Author
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Topic: disabling Sea Colony Pods
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NotBrady |
posted 08-04-99 05:08 AM ET
Is there anyway to remove sea colony pods from the game? Maybe it's because I want everything so orderly and neat, but I really hate sea colonies, especially when a friendly faction "invades" your territory with them. I liked the old CivII way when you had to load a colony pod on a sea transport to expand beyond your own island.
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Natguy
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posted 08-04-99 08:20 AM ET
What's not to like about colony pods? They provide lots of energy, can be used as a platform from which to launch missiles or invasions, and they can provide an early warning if the enemy is coming your way.And if you work up a good naval defense, the "invasion" of seabases won't happen. Or if they do succeed, it's easy to take out since it's right near your land. |
Series II
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posted 08-04-99 09:01 AM ET
You could change alpha.txt (I think) and make the sea colony pods land chassis or change the prereq tech for sea colony pods to something like Secrets of Alpha Centurai |
carlos
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posted 08-05-99 05:27 AM ET
It would be nice if in SMACX there was an extra option in the rules department for this.Waterbases really annoy me sometimes: "When your neigbours come to close to be friends" |
Beta1
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posted 08-05-99 06:35 AM ET
There is an easy way to stop close AI water bases - build your own water bases around your coast. As water bases are able to "possess" sea as territory the AI cant build there. (And as then is normally only enough shelf to build one water base if the AI wants to build one he has to do lot of forming to raise trenchs highenough to be of any use.) |
AlexanderIII
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posted 08-07-99 05:27 AM ET
I also find enemy Sea Colony Pods the biggest pain. But I've found a very elegant solution. Build a few foil or carrier probe teams with deep radar, so they can see far and not require a transport. Then when an ememy sea colony pod comes wandering into my territory, I just subvert it and make it one of my own units -- free sea colony pods! (well it costs energy, but you know what I mean) I've played games on a small to medium-size map where none of my neibors can expand their sea bases into my territory at all, and I've got so many captured colony pods I have this huge naval empire.Another good way of detecting enemy sea vessels is to build a sensor array in the sea, by altering the #TERRAFORMING section in alpha.txt. In fact, I'm just putting the finishing touches on a new Tech patch called Advanced Hydromechanics (E7). Should be available as soon as I can get a few programs to convert .bmp files to .pcx and .wav into .mp3. ; New Tech: Advanced Hydromechanics (E7) ; Requisites: Doctrine: Initiative (E4), Planetary Economics (B6) ; Abilities: Heavy Transport (Heavy) --> which is actually turned off in the default game setting ; Leads to: -NA- ; Formers may build Kelp Enrichers (not visible) and Minefields (as sea bunkers, not visible) ; Mining platforms gain +1 mining bonus ; ; Sea Sensor Array build capability is enabled with Doctrine: Flexibility I'll tell you, with these enhancements, sea empires are a real treat! |
willie_nelson666
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posted 08-11-99 12:13 AM ET
I find sea colony pods very useful, mainly for three reasons.1. If you run out of land you can still expand without settling on other continents. 2. Sea colonies act as great airbases when you get into a vendetta with a faction on another continet. 3. If you get pulled into a vendetta at an inopportune time (you just got out of one, your defenses are weak, you don't think expanding anymore would be a good idea, etc.), attack all of your enemy's sea colonies. They're rarely as well defended as the land colonies, and if they have a substantial amount, you can get them to ask for a truce without setting one foot on their soil. |