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Author Topic:   "The Mind-Machine Interface" - Us against the AI
laurens posted 05-21-99 08:45 AM ET   Click Here to See the Profile for laurens   Click Here to Email laurens  
Wanna compile a list of our very best unit types? As this is subjective to individual opinions, try not to post questions or strong disagreements here. This will be one for all to refer to - either for starter packages or of the greatest creations.
laurens posted 05-21-99 08:52 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Super Gravship terraformers
Remarks: Towards the end, when gravship technology becomes available, fitting this chassis on terraforming units along with Super ability will provide some rapid last minute changes. Especially so when switching from the needlejets force to the gravs proved to be too costly towards the endgame while you do not wish to waste this marvellous advance.

Drop Cloaked Terraformers
Remarks: Not any Drop Shard Infantry? Drop some of these formers into enemy territory and mess up its regular production, if only you have the time and resources to construct these silencers.

laurens posted 05-21-99 08:58 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Drop Probe team with Psi defence
Remarks: Equip the Probe team with Drop ability. Once you reached Eudaimonia, put on the Psi defence. You may proceed on with your subvert operations while watching how it fends off waves of air/land assaults, especially so with quantum or higher reactors.
Eris posted 05-21-99 12:04 PM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
For a little earlier in the game, I strongly recommend getting Trance Plasma Garrisons, even if you have to practically bankrupt yourself to upgrade to these from whatever you had before that. If you get the requisite technologies relatively early.

Copters with your best weapon, best reactor, and light (but existent) armor, preferably 'clean reactor'. Upgrade those puppies whenever you get a better weapon type or if you get a better reactor. Watch the cities fall /real/ damn quick so long as you didn't have to fly far to get to the city. Great for border wars, or people who place a lot of airbases.

SAM units, even wimpy ones, stationed in cities and on borders on Alert.

And, lastly, if you have +lifecycle facilities falling out of your ass, Mindworms and Locusts of Chiron. I had them /starting/ at Mature Boil.

Beta1 posted 05-21-99 12:39 PM ET     Click Here to See the Profile for Beta1    
How about heavily armoured Probes. Sick them in border cities and they act as effective defenders and stop probe attacks. (And you can wait for that singularity super death wielding mega tank to roll up next to you - and then buy it!!!!!!!!!!! )
Beta1 posted 05-21-99 12:40 PM ET     Click Here to See the Profile for Beta1    
Sorry that should have been "stick" not "sick" - although sick might have been more amusing
mcginnism posted 05-21-99 02:35 PM ET     Click Here to See the Profile for mcginnism  Click Here to Email mcginnism     
I am really fond of using speeder defenders, centrally located in my empire. I set up a speeder chassis w/ a light weapon and the best armor I can find. These work pretty good for reinforcing a city under attack, but are best for dealing with the effects of late game eco-damage.

I played a game where I had a number of cities that were causing damage. It got to the point where fungus was blooming every turn, and quite often 5 or more mindworms would appear with it. Since I didn't have the techs to control the ecology output, I created a few of these to defend the cities in crisis.

When a bloom started, I'd send the speeder defenders in to kill the mindworms. PSI combat is based on morale, not attack rating and gives a significant bonus to the attacker. So these speeders would clear out the mindworms and help me accumulate a load of cash in the process.

I suppose you could use a simple scout speeder for this purpose, but I liked the flexibility of moving them to cities for defense against other factions. On this note, I also put AAA on some of them as well to protect them from air units.

It worked out well, I generated a lot of cash from the mindworms and was able to keep smaller garrisons in my border cities.

sandworm posted 05-21-99 04:20 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
Psi defense scout units.
They're extremely cheap (cheaper than mindworms), and if you have a bioenh. center/command center and the Neural Amplifier project, they're extremely effective.

I'm not sure, but I think scout units don't cost upkeep, that would make it easy to have four or five in a city. In any case, cheap units like these are great for absorbing (ok, so they usually end up worm food) those nasty late game mindworm attacks.

