Russia4Life

In depth strategy discussions

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Are you patched to version 2.0?

oh, GOD...perhaps! :slap:

 

I don't know, can't remember. I usually update my old games when moving from a computer to a newest one but...can't remember!

Ok, let's see.

1) Where can I see whether I updated or not?

2) Where can I find the patch unzipped? I tried to install it again but those zip, rar and such, I just :wall: I just want to click on "Install".

 

Sorry...

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freeware zip,rar and others. Installs, so you have right-click menu for handling these files with many options. the best/fastest/best compression I have ever seen till 2009.

http://www.7-zip.org/

well, for windows, not sure they have release for other platforms, possible

 

for version:

ctrl+F4

or

Menu>help>show version number

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for version:

ctrl+F4

And of course: Alien Crossfire Version 1.0

(feel like an idiot...)

 

freeware zip,rar and others. Installs, so you have right-click menu for handling these files with many options. the best/fastest/best compression I have ever seen till 2009.

http://www.7-zip.org/

well, for windows, not sure they have release for other platforms, possible

Thanks but it didn't help...

 

Either I use it to unzip and then...those files are just sitting here doing nothing (files are: "alair_sm.pcx", "alienuscript", "Alopdir.pcx", "alphax",...)

 

Or I click on the unzip version, there is some "WinZip Self-Extractor" which opens, tells me it'll unzip and then "install.bat", so I do, it says 2 files have been successfully extracted, then opens some black window "C:/Windows/System32/cmd.exe", the WinZip Self-Extractor comes again, I tell Unzip, then it says 32 files were successfully extracted and...and nothing!

 

:curse::curse::curse::curse::curse:

Geeez, ususally, you just open, then you accept the licence conditions, click Install then Next then next then Finish! Those were happy times! But now, with all those kids going to Pirate Bay and hacking everything, they thought it was too bloody simple ?!?!? (<------ Useless rant!)

 

Sorry to off-topic the Strategic thread!

Can you help me? I feel...tired... :idiot:

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Have you checked your version number again? It's possible that the update worked!

 

Petek

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Unfortunately, no. It seems it can't install.

 

Instead of unzipping a 'program' executing when I click on it (like formerly), here unzipping just gives me a folder full of files.

If someone gets the 'program' patch, perhaps he can send it to me through MSN.

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Bdanv saved my sorry butt...:o

 

I had to manually overwrite the files.

Version2.0 is ok...and it goes from 1305 EC to 1281, yes!

That should have been some nasty bug, giving you +150/turn for free! :DD

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Not so 'in-depth' but an irritating drone problem.

 

The key is that a specialist is neither a drone nor a talent.

 

If your base was stable at 4 citizens and becomes unstable at 5 citizens, then when you turn the 5th citizen into an engineer, you now have restored stability, because the last citizen(s) is (are) the drone(s) and when you turn a citizen into a specialist, it is the last citizen that becomes a specialist.

 

So assuming that you have at least 5 citizens, it never makes sense for the first specialist to be a doctor/empath/transcendi.

 

When you already have a specialist or specialists and the next citizen would cause a riot, then it makes sense to see if turning the existing specialist(s) into a doctor/empath/transcendi would solve the problem.

 

So creating a specialist does not shift the drones to the left. What it does is convert the right most citizen which is always a drone if you have any drones.

I tested it. Still have the problem.

Base (Pirate) has one scout patrol as police (game level: talent), no anti-drone facility. 6th citizen becomes a drone.

I then turn him into a librarian. Next turn, still drone riots. I turn a second one into librarian. Next turn, still drone riots (but they don't get worse, no facility destroyed. It's like they start anew each turn).

so:

- with 3 workers and 3 librarians, I still get drone riots!

- but turning the 1st drone into a doctor, I got a talent and no subsequent riots, and I can enjoy my 5 workers.

 

Not a good incentive to use no-psych specialists.:huh:

Something I overlooked?

