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Author Topic:   Suggested Fixes to Tech Tree
StargazerBC posted 05-28-99 11:11 AM ET   Click Here to See the Profile for StargazerBC  
Yes. Everything about it. A while ago, there was a slight mention about the faults in SMAC tech tree: not enough engrossing explanations of tech (someone gave an example of chaos cannon: weapon with eight damage, etc.). Tech tree's aren't well thought out as to attack/defend ratio. Not enough technology. Need. . .more. . .variety. Anyone else?
Darkstar posted 05-28-99 12:41 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
I'd second that thought. The way certain techs are rated for their Blind Research quotient seem to favor the 4-1 attacker strength to defender armor odds overall makes for less interesting play than when one has to build a Normandy Beach style invasion force to successfully take a beachhead city. For me it more like a commando raid of just 2 to 4 units most of the time (depending if I bother putting in a defender or two). What is this? SMAC or EMPIRE?

-Darkstar

K posted 05-28-99 02:22 PM ET     Click Here to See the Profile for K  Click Here to Email K     
Sure, I enjoy psuedoscience as much the the next SF fan. Let's see an expanded info section.
But more tech would really just screw up the game.
What I really want to do is to slow up the late-tech progression. I tend to do a mandatory tech upgrade for my garrison and anti-invasion troops that progresses from Impact to Missile, Missle to Shard, and Shard to Singularity, but most of the time I'm done with the heavy combat portion of my game by the Time I've got Impact, and anything else is just repelling invasions.
And if you don't like the Attack/Defence ratio, then just go into the alpha.txt with a text editor and change the attack of defence values for the different weapons. It'll take you less then two minutes.

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