Of course, if your game lasted long enough to get psi armor, you've probably should have won already. I only play games out that far when I want to see how high I can bump the score. Yes, its "mental masturbation"(credit Darkstar for the term) to play a game out to transcendence, but if you say you've never done it you're lying

JAMstillAM posted 05-21-99 04:34 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Scouts DO cost upkeep, just like everyone else, unless they're outfitted with clean reactors.

JAMiAM

laurens posted 05-21-99 08:49 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Combination of garrisons (Transcend):

1 Trance/AAA with optional weapon but the best weapon.
1 Police/AAA to 'bring in some psych bonus'.
1 Psi unit.

To be placed at vital chokepoints-
1 Air Superiority Needlejet
1 Non-Air Superiority Copter

Porkmonger posted 05-21-99 11:19 PM ET     Click Here to See the Profile for Porkmonger    
Personal variation is the key to success, but here's some basic ideas:

Probe team with psi defense: I've mentioned this before, but it's basically free to build psi defense on probes, increasing their survival rate in hostile territory. Also try building sea and air probes...

Speeder/hovertank/gravship formers: increases your forming time since you don't have to waste turns getting to your location. Also the gravship formers (and someone's suggestion for cloaked drop formers) can be used not only to trash enemy production but to sink someone's bases below sea level if they don't have SAM/interceptors.

Drop/gravship colony pods: Although you get efficiency problems for remote bases, these are a good way to gobble up the special resource areas (like borehole clusters) once you know where they are. I think it'd be cool if you could build colony missiles, but unfortunately you cant...

Plato90s posted 05-22-99 01:16 AM ET     Click Here to See the Profile for Plato90s    
You can't build air-probe teams.

Fusion Speeder/Hovertank Superformers are the cheapest formers to build. For some odd reason, Quantum or Singularity Formers cost much more. Fusion Superformers = 40 while the same thing with Quantum would cost 70 credits.

And you can build needlejet colony pods long before you get to Gravship. It's an easy way to colonize an archipelago of islands without using transports or drop pods.

laurens posted 05-22-99 05:41 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
'Lurking Danger'

Equip the Cruiser transport with Carrier Deck and Deep Pressure Hull. Now it's possible to load up 12 Busters and carry them round the globe!
If you want a safer insurance bet, put on the psi coat.

Plato90s posted 05-22-99 10:48 AM ET     Click Here to See the Profile for Plato90s    
In ver 3.0, you are no longer allowed to build a submarine carrier. Does appear to be a contradiction in terms.

Besides, I've never noticed Deep Pressure Hulls to have any effect on the AI.

trippin daily posted 05-22-99 03:29 PM ET     Click Here to See the Profile for trippin daily  Click Here to Email trippin daily     
Is it just me, or does anyone else agree that this armor on probe teams deal is a cheat? The AI doesn't do it. That is one strike against it. A probe team (of only about 5 or 10 ten men) can defeat a hovertank (U know, probably 50 or so tanks). So it's too powerful. That is two strikes. It doesn't make sense for the above to happen. Strike three. I think its a cheat. Anybody care to disagree that it isn't? I would love to hear somebody try backing up using this one.

Trippin Daily
-no, you will not get flamed for disagreeing with me -

Plato90s posted 05-22-99 03:56 PM ET     Click Here to See the Profile for Plato90s    
Well, armor for a probe team can be translated into defensive armaments. James Bond never went on his missions unarmed, right?
mcginnism posted 05-22-99 05:10 PM ET     Click Here to See the Profile for mcginnism  Click Here to Email mcginnism     
I checked the workshop, and a probe team w/ armor costs significantly more than an unarmed sentinel unit...so I guess its not that unfair.

I do seem to remember reading something about probe team combat being strictly based on morale though, so perhaps it is a bug. I wonder if the armor value is used when the unit is involved in probe vs. probe combat.


