units flying?
Atlee posted 03-18-99 03:14 PM ET   Click Here to See the Profile for Atlee   Click Here to Email Atlee  
Is there a way to prevent air units (Jets, Coptors and Locusts) from stopping at the first city they bump into when they have the moves to continue on to the destination city? Perhaps a preference that can be set? Or maybe even a way to make them at least not end thier turn and expend all moves when they hit the first city?
nonny posted 03-18-99 04:18 PM ET     Click Here to See the Profile for nonny  Click Here to Email nonny     
In addition, when unit control is set to automatic, is there a way to keep those air units from going on "Hold" (H) in the bases?

From the security nexus, can you issue a command to a particular unit type? It seems to me the most you can do is either automate every unit or turn automation off for every unit--or, be forced to give the desired order to every individual unit (I had 532 units). I'd have liked to tell all my copters to converge in one place.

edromia posted 03-18-99 04:49 PM ET     Click Here to See the Profile for edromia    
This reminds me of a design issue that I'd like to see addressed. Probably too late to squeeze it into 3.0, but maybe later down the road...

I find that Command Nexus screen next to useless. Rather than simply giving me a rundown on all the unit types I've built and how many of them have been destroyed, why not organize them by stack? You could have a mini-map in the corner that centers on the stack's location when you select it (a given stack). You could select individual units and choose to either center on that unit or give that unit specific orders. Something sort of like the unit screen in Master of Magic. No, scratch that: something *precisely* like the unit screen in Master of Magic.

I know you can select individual units in the Support section of the Base Overview screen, but usually when I'm trying to hunt down a specific unit I don't always know what base it's supported from, so that rarely does me any good.

Thanks for listening,

-M.

nonny posted 03-18-99 04:54 PM ET     Click Here to See the Profile for nonny  Click Here to Email nonny     
Agreed, edromia. In the case cited above, I knew I'd built a planet buster, but forgotten where I'd "stored" it when I wanted to use it. Going through that many base overviews to locate it wasn't worth it.

Some mechanism to (1) give global orders to a particular unit type, and (2) locate all & individual units of a particular type would be nice.

Fiannaidh posted 03-18-99 05:22 PM ET     Click Here to See the Profile for Fiannaidh  Click Here to Email Fiannaidh     
There is a command to assemble group, with specific instructions on what units should respond, try it.
Koo posted 03-20-99 05:10 PM ET     Click Here to See the Profile for Koo    
And also, note that when you direct interceptors TO a city, and they have movement points left, they DON'T automattically end their turn. So there is something backward going on there.
Greyhawk posted 03-20-99 08:17 PM ET     Click Here to See the Profile for Greyhawk  Click Here to Email Greyhawk     
They do in my game, if a city happens to be on the path to the destination city the Air Unit flies into the city and ends its turn then flies on the next turn. I don't really mind this as it prevents your Air Units from being caught out in the open with enemy SAM enabled Air Units buzzing around (with an unnerving accuracy for finding your units)

Thread ClosedTo close this thread, click here (moderator or admin only).

Post New Topic  Post A Reply
Hop to:

Contact Us | Alpha Centauri Home

Powered by: Ultimate Bulletin Board, Version 5.18
© Madrona Park, Inc., 1998.