 

(In the save, it's Port Svensgaard)

Svensgaard of the Pirates, 2192.SAV

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Above problem discussed at Apolyton. Ok.

 

A new question:

Do you know what happens if an alien faction completes the Empath Guild? Obviously they won't get votes in Council since they aren't in BUT do they get an infiltrator in human factions?

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Above problem discussed at Apolyton. Ok.

 

Please post your next question at CFC!

 

A new question:

Do you know what happens if an alien faction completes the Empath Guild? Obviously they won't get votes in Council since they aren't in BUT do they get an infiltrator in human factions?

 

Yes, they get an infiltrator. See attached save.

Empath Guild, 2106.zip

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...

 

Not a good incentive to use no-psych specialists.:huh:

...

Specialist bonuses get multiplied by facilities. So for example a librarian gives +3 labs, but with:

+ network node, +5 labs total

+ research hospital, +6 labs

+ fusion lab, +8 labs total.

 

There is a question, do you have a tile in base radius good enough to balance +5, later +8 labs from a librarian. It all depends on situation anyway, sometimes you may want just plain 2 nutrients instead (for example).

And later there are better specialists, quantum lab, etc...

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To crawl, or not to crawl, that is the question.

 

Consider first the static benefits of crawling necessary nutrients and minerals, and converting the population to specialists. Compare what you are getting having your citizens work the land directly, to what you could be getting if some or all of your nutrients and minerals were being crawled. On the one hand, you'll miss out on the multiple benefits a unit of population can derive from a square (particularly forest: 1 nut, 2 min, 1/2 energy). On the other hand, in addition to minerals and nuts on specialized squares (farm/condensor combos instead of farm/solar combos), you'll get the benefits of the specialists: 3 labs or energy. On top of that, if you're not running Free Market, the benefit is even greater, since specialist productivity is the same regardless of what kind of economy you're running.

 

However, you also have to consider the value of the time lost building crawlers instead of something else. Your cities could be building more buildings, or military units, or whatever. This, I am thinking, is much more difficult to calculate.

 

Now I'm itching to play again. :)

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Don't forget that crawlers are also useful in building secret projects and prototypes. There is a certain flexibility that you get having a bunch of crawlers.

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Something strange (or that I don't know):

Playing the Hive, I noticed that changing to Police State would not give me -2 efficiency.

Is the Hive immune to the negative of Police State?

More general: are factions immune to the negative of their preferred choice? (I don't think so: Zakharov gets -2 probe when choosing Knowledge).

:confuse:

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The Hive has the "Immunity, EFFIC" ability. The Hive never receives

negative EFFICIENCY penalties, either from Police State or Planned.

 

Petek

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Wow!

I never saw that written anywhere. Not even in the Prima Guide.

That's very interesting.

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That wouldn't be in the Prima guide because the change was implemented in one of the patches.

 

Petek

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..I never saw that written anywhere. Not even in the Prima Guide..

 

from the SMAC Academy:

 

Changes from manual covered in readme file

 

*The Believers have support +2.

*The Hive has immunity to inefficiency; their efficiency rating is never less than 0.

*Each University base gets 1 drone per 4 population, rounding down. This has the same effect as -2 psych per 4 population, rounding down.

*Each Peacekeeper base gets 1 talent per 4 population, rounding up. This has the same effect as +2 psych per 4 population, rounding up.

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I remember a discussion about Spartans and their early game mobility boost. Specifically, I remember reading about land transports.

 

Apparently if you add a transport module to a rover, you can now move infantry troops around quickly. If the rover transport is Elite, then it moves 3, allowing you to move infantry even faster. You could conduct blitzkrieg with a small scrimmage screen of standard rover attackers to clear the roadways, and then bring up the rover transports full of high-morale infantry to assault the cities with their +25% bonus.

 

Has anybody tried this?

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I am interested in land transports, and was trying it for longer time already. In ACDG3 we had one in DA faction. It was useful for formers, mostly when making roads, and when moving them to more distant forming locations, so instead of loosing a turn for moving, former could already work a new tile. Also for defense, once we moved 9 tiles along roads a defensive rover, cause it was immediately needed in a new place.