Gungho posted 05-23-99 03:09 AM ET     Click Here to See the Profile for Gungho    
Try some cloaked drop hovertanks with max attack, especially useful with the space elevator.
Drop a few around a city you want to capture, in conjunction with chopper attacks unbeatable. You can even manage a few cities in a turn, especiaaly if you drop in behind the frontlines, so to speak, as these cities often seem less defended.
If the city has too many defences drop in some blink drop hovertanks to help out.
I agree with many of the previous designs too.
Igor posted 05-25-99 04:15 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
Plato90s, I CAN produce Cruiser w/ Deep Pressure Hall AND Carrier Desk in VERSION 3.0.
I like any units with clean reactor.
Beta1 posted 05-25-99 05:40 AM ET     Click Here to See the Profile for Beta1    
Seeing as I brought up armoured probes in the first place I'll leap to their defence, or at least offence.

I hardly think that saying that because the AI dosn't use them its a cheat is a valid argument. I've never seen the AI use armoured needlejets or formers. I've never seen the AI use submarines. I've never seen the AI use cloaking devices. Are any of these "cheats"? The AI DOES cheat, all to often. Using well designed multirole units is not a cheat its simply because we Non artifical inteligences are that little bit more cunning then our AI opposition.

A probe team of a few men can defeat a hovertank or whatever because of the way the game mecahnics works - this is not a realistic battle level wargame it is a strategic science fiction game - if you want realistic squad/unit level combat go and play something else.

My opinion

laurens posted 05-25-99 08:45 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
An enduring garrison force?
--------------------------------

You will decide on the necessity of these units based on perhaps social engin factors/secret projects owned -

Combination A:
1 AAA/Trance garrison, conventional armor
1 AAA/Police garrison infantry, conventional armor
1 Psi unit
1 Air Superiority unit, psi def
(Remarks: 2 units with conventional armor are included to fend off missile attacks as well as those of empath ones.)

Combination B:
1 AAA/Trance garrison, psi def
1 AAA/Superiority garrison, conventional armor
1 Probe team with psi def
1 Probe team with conventional armor
1 Clean, X Copter
(Remarks: Besides a low maintenance cost, generate an immediate attacking force after subverting the enemy units with your probes and the Copter acting as support.)

Plato90s posted 05-25-99 11:17 AM ET     Click Here to See the Profile for Plato90s    
You can't put AAA on a Psi armor unit.
icosahedron posted 05-25-99 11:42 AM ET     Click Here to See the Profile for icosahedron    
I thoroughly agree with Trippin', the armored probe teams are a cheat. What, fifteen spies in a tank? Yeah, that'll sneak right past the enemy. Or maybe the spies have learned martial arts and are able to dodge lasers? Um, yeah right.

But the biggest cheat about the armored probes is that they do not require support. What a load of crap. If the probe team has enough armor to survive being pounded by battle units, it must have an armored escort (real subtle for spying), and should require support.

Armored probes are cheats. Not even remotely realistic. Face it.

- icosahedron

Beta1 posted 05-25-99 12:26 PM ET     Click Here to See the Profile for Beta1    
"Armored probes are cheats. Not even remotely realistic. Face it."

I never realised realism was a major factor in this game. How realistic are any of the units in this game?

(Although I do agree probes should require support - but I think ALL units should do(except supply crawlers-that wouldbe daft))

*Beta1 is suddenly forced to stop writing by the sudden attack of a mindworm boil pissed off at him for accusing it of being "not remotely realistic"*

laurens posted 05-25-99 01:39 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Halo!

Sorry that I have made a terrible mistake abt the AAA/Trance garrison with Psi def.

Thks alot plato90s


Regarding the probe team armor, I suppose the concept of 'armor' need not be restricted to purely-heavy stuff. Probability mechanics? Well, it can just be one single thin layer of distorted force field that surrounds James Bond (ermm....my chiron yr is now 2289). This is a sci-fic strategy game, stretch your imagination. Otherwise, I wouldnt be playing it also.

U mean Nano Factory is realistic?

laurens posted 05-26-99 10:10 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Sea probe team with antigrav struts.

Remarks: Coupled with a high reactor, you can expect the Hive/Believers bases to be subverted at will with your energy reserves in abundance.


