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Author Topic:   Can Planet Be Killed?
Eternally Exiled in PG posted 06-27-99 04:59 AM ET   Click Here to See the Profile for Eternally Exiled in PG   Click Here to Email Eternally Exiled in PG  
I think I saw the beginning of a thread like this once but went on vacation, so I need to know. Has anybody found a way (in Alpha.txt perhaps) to stop planet entirely? Some of you may consider it a cheat, but I love it when two massive, well established factions on opposite sides of the world can go after victory without interference from Planet. Especially since late game turns can take forever when you really tick planet off.
Krushala posted 06-27-99 09:14 AM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
The only way to turn planet off entirely. Is to activate scenario. Turn off all native lifeforms. And then save as a scenario. Then play that scenario. I never do that because my scenario scores never get on my hall of fame. I like to see something to show from all my work.
Resource Consumer posted 06-27-99 01:17 PM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
As a matter of principle, if not legality, if you can rape planet why can't you kill it?

Resource Consumer

- "Resouces exist..." but not for long -

Jythexinvok posted 06-29-99 03:35 AM ET     Click Here to See the Profile for Jythexinvok  Click Here to Email Jythexinvok     
I vaugly remember that thread. I think the final word was that removing all fungus would probably quiet planet down enought that it would be as good as dead.
Krushala posted 06-30-99 08:49 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
Removing all the fungus would quiet things down a bit. It would be fun to drop 50 singularity Planetbusters after you've cleared all the fungus from planet. Of course if there is no land left than no mind worm boils can spring up.
Resource Consumer posted 07-01-99 05:07 AM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
Wouldn't the fungus (and hence mind works) pop up in the sea?
Krushala posted 07-01-99 02:58 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
But sea fungus isn't a problem for me. Sure isle of the deep's appear. But they never have as many mindworms as the ones that pop up in land fungus squares. But the problem is you would have many land squares still around your bases. Unless you Planet Busted your own bases. I don't think that's possible though.
MichaeltheGreat posted 07-01-99 03:00 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
If you REALLY wanted to PB your own base - build a mind worm, move it one square away, release it into the wild, and nuke it.
Krushala posted 07-01-99 03:22 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
Wow I didn't think you would give planet busting your own base that much thought. Not something I would particulary like to do. I do want to drop about 50 PB's and see if I can withstand the onslaught though.
Spider posted 07-01-99 06:07 PM ET     Click Here to See the Profile for Spider    
You've got land squares around you bases? Cover the land with low-priced units. They won't interfere with resource collection, and they'll prevent sea-originating mindworm attacks. Interesting concept, no?
Krushala posted 07-01-99 06:19 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
yes it is. I'll cover every land square. And then commence nuking. I want to destroy all the land on the planet except for my own. Of course it won't be very challenging if mind worms can't pop up.
Nell_Smith posted 07-01-99 06:25 PM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
Spider:
Good tactic... that used to work in CIV2 as well with the Barbarians... cover as many coastline squares as possible (especially non-mountainous ones) with settlers or whatever, and watch the Barbarians go and pillage someone else instead... it seems that there are just as many occurrences of mindworm sea invasions, but that they go and target some other faction's undefended piece of land instead.

Nell... missing being able to capture and ransom that Viking-looking Barbarian leader...

Resource Consumer posted 07-01-99 08:02 PM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
Nell,

You mean Ewan McJockStarp doesn't look lie a mindlessworm.

Resource Consumer
- Your neighbour... move now -

Zoetrope posted 07-02-99 04:31 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Aren't you all forgetting about the Locusts?

Nell: the barbarian leader isn't nearly as ... striking ... as the Viking emissary.

Zoetrope posted 07-02-99 04:42 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Btw, I remember that thread that EEiPG and J, the hard to spell, mentioned.

In those remote days, I remarked that in one game Planet's worms were giving me some grief, so I built zillions of fungicidal formers and removed all fungus within many squares of my borders.

Chiron quietened right down.

So it seems the probability of fungus expansion and mindworm appearance is about proportional to the amount of fungus near you, because usually fungus grows from fungus.

However, when I've had high eco-damage, several isolated squares of fungus have appeared. But if they happen within range of you, you can send fast Trained or Clean Empath and SAM Empath units to deal with them. By late game, you can, I think, build more of those than Planet can build fungus patches, once your formers have cleared the land.

There would have to be a mighty fine reason for me to _plant_ fungus as some players favor.

Nell_Smith posted 07-02-99 03:56 PM ET     Click Here to See the Profile for Nell_Smith  Click Here to Email Nell_Smith     
Zoetrope:
Yeah, what is the deal with planting fungus? OK, do it in your allies' terrain to annoy them, but in your own land? Hmmm I suppose the Gaians get a fungus nutrient bonus, but even so... you still can't build any useful enhancements on a fungus square. Never got to the stage where I've felt the urge to plant fungus, but are there advantages to it? Hmmm maybe use it as defensive terrain if you've built the Xenoempathy Dome or if your own troops are all mindworms anyway? Can anyone enlighten me?

RC:
Yeah but remember, neighbourliness works both ways... so cut it out with the dissin' of my hero... or I'll have to hunt you down and force you to... watch Star Wars 47,000 times

Nell... putting the flat on the market as we speak...

Evk posted 07-02-99 10:24 PM ET     Click Here to See the Profile for Evk  Click Here to Email Evk     
I think probably the only way to kill Planet is to suck all the Mako out of it.

Wait. Wrong game. Back to your pints and quarts, people!

Resource Consumer posted 07-05-99 07:31 PM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
Thinking about Zoetrope's point.

That's what you miss in SMAC comapred with Civ2 - the sexy emissaries. The Viking one I agree, but I also have a soft spot for the Zulu emissary (always prepared to have long and repeated discussion with them) and the Egyptians.

There were one or two others as well.

Perhaps I should reinstall?

Resource Consumer
- nostalgic and amnesiac = heaven + hell -

evil_conquerer posted 07-06-99 02:13 PM ET     Click Here to See the Profile for evil_conquerer  Click Here to Email evil_conquerer     
Nell: If you have a positive planet rating and you have all the technology that gives you resources from fungus, it can be the square in the game (except for boreholes ). Also, by that stage in the game you have the tech to improve fungus squares.
sandworm posted 07-06-99 02:31 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
I don't think I've ever had a solar collector or mine actually increase energy or mineral when I've built it in a fungus square. The mineral/energy resource bonuses don't work in them either.

Correct me if I'm remembering wrong...

Krushala posted 07-06-99 05:19 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
I just checked it out. You can't build anything in the fungus that will improve it's value no matter what your tech. With scenario editor I can put a farm/soil enricher/solar collector. But it doesn't change anything.
ZyXEL posted 07-08-99 08:18 AM ET     Click Here to See the Profile for ZyXEL    
I managed to clean all the xenofungus from the land, an my formers are just removeing the sea ones. If anyone of you is planning to do so, replace fungus with forests.
Planet looks great!!! No more surprise attack by mindworms
It is great thing to do, but it costs a lot of money(if jou mess with the fungus, mindworms are messing with you).

Please, one minute of silence for all the formers I've lost.

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