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Naub_dib

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NAU_DIB u stil hadnt changed ur "gesserit mistake man" ive already told u .....anywaz money is amjor factor.....anything that ca nhelp u later is important...all u need to do is math.....estiamte how much spice u haf look at the price of the starport and then altogether well its guess" unless u want to count each bit of spice up 8)

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I like starports, they are great. In Dune 2000 I usually use 2 starports. The first in the first base I build and the second in the base that I've established near the front ( close to the place my army usually rests ). Twe second starport is "acompanied" by a repair yard and havy factory. I usually have more than enough Solari so that's no problem. At first I use the starport to buy harvesters, mobile construction yard's and lot's of orni's. Then when the second starport comes into play I use it to buy tanks, tanks, and more tanks ;D. At this way I use the first base as an primairy power and harvesting base, the second is my "army" base.

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um.....wut happens if he wipes out one of ur bases???

i mean each base should be self sufficent not dependent on each other....so in other words ur telling us that if i take out ur econmy base then you get no more money....take out the other one u haf no military...to risky        8)

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Gryphon that is too risky both of your bases should be self sufficent. They should both be able to defend and support each other. About the starport build it after you have built your essental buildings first. The starport is very valuable using the right strategy a shipment of vechicles at the right moments from the starport could win you the battle.

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You do have some good points, the two bases should individually be self sufficent. When I play Dune 2000 this doesn't seem a probleme.

The first base is VERRY self sufficient, there are enough windtraps and refineries that a couple of them can be destroyed by Deathhands and other things. It is compleatly surrounded by a wall with rocket turrets behind them, so any atack from ground units doesn't work most of the times.

My army base is protected by, as you guess, most of my army. The mobile conyard moves out of the first base escorted by 7 sonics, 8 launchers and approx. 10 tanks. This usually seems enough protections to set up the other 3 - 5 buildings. The army is then produced at that base so the unit count there only get's bigger.

The second base isn't self sufficent because it ( strange as it may seem ) isn't nessesary. When it is destroyed by a Deathhand ( or something else ) you can easely rebuild the small amount of buildings. Ground units can only attack it in great numbers ( if one whould do so they would probbebly winn ) but this is almost never done. The attacking player has to get al of his units out to attack the base so his own defence get's a gap. This is the risk they don't want to take.

So in a few words; yes, you are wright by saying that the two bases shouldn't be dependent on eatch other. Only strange as it may seem, I have been using this tactic for about 1 year now and it works for me.

( and no, not all my advesaries are "beginners" or "easy to beat targets" )

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;D

However, that kind of tactic isn't a bad one. Most times i use such a kind of tactic.

Creating a "fake" base, closer to the opponend than your main base works well too. A hvy const yrd and a couple of tanks and turrets with a refinery works very well too.  Quite expensive when destroyed, but if you prevend that from happening, your main base can expand and made more secure. You can even build a large assault force to attack the oppenend when he's enroute to attack your fake base. Either he'll weaken himself on your main base, or he return to a shattered base, and is finished then.

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It takes them verry long to reach their destination ;D But when they finally do it's wurth it.

Usually the sonics go at front in an arch or streight line with the MCV behind them. At the inner flanks they launchers and the tanks at the outher flank positions. When the anemy units are at one side only the opposite flank moves to that one.

It has another down side as well. When your primairy base is under contstant havy attack in the beginning of the game it will take you longer to defend it propperly and you'll have to use more units to defend it at that stage. At this point it could sometimes be more practical to keep one base.

He, I shouldn't say this now should I ???

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Perhaps not really a bug but certainly something that should be better next time is thosed damned carryalls-harvesters! You can not select a carryall to draw back when in danger, instead if happily flies to enemy territory and get's annihilated.

And to make things worse the harvester it was carrying also get's destroyed. >:(

Mainly bad AI thus...

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