Blink AAA Infantry

Remarks: Shuttle them at the frontline and attack/defend cities alike.

drako posted 05-27-99 04:21 AM ET     Click Here to See the Profile for drako    
Blink Drop Hovertanks for offense & AAA Drop infantry for holding on to those newly conquered bases.
antinon posted 05-27-99 07:31 PM ET     Click Here to See the Profile for antinon  Click Here to Email antinon     
I make one or two Empath Clean Needlejets, specifically for seeking out and killing mindworms. Since their range is so long, and they can't be attacked in the air, they can defend many bases before the worms even get close.
laurens posted 05-27-99 08:07 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Antinon:

Good idea. How about equipping them with Air Superiority ability? This is to prevent other Air defenses from chewing you up too easily.

Since psi combat depends purely on morale, having a Air Superiority/Empath would sound more favourable to me.

Timexwatch posted 05-27-99 08:25 PM ET     Click Here to See the Profile for Timexwatch  Click Here to Email Timexwatch     
Hmmm.......I love Nerve Gas equipped Choppers (or Crop Dusters as I call them).....but since choppers seem to be somewhat despised....Stealth Psi Infantry. I just love the idea of invisible stealth troopers.....


-Timexwatch

presence posted 05-27-99 10:24 PM ET     Click Here to See the Profile for presence    
As long as we're talking about realism in probe teams, is it really realistic for a group of 50 or so tanks to be able to find 15 men on foot hiding out in a forest? I think probe teams should have some chance of being undetected when enemy units try to enter their square, and should DEFINITELY not be able to be detected from adjacent squares except by other probe teams (who would have the equipment necessary to detect covert operations).

Enemy probe teams never, ever get through to my bases because of my air defenses. If we're trying to be realistic, air units should never be able to detect probe teams.

Plato90s posted 05-28-99 09:59 AM ET     Click Here to See the Profile for Plato90s    
Here's a fun little "bug".

A ground unit equipped with air superiority as an option does not suffer the 50% ground strike penalty that a needlejet does. So you can make a SAM/Empath speeder with no penalties. Use it against aircraft, land units, and mindworms with equal efficiency.

icosahedron posted 05-28-99 10:45 AM ET     Click Here to See the Profile for icosahedron    
Maybe probe teams should just be immune to conventional attack and detection altogether, so that enemy probes can actually coexist in the same square as conventional units. This would make some sense. In effect, probes do not have nor need to obey ZOC, not even in the controlling square, except with respect to other probes. Of course, units should be equibable with the special ability to detect probes and eradicate probes. If a conventional unit detects a probe team, it should instantly capture or kill it (no fight necessary).

And I think some have a twisted notion of 'realism'. Realism is a matter of internal consistency. Mindworms and their actions are realistic in the SMAC realm. A team of 15 humans (as we understand the concept of 'human') taking on an assault by an armored division and actually winning based on their military armor/counterattack capability is ludicrous.

I think the basic probe is all that should be allowed. No armoring. And while no support in minerals makes sense, perhaps a city can only support one probe for every two people in the city, or some such population ratio for support.

Probes should probably be invisible to non-probe units that are not specially equipped.

- icosahedron

laurens posted 05-28-99 12:35 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
To: Plato90s

Doesn't SAM/Empath cost a bomb? I tried with this combination before, and found that it is unusually ex - a flaw in the game? How about some more-economical units?

Comments

Plato90s posted 05-28-99 03:45 PM ET     Click Here to See the Profile for Plato90s    
A SAM/Empath speeder costs between 80 to 120 minerals to make, depending on the engine you use. That really isn't that much since a basic speeder costs 60-90 minerals anyway. It's quite cheap to build a Trained speeder for ~40 minerals and then upgrade it. With Nanfactory, the upgrade cost is only 90.

So 40 minerals and 90 credits gets you an elite SAM/Empath speeder.

