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Alpha Centauri Forums
The Game SNAC Alternative |
Author | Topic: SNAC Alternative |
Shining1 |
posted 06-12-99 02:16 AM ET
SNAC ShiNing1's Alpha Centauri No, I'm not claiming I wrote a new version. This is just the alternative alpha/faction edit I use when I want to play a 'builder' game instead of a 'conqueror' one. Given the imbalances between the two styles in the original game, I thought I could do a bit of rebalancing by myself. Seems to have worked, so far. Anyone who wants a copy of the actual game files can email me. This is simply a condensed list of all the changes.
Goal:
* Starting energy reserves for each faction increased to 50 ** 'Free' terraforming options are aquifier, forest, road, level terrain, clear fungus
ALL FACTIONS:
Vision: Little has been altered, save to bring them a little more back into the public domain (free morale and probe for fundamentalist), and to scale back slightly their ability to create huge legions within the first 50 turns. Changes: Datalinks Info:
No datalinks changes
Vision: The Hive has been changed to favour a more population based approach to planet domination, with the hugely advantagous +1 INDUSTRY removed entirely. The original 'Enhanced Communist China' vision has been restored - a huge, hardworking, but somewhat unhappy population in a brutal but philosophical ditatorship. Changes: Datalinks info:
Vision: Definitely the weakest of the original factions, morgan has been upgraded to a more reasonable level of unbridled capitalist power. Now able to maintain a normal army, and with no real dependance on outside trade for energy production, Morgan's only worry is a crippling lack of growth. * Changed starting tech to Industrial economics (allows Free market immediately) Datalinks info: ^+1 ECONOMY: {Industrial conglomerate}
Vision: While not actually weak in the original, the PeaceKeepers weren't much more successful than the modern day U.N when it came to actual conflict. They gain 2 new abilities, a sharetech upgrade (reflecting their global influence and the original vision for the 'Keepers of Wisdom'), and a semi-immunity to negative support, making democracy a less painful option than previously. * Added 'Sharetech, 3' (gains any tech owned by three other factions) Datalinks info
Vision: Somewhat altered, the spartans lose their crippling industry penalty in exchange for slightly lowered morale and a new Psi combat penalty. A powerful military machine, especially when faced with human rivals, but prone to panic when confronted with the alien terrors of Planet. * Changed 'Social, ++Morale', to 'Social, +Morale' (slightly weaker on defense) Datalinks info:
Vision: Not quite as dark and hostile as the original university, this version offers a more academic vision of the UoP - good research, poor security, a reluctance to support military endeavors, and a new resistance to psychic attack. This new benefit adds a new dimension to the UoP, and allows a green university to better combat its religious and military rivals. Changes: Datalinks info: END OF LIST. If good for nothing else, I hope this will reopen some debate on the merits of each faction, and the general design of the game - heavily suited to conqueror rush type tactics. |
Shining1 |
posted 06-12-99 02:28 AM ET
More: * Military readiness shouldn't be under the University description - this slipped in from a cut and paste error. |
Todd Hawks |
posted 06-12-99 02:41 PM ET
...WOW!! Did you test this thoroughly? I like to play as a builder and I like your adjustments but I have the german version so I would have to change it myself. Todd |
TheMadStork |
posted 06-13-99 04:43 AM ET
Well, it seems that someone really wants to spark a real discussion. I am afraid. Honestly, I agree with every amendment, although the reduction of the borehole attributes made me cringe a bit. I may actually try playing as Morgan or Santiago now. So, can you add a Secret Project giving all my bases an Aerospace Complex? Or change the Bulk Matter Transmitter to something reasonable (maybe Psi Gates at all bases?) And I want ... Well, thanks anyway. I wonder how a gaming company (read, Firaxis or Activision) debates such issues as ICS, etc. I marvel at your (current) solution. First rate! I go now. |
korn469 |
posted 06-13-99 06:58 AM ET
shining1 |
korn469 |
posted 06-13-99 07:32 AM ET
shining1 i too decided to play a builder game except here is what i did. i gave every faction SHARETECH, 1 i started the game as morgan on librarian and right now Yang has a fairly significant lead on all of us. the year is 2232. Yang is first. I am second with about 80% of his power bar total. deidra is neck and neck with me. behind her is Lal. then the belivers. just a little ways behind them is the spartans, then in last place is the UoP. in three years i will discover the coloning vats. primarily one of the reasons that yang is so far ahead is that he started right beside the moonsoon jungle. i can't figure out why the UoP is doing so poorly. they started out all to themselves their problem is they just haven't expanded enough. morgan-15 bases, largest base size 7 yang-23 bases, largest base size 7 gaians-19 bases, largest base size 6 Peacekeepers-14 bases, largest base size 10 believers-6 bases, largest base size 7 spartans-11 bases, largest base size 6 UoP-8 bases, largest base size 6 the spartans and believers started close togther aand the PK's have expanded to where they have got the spartans wedged in between them and the belivers the gaians have a large area just to the north of me and we haven't really competed for space yet yang has a mid sized continant just above the UoP and has started to expand into the sea and the UoP is on a thing continant below yang but they have room to expand to their east towards me. so far it's pretty interesting |
