Author Topic: Special Forces  (Read 3686 times)

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Special Forces
« Reply #15 on: September 07, 2012, 11:27:14 am »
I think trading 50 AIP (probably 70 due to command station and warp gate too) for a wipe of special forces is a fair trade ;)
Don't forget permanent alert of neighboring worlds.
This can be solved with Mk II nuke. ;)
Umm...I'm failing to see how.
Won't they be destroyed too?
Wouldn't MarkIII destroy the whole galaxy? That would be much better!
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: Special Forces
« Reply #16 on: September 07, 2012, 12:38:33 pm »
Won't they be destroyed too?
Yes. Thus putting THEIR neighboring planets on permanent alert. xD So even more of a mess than you started with.
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline Vitka

  • Newbie Mark II
  • *
  • Posts: 24
Re: Special Forces
« Reply #17 on: September 07, 2012, 02:15:08 pm »
Won't they be destroyed too?
Yes. Thus putting THEIR neighboring planets on permanent alert. xD So even more of a mess than you started with.
Hmm, Mk III nuke it is then! See, nukes solve everything. :)

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Special Forces
« Reply #18 on: September 07, 2012, 02:16:41 pm »
Won't they be destroyed too?
Yes. Thus putting THEIR neighboring planets on permanent alert. xD So even more of a mess than you started with.
Hmm, Mk III nuke it is then! See, nukes solve everything. :)

Unless the problem is Mark 5 units.