KrazyJ posted 05-28-99 06:34 PM ET     Click Here to See the Profile for KrazyJ    
Armor in the SMAC since is more like "counter-strike-capability". not "armor" in the traditional since. I could imagine 10-15 well-armed well-trained special ops soldiers taking out a force much bigger and heavly armed then themselves(isnt that sorta the point of spec ops?) I mean come on this is the future, the could sneak up on them using some sort of high tech camo, place C-4(though doubt it whould be C-4 maybe C-2000) on the tanks and run like hell.
papillon posted 05-29-99 01:18 AM ET     Click Here to See the Profile for papillon  Click Here to Email papillon     
While it is true that SMAC is not "realistic" in the objective meaning of the word, the way it is played does need to be "virtually" realistic -- that is true to the spirit of the game. I tried Civilization: Call to Power for a couple of games and grew to despise it. One of its great failings is that it slavishly adheres to a battle model where, for example, a couple of units of musketeers can destroy a stealth bomber in flight. The designers claim they did this for "play balance". I say they did it because they lack imagination and competence, are just lazy, or realized if they put in some design bugs they might be able to make a little money by correcting them in a later "edition." Anyway, it destroys the "internal realism" of the game.

I think that armored probe teams tend to destroy the internal realism of SMAC. I don't think that the designers had any malicious intent in this, I suspect that it was just one of those little details that they didn't think about and, perhaps, will fix now that clever, imaginative folks have discovered and begun to exploit the flaw.

Empath posted 05-29-99 07:46 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
Plato90s:
Carrier subs are current tech. Of course, these days they mostly hold missiles, but it is possible to make a sub that can launch planes. It is not very cost effective, but it is doable.
Other current techs not allowed in the game...
Drop pod missiles
Nerve gas missiles
laurens posted 05-29-99 11:55 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Strongest AAA garrison that you might just need in your game?

An commando/elite 1/<8>/1 infantry, outfit with either Police or Trance abilities for obvious reasons. The city must at least own aerospace complex and a perimeter defense (tachyon def is too much for the AI).

Given the time limit as well as the scope (let's take the huge map) of the game , the above-mentioned unit tends to be the ultimate AAA garrison.

Plato90s posted 05-29-99 02:17 PM ET     Click Here to See the Profile for Plato90s    
Why would you even need a Drop Pod missle when the AI already has the teleporting missle?

I agree that there should be a special ability that allows a submersible to carry missles/planetbusters. After all, Civ2 had it and it was very useful. Maybe a Missle Deck option is needed. But it's unrealistic to have needlejets operating off a sub.

Zoetrope posted 06-02-99 04:47 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Timexwatch: the stealthy psi troops sound great: like a cross between the Shadows (invisible) and the Vorlons (telepaths).

Or, since these troops are humans, Invisible Psi Corps.

Combine them with Stealth Probe Teams, and what a menace in multiplayer!

Zoetrope posted 06-02-99 04:59 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Plato90s: how do you know that 300 years in the future submersibles won't be able to launch jets? Air units needn't even carry human pilots. Needlejets might be compact, robotically controlled craft. Likewise for choppers.

That's a thought: maybe jets and copters are so miniaturised that they're too small to carry missiles?

Then each needlejet or chopper squadron represents a swarm of deadly, artifical gnats. Well, maybe not that small, but maybe each aircraft is compact enough to hold in your hand.

Also, with modern advances in nano-machines, maybe the gnat jets and choppers are feasible after all?

Zoetrope posted 06-02-99 05:13 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Plato90s: how do you know that 300 years in the future submersibles won't be able to launch jets? Air units needn't even carry human pilots. Needlejets might be compact, robotically controlled craft. Likewise for choppers.

That's a thought: maybe jets and copters are so miniaturised that they're too small to carry missiles?

Then each needlejet or chopper squadron represents a swarm of deadly, artifical gnats. Well, maybe not that small, but maybe each aircraft is compact enough to hold in your hand.

Also, with modern advances in nano-machines, maybe the gnat jets and choppers are feasible after all?

Then the submarine carrier could be the size of a toy yacht!

As for the armored probe teams, who says they must be humans? As equipment becomes more automated, the obvious way to subvert armies is electronically and cryptographically using nano-probes. The advanced AI depicted (not implemented!) in SMAC is probably independent of human handlers quite early in the game ("I know I look human, but I'm only drawn that way").