korn469 |
posted 06-13-99 07:46 AM ET
shining1 i can't comment on your rule changes because i haven't played them yet but i am going to comment on your faction changes the belivers seem like they are even more powerful earlier fundamentalism and no penalty for it the gaians about the same hive seem like they are more balanced now and also more fun to play the morgans are even more of an economic powerhouse now with the adition of a free energy bank at each and every base but if they ever choose green economics (but why would they?!) they will experiance ZERO polulation growth the peace keepers have really been powered up...maybe too poperful now the spartans losing 1 point of moral is no big deal and gaining the one point of industry really helps...but the -25 percent combat modifier against mind worms would really leave them vulnerable to an early green rush and i think you hit the sweet spot with the university |
korn469 |
posted 06-13-99 08:55 AM ET
oh and btw here are some factions of my own... The Centauri Teraforming Corporation vision: i wanted to make playing them as unique an experiance as possible that is why i decided on giving them four free terraformers to start with. this can really give them an early edge in developing the planet LEADER: {President John Ferris} +2 EFFICENCY: {Even their society is a marvel of engineering} blurb: -- President John Ferris,
vision: they recieve benefits that makes them first class at maintaining order and fielding a huge army however they are not the greatest researching faction and their army will probably be equipped with older weapons LEADER: {Ishmail Rhajza Shah} +1 POLICE: {Society is prepared for slave revolt} blurb: -- Ishmail Rhajza Shah, The Morman Pilgrimage vision: a primarily builder faction completely opposed to war, achieving a large population is reletively easy to do with their growth bonus and with their extra talents its also reletively easy to maintain control in times of peace LEADER: {Prophet Felicity Young} -3 POLICE: {Mormans are strict pacifists} blurb: -- Prophet Felicity Young,
vision: THE ULTIMATE FACTION! it has everything a conquer or a builder could want, except because they rely on reinforcements from earth their growth is terrible. a perfect one city challenge faction LEADER: {General Samus Aryn} +25% attack bonus blurb: -- General Samus Aryn, |
Shining1 |
posted 06-13-99 10:29 PM ET
Todd: There are several major differences in gameplay, the first being that city size actually beings to make a big difference - a size 2 city has twice the output of a size one, for instance. Expansion is now MUCH simpler, possibly one of the biggest changes in effect is the reduced price for colony pods. I no longer worry too much about losing a single, expensive pod so much. BUT, the minerals change for new cities makes this work - cities require support and infrastructure to grow, so just hammering out a bunch of pods and sticking them anywhere isn't a viable tactic. I'm not totally sure about balance, but I can say that the game is a lot more balanced than it was previously. However, it's all straight building - if you get Miriam or Santiago nearby, be prepared to use all your special abilities to hold them off. Korn459: Thanks for your comments. Responses: * Both Miriam and Santiago are quite powerful under the new rules, but this seems to be balanced (I'm a one man Q.A, so how can I possibly know for sure?) by the new mineral rules, which require at least SOME investment in early infrastructure. Also, with the base defense improvement and the cheap sensors, 1-2-1 defensive units are now quite effective in stopping a recon rover charge. You still have to build military units, but at least a policy of less than 100% attack will work now. * Santiago finds the worms very troubling - a green rush will indeed turn the tables against her quite heavily. Moreover, the worms will serve to shut down her inital attacks against the human factions as well. However, mindworms don't make great units to attack well defended bases with (50% + 25% for sensors) - and her +1 morale eats up half the penalty anyway. * Both the UoP and the Hive are a lot more fun to play. I found the Hive expanded quite exceptionally fast, especially when running over the top of believer territory, but then suffered a sudden and virtual complete crash in all my bases - those drones, combined with the size of my captured empire, stopped me dead in my tracks. The UoP is now probably the best learner faction of all, with it's resistance to native life. That support penalty is a killer, though - a police state UoP is still a common thing. * I can gurantee that the new Peacekeepers aren't overbalanced - the reason being that they don't get ANY special advantages. Unlike the UoP, Morgan, the Believers, the Hive, etc, their skills only stop them from losing ground, and they don't get any special tactics, other than the governorship, which Lal is still virtually guranteed, and a slight freedom from the need to build drone infrastructure. * Morgan is VERY good when able to use his social engineering to maximum effect and when able to target a single opponent, especially with probe warfare. However, he does tend to suffer when fighting on more than one front - and that growth penalty turns out to be more painful, along with those small bases, than it first seems. Money is a limited power, so think of him as the spell caster faction - powerful when fully charged, but lacking muscle (read: population). MORGAN CANNOT ENTER POPULATION BOOM. * I like your Mormon faction - with a bit less emphasis on the exact religion I would favour it's inclusion in SMACX (SNAX? Heh heh - it will be done), as a kind of 'happy' believers. Not all religion involves spying and ruthlessly smiting the unbelievers (though that's also a lot of fun). You might also add a free rec commons instead of the Hab complex expansion, just to hammer home the advantage (even add a population restriction, maybe). But change the explination for your growth rate. It's a bit too - well, it would lead to an obvious faction insult along the lines of 'though you may spend all your time shagging like rabbits, Felicity...'. And be careful with your other factions - I don't favour the inclusion of industry bonuses for factions under any circumstances, unless VERY heavily penalised in other areas (like DRONE, 3, and a -SUPPORT penalty at the very least. ++INDUSTRY should not be included under any circumstances). Mad stork: Not unless I learn to program REAL fast and get hired by firaxis. SP's and base facility powers are beyond the scope of Alpha.txt. |
