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Old February 24, 2001, 05:00   #1
Lord Maxwell
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Collecting nifty features
I noticed that there are several more or less useful features that are not documented for smac.

1) If you right click the build que you can load in a template, or save the que to a template. (I think 8 saves are available.)

2) In the lower left hand there is a pretty useless window that displays a magnification of the currently selected tile. If you left click this once you get to see how many FOPs the square has, and how many it can have with farms/mine/solar. It takes restrictions into account, and if a tile improvement wouldn't increase that production then it is not even listed. (Ie, a rolling, rainy square doesn't list "with farm" at all.) But it says farm/mine/solar even for ocean tiles, so someone gave up in the middle of this feature.

Common and list em
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Old February 24, 2001, 05:03   #2
Lord Maxwell
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And I was not the original poster of any of the above, just collecting them.
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Old February 24, 2001, 09:30   #3
mark13
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LM,

Just a little tidbit on #2 - the farm/mine/solar on sea squares refer to kelp farm/mining platform/tidal harness, IIRC.

What it fails to tell you is that all mines reduce nut production by 1 - making them useless on all but rocky squares.
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Old February 24, 2001, 14:11   #4
Rynn:
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Prolly well known to everyone, but I just discovered it recently.

If you right click on another faction's unit it displays what it is (valuable for identifying interceptors vs penetrators, or ground unit armor ratings or ecm capabilities etc.) Also, right click on a transport to see its contents (numbers, units and types etc),

R.
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Old February 24, 2001, 15:54   #5
mark13
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Rynn,

In addition to that, if you right-click on an ally's unit, it displays its orders. Can be useful in determining whether or not your 'loyal' AI pactmates are going to steal a load of tech...
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Old February 24, 2001, 20:37   #6
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How about this:
Despite a popular rumor you can construct Carrier Subs. They just need to be armored.

LoD
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Old February 26, 2001, 18:34   #7
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Wow! Until now I'd had no idea there was a "save build queue" feature! Thanks!
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Old February 27, 2001, 10:47   #8
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Before you have the proper tech (Centauri Something-or-other), you are prevented from any terraforming before fungus is cleared. Pressing CTRL-SHIFT-S will build the road-farm-sensor complex on a tile without an error msg and apparently without spending turns to expunge the fungus. I've tested this a few times and it seems the turns required are the same with or without the 'pink stuff'.
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Old February 27, 2001, 15:02   #9
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quote:

Originally posted by LoD on 02-24-2001 07:37 PM
How about this:
Despite a popular rumor you can construct Carrier Subs. They just need to be armored.
LoD


I couldn't in SMAC, even if they were armored. I always armor transports, and it would always freeze up a space in the DW. I don't think I've tried it in SMACX though.

Although now that I think about it, maybe it was the Carrier/Repair bay I souldn't build.
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Old February 27, 2001, 16:29   #10
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quote:

Originally posted by Fitz on 02-27-2001 02:02 PM
I couldn't in SMAC, even if they were armored. I always armor transports, and it would always freeze up a space in the DW. I don't think I've tried it in SMACX though.

Although now that I think about it, maybe it was the Carrier/Repair bay I souldn't build.


I was able to build them but I think it may have been the order in which the abilities were added. Seems to me that I have built Carrier/Repair bay without a problem as well.

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Old February 27, 2001, 16:31   #11
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quote:

Originally posted by Ogie Oglethorpe on 02-27-2001 12:14 PM
IIRC,
The benefit lbores talks towards is great when building boreholes. Boreholes yield 6m/6e regardless of the presence of fungus.
Og


Is that before or after WP? I think I've bombed out on that before WP but I'll have to try it again.

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Old February 27, 2001, 16:49   #12
Ogie Oglethorpe
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Lbores,

Should be regardless of aquiring Weather Paradigm Sp. The requirement is the Centauri whatchamacallit tech that allows improvments to be built in fungus w/o fungal removal. Of course to get the 6m/6e, techs to remove restrictions must be discovered as well.

Og
[This message has been edited by Ogie Oglethorpe (edited February 27, 2001).]
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Old February 28, 2001, 01:14   #13
Ogie Oglethorpe
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IIRC,

The benefit lbores talks towards is great when building boreholes. Boreholes yield 6m/6e regardless of the presence of fungus.

Og
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Old February 28, 2001, 01:17   #14
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I've never tried this. So if you can build a borehole on fungus (presumably by moving your former onto the fungus square and just Shift-B?) do you get the benefits of both the fungus AND the borehole? Because then Borehole+Fungus+Manifold Nexus all together... makes me dizzy with desire to leave work and go home and try it out...
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Old February 28, 2001, 01:27   #15
Ogie Oglethorpe
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Slime,

Nope on the benefits of both fungus and borhole. Only the 6min/6E from the borehole gets counted.

Og
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Old February 28, 2001, 01:51   #16
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You can build farm/road/solar on the non-rocky volcano squares by using the crt-shift-s (I think that is the key combo for that).
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