It may be that the only humans in the game are the citizens of the bases. That would explain why the units (except colony pods) are not drawn from the population, and cost minerals (not nutrients) to maintain.

An `armored' (counter-attacking) probe team may contain a vast number of quickly reacting nano-probes (compare computer viruses) that infiltrate the security systems of the military units attacking them, and destroy them by initiating the auto-destruct sequence that SMAC has thoughtfully provided to each unit.

Plato90s posted 06-02-99 08:51 AM ET     Click Here to See the Profile for Plato90s    
Well, since copters only become available after you get Mind Machine Interface, I would say it's possible that there is no human pilot, just an uploaded mind. But Needljets are available for before then.

Also, military units don't reduce population since a military unit require few people in comparison to a city. The Civ2 model has each population unti being at least equivalent to 10,000 people. At higher population levels, the number is even higher. But a wing of fighters is composed of less than 100 pilots. The support staff is represented by the mineral required for upkeep. So it does make sense.

brad posted 06-02-99 04:04 PM ET     Click Here to See the Profile for brad    
I think the last few posts have come up with a new option: remotely-piloted units. I think (guess?) that the game designers view that there are people in all of the units driving/flying/sailing them. An option would be to have a unit remotely-piloted. It might make the unit cost more, but the time to repair damage mihgt be less, as the humans are safely back at base. And maybe the effect on drones would be less, as no one was away fighting a war.
danib posted 06-04-99 09:47 AM ET     Click Here to See the Profile for danib  Click Here to Email danib     
Plato90s : But it's unrealistic to have needlejets operating off a sub

whay in WW2 the jap's had sub carrear capsete=2

M_ashwell posted 06-09-99 09:50 AM ET     Click Here to See the Profile for M_ashwell  Click Here to Email M_ashwell     
cloaked probe teams....
sub carriers...
sod that the best PRE-DESIGned unit is the mind worms once u have a few wonders there nearly invincible.
but i must admit that the idea of tiny nano-bot attacks is fun there is only one problem i can see with that in a battle how would they find each other?
one "square" is what 1000 m2 it might be intresting to see a 30 cm robot that can detect units up to 2 Km away!
also how big is a mind worm?if it is bigger than the bots thenwhy do they attack why not just crush them?
laurens posted 06-10-99 07:28 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
The ultimate killing machine?

Weapon: Graviton or above
Armor: Stasis
Reactor: Singularity
Special: SAM/AAA tracking
Remarks: Must be in possession of Neural Amplifier (Dream Twister optional). Morale should be as high as possible for obvious reasons.

MajiK6pt5 posted 06-11-99 01:25 AM ET     Click Here to See the Profile for MajiK6pt5  Click Here to Email MajiK6pt5     
ah, i wouldn't say that all of the units are automated (robots).
it takes the realistic element out of the game, because what fun is it to know that you are only killing robots instead of bleeding ppl screaming for mercy??? (j/k)
no, really war sort of becomes pointless, and then why do citizens get mad when you send out mil. units if you have low police? huh? why?
SomeKid posted 06-15-99 11:42 AM ET     Click Here to See the Profile for SomeKid  Click Here to Email SomeKid     
Well, I don't think milartary units in the future will be super small but will be able to get real compact (not during fighting of course). A plane in real life can fold up it's wings in storage, making it take up less space, so the aircraft carrier can hold more planes.(I don't know which plane it is) Anthor example is the kick-ass battle droids in The Phantom Meance. They could compact into a third of their size, so they could have 3 times as much battle droids.
Also I think in SMAC all of the units are human just to make it fun and are their regular size. Cause people wouldn't give a crap if the city was sending out some hunk of metal(A robot). They want the game to be fun not ultra realistic.
Zoetrope posted 06-18-99 09:19 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
M_ashwell: mindworms are described in SMAC as being 10 cm long, but they attack in swarms.

As for defending against nanobots: first you have to see them. If they can enter your pores and do serious damage before you know they've "infected" you, then they can wipe out a whole army in no time.

Viruses and bacteria are biological nanobots, after all, and look how many people they've killed in the field, even though people have (usuallly effective) natural defence mechanisms against them.

danib: would you like to retype that statement about the Japanese sub carriers?