 

For attacking bases I use land transports in SP games, as you write, for getting +25% infantry vs base bonus, and it attacks with full strength having move point not spent.

 

The drawback is that it is

- micromanaging. planning how to move units with transports on land takes some semesters in Advanced Logistics courses ... (or maybe it's just me...)

- AI will not even design land transports. As predefined units I got some success, but the plan flag for the unit must be somewhat different than transport. But I have seen in editor AI actually moving units in them towards enemy bases.

 

With number of move points, there is another thing. Transport takes away one. E.g. foil transport have 3 move points in standard rules. When putting transport equip. on infantry chassis, 1 - 1 = 0, but unit retains one move point. Rover is 2 - 1 = 1, so rover transport moves the same as infantry transport, which is much cheaper to build. Spartans may have easier elite unit, which adds 1 move point, and here infantry land transport can move 2 move points (still the same effect for rover chassis, 2 move points)

In standard rules, it is hoovertank chassis that can move 2 and 3 with elite morale, so it is good to build infantry chassis and then hoover chassis transports and avoid rover.

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I could actually write more about the whole idea.

Although I like it and for years tried it and used in smacx games, because it is so micromanaging, I would stop using land transports. In UMod, I tried something else, infantry chassis has 2 move points (mp), rover 3 and hoover 4. Now, one could think, that infantry might move along road with its first mp and then attack a base with full remaining mp and get +25% bonus (vs. base), but it is not so. The bonus, it appears, is hardcoded to be given to a unit with 1 mp. So infantry like x-1-2 does not get it. I found that when you give such infantry "slow" ability, and it is x-1-1, it gets some other benefit. Namely the defender in a base against infantry x-1-2 gets +25% "mobile vs base." Infantry x-1-1, ("slow") does not triger that bonus for a defender. And here comes benefit of "infantry" but it must have 1 move point.

 

Initially, I was thinking, that having infantry chassis with 2 mp would make such land transports much less usable. Unfortunately, they are still the same beneficial.

 

I also tried other tricks to get infantry chassis move faster, like grav ability, but I had more weird side effects, so finally I settled for just basic 2 mp and predefinition of some "slow" infantry for AI, that obviously will not want to design them...

 

Some land transports for AI are too predefined. And it does usem correctly sometimes. hopefully more modding will get better results. I think smac has still a lot of potential.

-------------

Well, actually formers on infantry chassis moving 2 tiles is a nice thing, no longer land transports benefit them that much.

Edited by Mart

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I remember a discussion about Spartans and their early game mobility boost. Specifically, I remember reading about land transports.

 

Apparently if you add a transport module to a rover, you can now move infantry troops around quickly. If the rover transport is Elite, then it moves 3, allowing you to move infantry even faster. You could conduct blitzkrieg with a small scrimmage screen of standard rover attackers to clear the roadways, and then bring up the rover transports full of high-morale infantry to assault the cities with their +25% bonus.

 

Has anybody tried this?

The Game of the Month "A City called Armaggedon" gives you 2 hovertank transports direct at the start of the game.

Could be the opportunity to try and play with land transports.

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Question: what happens if you pop a goodie pod, computer determines it to be a 'material' pod to finish nearest construction but your nearest base is on a secret project?

Does it change to give you something else (credits, tech, comlink, an artefact) or...?

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Does it change to give you something else (credits, tech, comlink, an artefact) or...?

..insta-build a secret project?

 

i've never heard of something like that.

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I'm fairly sure theres all kinds of checks it does to make sure a pod event is possible/permittable. Most obvious one is that only sea transport units can get units from sea pods - otherwise an IoD is spawned. This is why there are so many IoDs from pods.

 

binTravkin used to tell me that nearly the entire basis of success for exploration factions like Gaia and Sparta was on how many free expensive facilities or armoured supply crawlers you could get from changing the nearest city's production every time you were about to pop a pod.

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