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Author Topic:   Orbital facilities ?
Youcha posted 03-29-99 05:04 AM ET   Click Here to See the Profile for Youcha  
I play AC now for few weeks but I never used or saw Orbital facilities. Can someone give me the benefits of those facilities and how to use them ?
Reaperman posted 03-29-99 07:21 AM ET     Click Here to See the Profile for Reaperman  Click Here to Email Reaperman     
Wot? You have played for a few weeks and never built an orbital facility?
Well start doing so, cos they are, IMHO, a most necessary addition to any game plan.
The major advantage of them is that they provide +1 resource(Nutrients/Mineral/Energy) to each of your bases, depending upon what type of orbital you build.
Combine the Orbital +1 Nutrient/base and the Cloning Vats and you have an every growing population! Mind you that can have some real nasty downsides too!
Fiannaidh posted 03-29-99 08:59 AM ET     Click Here to See the Profile for Fiannaidh  Click Here to Email Fiannaidh     
You must research the appropriate tech, then the facilities may only be launched from bases with an aerospace complex. They will provide +1 resource (energy for power transmitter, minerals for nessus mining station, and nuitrients for sky hydroponics lab) to all bases. You can launch as many as you want, but bases can only recieve the number of that base's population in any one resource bonus. Bases without aerospace complexes can only recieve bonuses up to half thier population. I highly recommend about 10 orbital defense pods, they protect against planet busters.
JaimeWolf posted 03-29-99 11:08 PM ET     Click Here to See the Profile for JaimeWolf    
Youcha: I'm with you. I've played 5 games at Librarian level (haven't played Morgan or Spartan yet) and the game's almost over by the time I get to orbital technology. Soon I'm going to get back into it and play at higher levels to see if I can get a challenge going for the lead by this stage in the game.

James

Koshko posted 03-30-99 01:04 AM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Build one of them as soon as you get it. It will completely reveal the map for you. I then send my quickest ships directly to the seapods. I don't build many more until I run out of other city advancements.
onepaul posted 04-02-99 08:07 PM ET     Click Here to See the Profile for onepaul  Click Here to Email onepaul     
Also, I've noticed that when I select to buil d one of such orbital facilities, my eco-damage counter sky rockets!
WyldKarde posted 04-02-99 08:16 PM ET     Click Here to See the Profile for WyldKarde  Click Here to Email WyldKarde     
As I understand it, the orbital facilities only provide +1 resource to bases with Aerospace Facilities, and just +.5 to other bases.
Onepaul, your problem is probably caused by having built the Space Elevator. This makes your base's minerals count as double when building orbital facilities, but also seems to make the minerals count as double for eco-damage. A bug, methinks.
eNo posted 04-02-99 09:17 PM ET     Click Here to See the Profile for eNo  Click Here to Email eNo     
It's not a bug.
White_Cat posted 04-03-99 12:07 AM ET     Click Here to See the Profile for White_Cat  Click Here to Email White_Cat     
Well, it's a poor design decision then. The Space Elevator should halve the resources needed to build orbitals, not double your resources while building them. I've given up on building the elevator unless I really need the orbital insertions; it makes it virtually impossible to build any further orbitals.
Fiannaidh posted 04-03-99 03:58 AM ET     Click Here to See the Profile for Fiannaidh  Click Here to Email Fiannaidh     
Actually I can have my mineral production in a base well over 300 per turn with no eco damage, (elevator, size 40 base, 40 nessus mining stations, a few boreholes or 3 energy fungus).
Centaurion posted 04-03-99 04:12 AM ET     Click Here to See the Profile for Centaurion  Click Here to Email Centaurion     
And how exactly do you manage that?
Spig posted 04-03-99 05:14 AM ET     Click Here to See the Profile for Spig  Click Here to Email Spig     
Fiannaidh: What difficulty level, and what level of native life?!
Mortis posted 04-04-99 08:30 AM ET     Click Here to See the Profile for Mortis  Click Here to Email Mortis     
If your eco-damege comes form the elavator then its a bug... The faster building comes form the fact that you don;t need to launch the craft, just send them up in the elavator.
keewak posted 04-09-99 11:34 PM ET     Click Here to See the Profile for keewak    
I have noticed that the singularity inductor
raises eco damage through the roof in conjunction with Nessus mining stations. If you plan ahead and defend your cities well the ability to build stacked units and base facilities in 1-4 turns is well worth it.

Keewak

Plato90s posted 04-10-99 01:29 AM ET     Click Here to See the Profile for Plato90s    
Singularity Inductor gives you a free Quantum Converter [+50% industry] in every city, so the increase in production often do increase eco-damage.

As for dealing with the effects of an angry Planet, the best advice is to set up Empath Choppers to hunt down worms/locusts. Worms aren't a problem because you can wipe out an entire stack with one blow, but Locusts are different. You have to kill them one at a time, which makes the 'Copter the most valuable tool.

Empath posted 04-25-99 09:54 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
I have noticed the extra eco damage from the space elevator & would say this was a poor design choice.
The space elevator is a way to get things into orbit cheaper & w/less waste. This should make it reduce the cost of orbital facilities instead of doubling the mineral output.
Plato90s posted 04-25-99 03:13 PM ET     Click Here to See the Profile for Plato90s    
The 3.0 patch has solved the problem with the space elevator causing extra eco-damage.

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