Talking of which, in the TV series "Voyage to the Bottom of the Sea", the Seaview launched its humanly piloted airplane while fully submerged.

Plato90s posted 06-18-99 09:31 AM ET     Click Here to See the Profile for Plato90s    
I have never heard of a Japanese sub-carrier during WW2, and find it a highly unlikely proposition.

The Imperial Japanese Navy was doing some very unusual things like mini-subs that can be launched from subs like torpedoes. They were used [unsuccessfully] at Pearl Harbor. The IJN also went on to build the largest battleships on earth.

But the technology does not exist at the time for a sub to launch aircraft. Keep in mind that subs were far smaller then compared to today's subs. You can barely launch a helicopter off today's subs, much less a prop-driven aircraft.

I think you are thinking of the IJN practice of using submarines as tenders for seaplanes. Submarines can sneak into a lagoon or cove somewhere and meet up with a seaplane to resupply the plane. In that sense, it's performing much the same functions a carrier does. But the sub doesn't carry or launch the seaplane itself.

wboatman posted 06-18-99 02:35 PM ET     Click Here to See the Profile for wboatman    
Actually, the Japanese did have at least one sub that carried sea plane(s) in a hanger. It came late in the war, and tended to be slow moving, slow submerging, and not very practical.
LocustOfChiron posted 06-18-99 05:41 PM ET     Click Here to See the Profile for LocustOfChiron    
Aren't we getting a little off subject? What do Japanese subs have to do with units in SMAC?
laurens posted 06-18-99 08:34 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Japanese subs =

Cruiser armed with best possible weapon and an 'economical' armor, along with Carrier deck and Deep pressure hull.

Its movement rate and effectiveness will be as governed by technological advances - from foil to cruiser, reactor values, etc.

Plato90s posted 06-18-99 11:11 PM ET     Click Here to See the Profile for Plato90s    
But does that really count as a carrier? Even if you had a sub that carried a seaplane hanger, it would have to surface, put the plane out onto the sea surface, and then let the seaplane take off. The sub itself does not launch the aircraft the way a modern carrier launches its aircraft.
laurens posted 06-19-99 08:41 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Hi! Plato90s

I remembered that when I was very young... the Japanese cartoons liked to featured underground bases (well, in this case, you may want to relate that to submarines) that launched whole hordes of 'multi-purpose' aircraft - they are able to travel through and out of the waters, get to the air, and drill themselves through hills/mountains alike. I know that may seem a bit far off, but isn't this what people in the past think of satellites, spaceships and man in spacesuits?

laurens posted 06-20-99 06:45 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
testing
laurens posted 07-08-99 04:16 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Well, actually the real reason for doing this is transplanting it over to the ACOL site

Anyway, still got to put in another design -

Foil/Cruiser probe teams seemed more versatile than their land counterparts.

And probe teams armed with Air Superiority?

jAY e posted 07-14-99 12:38 PM ET     Click Here to See the Profile for jAY e    
Yeah, I know, this is way late but anyway...

The Aichi M6Al Seiran was a single engine bomber launched from I-400 class Japanese super-submarines. It was carried folded up into an 11-foot 6-inch hangar tube. None actually flew any combat missions.

Of note, the National Air and Space Museum is restoring one.

http://www.nasm.edu/nasm/GARBER/aichi/aichi.htm

laurens posted 07-14-99 10:21 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Will X Artillery ever be useful?
ZyXEL posted 07-15-99 03:36 AM ET     Click Here to See the Profile for ZyXEL  Click Here to Email ZyXEL     
THE ultimate killing machine (actually organisams) are Locustus of Chiron. If you manage to get +6 to MORALE, you have nice little deamon boils of this multi purpose fighters every 4 or 5 turns (or even less) in your bigger bases.
New tactic: mass about 20 (yes, I've tryed it, it's hard, but it's worth of it) Great/Deamon boils of that flying things, and consume fraction by fraction. What chance have Super X Singularity Benemoth against Demon boil of Locustus? And about twenty of them?
Actually, my brother got the idea, I've just made it possible . Man, do they kick ass!!!

