Alpha Centauri Forums
  The Game
  Reluctent Mind Worms?? What gives?

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

Author Topic:   Reluctent Mind Worms?? What gives?
ddayjoe44 posted 06-02-99 06:58 PM ET   Click Here to See the Profile for ddayjoe44   Click Here to Email ddayjoe44  
OK, so I'm blasting the Hell out of one of Morgans citys with cruisers either side of a one "square" peninsula, Mind Worms are 3 "squares" away,(also on the peninsula, NO land units in their path, straight to the Morgan city. I'm thinking "Cool!, those "worm guys" should slide right in there and make my life a little easier any turn now!" About 30/40 turns LATER... I'm STILL blasting, and the damn Mind Worms are still sitting there, what???, haveing tea?? Sombody explain this one!
MichaeltheGreat posted 06-02-99 07:37 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
The AI assigns certain behaviors to certain individual units. Some of them do sit around and wait to ambush other units. When you play around with the scenario editor, and place units, you have commands available to toggle different unit behaviors, and this is also one of the settings there.

At least, when you capture his city, they won't bug you either, but as long as they are sitting there, put a unit on the ground, or hit them from the air, WASTE 'EM and get the energy credits.

One of the ways I improve my units I'm going to send off to war is by finding a nice patch of fungus, and spending turns having those guys move around on a nice little "worm hunt" I get cash, then I get Commando units, which I take to a monolith and turn them into elite units - these are the core units I upgrade first throughout the game, and they are the mobile spearhead of my ground forces in future battles.

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.