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Author Topic:   Capturing bunker problem
Chironean posted 04-05-99 08:58 AM ET   Click Here to See the Profile for Chironean   Click Here to Email Chironean  
Hi

I had this annoying problem with bunkers. I had an enemy city with just one defensive unit; I send a missile and knock it out and then move my hovertank, but, because there's a bunker in the road, he decides do "capture the bunker" instead of doing what I wanted: capturing the defenseless city.

I think it should be changed; I think we should not stop when walker over a bunker.

Chironean

PS: i don't know if this had been brought before, but ....

Pique posted 04-05-99 11:56 AM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
It came up in an old TI thread.

I don't remember who came up with it but someone was using it against the AI by putting bunkers in his road system...forcing the computer to stop to 'take control of the bunker' thus delaying their attack until it was counterable.

Pique

Chironean posted 04-05-99 03:13 PM ET     Click Here to See the Profile for Chironean  Click Here to Email Chironean     
It is a good strategy to make use of a stupid thing in our favor. We didn't have to stop at fortifications in Civ.

What do you guys think of it?

Chironean

MoSe posted 04-06-99 05:47 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
I was rather puzzled at first too.
Well, if it is a designed feature, you can argue about it, but you can do with, methinks. It's a safety for your road nets, nice and useful concept, ain't it?
Don't remember if one unit passes & goes on the next one still has to 're-capture it'.
You have to plan to use TWO units to invade, one takes the bunker and stands, the other rushes on tout-de-suite.

MariOne

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