I'm very surprised that no one of you folks don't use native life forms. I'm kind of dissapointed .

�oki
-Oh my God, here they come... AAAAAARRGHHHHH!!!!!.....

M_ashwell posted 07-15-99 05:48 AM ET     Click Here to See the Profile for M_ashwell  Click Here to Email M_ashwell     
i use native life forms
the best thing about the LoC is it does not run out of fuel (long before grav tech.)
gather all the sp and some of the other(i dont have my book 2 hand so i cant tell you how much you can increase then by)

ne way c u all later

M E Ashwell

laurens posted 07-15-99 08:12 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
I favor native-life play too And especially Isles of the deep which act as transports too ..

Anyway, I suppose nobody mention that here because we wanted to come up with designs from the workshops, and for that matter I do not mention anything on intrinsic designs.

Plato90s posted 07-15-99 11:02 AM ET     Click Here to See the Profile for Plato90s    
I'll take my Empath Choppers against your Demon Boil locusts any day. Even without Dream Twister, an Elite Singularity Empath chopper can take out 2-4 Demon Boil Locusts. Native lifeforms are nice, but they can't go toe-to-toe with top-of-the-line conventional units and win.

When you've go the production capacity, there is no more powerful unit (unless you add Nerve Gas) than a BlinkGrav Singularity Assault Squad when it comes to attacking bases. No defensive bonus apply, and you can attack 3 times if you're elite.

laurens posted 07-15-99 11:19 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
What about a demon boil alien housed within the city of perimeter and tachyon def?

Perhaps yours could be a Blink, Empath assualt squad?

Or.. A Believer's BlinkGrav Singularity Assault Squad

Beta1 posted 07-15-99 11:46 AM ET     Click Here to See the Profile for Beta1    
When did this thread resurface?

Anyway another good one:

Elite, drop hovertanks +empath trance, PSI armor (if you like) (ideally with dream twister) - used to dealwith those late game worms. Just drop them in and boom - no worms.

Zoetrope posted 07-16-99 12:45 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
laurens: If you ever manage to create an Air Superiority Probe Team, let us know immediately how you achieved it, because the Workshop doesn't allow it.


Also, orbiting satellites and "flying fish" aircraft are vastly different propositions than drilling through mountains like butter which is more like a Superman comic than serious SF.

Please remember that popular shows such as Star Trek, Babylon 5, and Star Wars honor Fantasy and Politics, not Science.

laurens posted 07-16-99 01:35 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
That was actually a question on whether this design is possible - thks for the reply

"And probe teams armed with Air Superiority?"

laurens posted 07-16-99 12:28 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
An improvement on previously-suggested garrison force (especially to take on human players):

Locust of Chiron - to act as air defense too
Probe team
Trance/AAA assault squad
Empath/AAA moderate-assault squad (best armor that the AAA requires but need not the best weapon for economical costs)

Not taking planet busters to be a consideration - you know, you developed an unusual love for those def pods

laurens posted 08-22-99 12:43 PM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
bringing up this thread for reference -

(just make me feel so old sometimes )

Beta1 posted 08-23-99 09:21 AM ET     Click Here to See the Profile for Beta1    
Laurens- Is this justa lame attempt to get your thread to the top of the list again?

Oh bugger, I've just put it back to the top!

Anyway anyone use elite drop hovertanks as antiworm units? This may have already been covered I havnt crawled al the way through the thread again.

Beta-1

laurens posted 08-23-99 11:37 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Actually I brought up this thread just in case Combined Arms would find it useful for his discussions

You mean elite, trance hovertank-units? Hmm, (assume that Neural Grafting is present) why not try fit in another ability for better multi-tasking?

Beta1 posted 08-23-99 02:27 PM ET     Click Here to See the Profile for Beta1    
Actually I get the elite through facilities/SE choices (as a Spartan). I normaly use just the +50% psi attack thingy to keep the costof the unit down. I make some with drop as well to cover bases that are on islands/not connected by magtube.

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