Shining1 |
posted 06-13-99 10:41 PM ET
New changes: Economy Social Engineering Values social engineering: Knowledge: Wealth: Rational: * The Wealth/Fundamentalist combo now gives an ideal peacetime setting for probe warfare, especially with a Planned economy. * The Knowledge/Democracy combo now gives a Paradigm economy with NO interest in military support and a probe weakness. The odd but useful Fundamentalist/Knowledge combination now has a support penalty, instead of just giving a 'free' +1 Morale, +1 Effic. * Democracy/Green now only gives a 'free' unsupported paradigm economy to the Gaians. * Having four effects for the values settings leads nicely into the future society levels, since they appear next in the tech tree. |
whirlwind13 |
posted 06-13-99 11:59 PM ET
Give me my boreholes back, give me my borehols back you bitch. -Ben Folds 2010 The ArchChancellor |
Shining1 |
posted 06-14-99 12:08 AM ET
You want 12 units of production from a single square? Go balance your own game, sunshine. |
Aredhran |
posted 06-14-99 05:34 AM ET
This truly is excellent work, Shiny. I agree with most of your changes. Would you mind e-mailing your stuff to me ? I'd love to try it out. Thanks, |
Mongoose |
posted 06-14-99 08:33 AM ET
Shining1 A most impressive seeming mod. Yes, mod. In the grand tradition of Civ2! How would you feel about having it at Apolyton and/or Sidgames for download? Or maybe dong so after a period of feedback from people who have played with it? Please give it some thought. |
DilithiumDad |
posted 06-14-99 09:38 AM ET
Very impressive! Reducing boreholes cuts down an advantage over the AI, which seldom builds boreholes. I like starting with a terrformer. The zero minerals at base square is harsh, but especially with no minerals for recycling tanks. We are going to have lots of units disbanding for lack of minerals. Why can't recycling tanks have one mineral? Please? If the Hive is growing too much, maybe a hab limit penalty would counter that. |
korn469 |
posted 06-14-99 10:30 AM ET
Shining1 responce to your responces: i just reread your factions and in light of the peace keepers losing their +2 population i guess that brings them in line about your rule changes...why exactly did you give wealth a -1 growth penalty? and i'm also afraid that green only providing +1 efficency might really hurt the factions that use police/green if you don't want to allow faction to get a free paradigm economy maybe you should make democracy only provide +1 efficency. i think dem/planned is a more unbalancing factor in the game than police/green. another question does the cloning vats get rid of all of power's negative (both industry and economy?) also i took your comments into account about my factions and i have tweaked the stats some new stats The Empire of Centaur LEADER: {Ishmail Rhajza Shah} +1 POLICE: {Society is prepared for slave revolt} Republic of Earth (RoE) LEADER: {General Samus Aryn} +25% attack bonus
korn469 |
Shining1 |
posted 06-14-99 05:20 PM ET
Mongoose: If the initial group of people like it, I'd definitely want to do something like that - Apolyton seems the best choice right now, since I'm also working as a CivIII threadmaster there right now. And I also have a 'rich map of planet' map made as well - it includes the Borehole cluster and a few other minor additions - planet peak and the deep sea vents to name two. What can you tell me about Sidgames? I think I visited their pirates site once. DD: No, I didn't find that happening much in testing. Your basic tactic is to build roads, sensors, and forest at the start, which usually provides enough minerals to get by. The recycling tanks are already good enough for this version (the +1 food and +1 energy takes the city square to 4 0 4 - a major boost to growth. And they only cost 20 minerals). Besides, one of my main aims while balancing was to hamper the ICS tactic - Infinite city sprawl - the advantage of having 5 size one bases as against 1 size 5 base (i.e 10 squares production vs. 5). In the SNAC mod, you really feel the power of those size 6 cities. I'm happy to confirm that the Hive is great fun, and not too powerful, under the new rules. Moreover, I've seen some HUGE A.I base clusters with the cheap pods, so rampaging through the Believers in 15 turns is going to be difficult. On the current map (rich map of planet, transcendance), as the Hive, I have three significant opponents, Miriam, Santiago, and Deirdre, all of whom have 12+ bases. And I always felt that Boreholes were over powered at 6 6 anyway. 4 4 doesn't seem to be that popular though - but seriously, how much more mineral production can you get by digging 1000kms below the surface than you can by going 10kms? Korn469: True, about the RoE. But that's going to be a VERY slow start to the game, sitting around waiting for ethical calculus and building a hab complex. Maybe you should adjust the starting techs to the E.C prereqs? Or simply give them Ethical Calculus straight off - like the Hive with Doc: Loyalty or (SNAC) Morgan and Free Market. And I'd like to see -1 Probe instead of -1 Effic for the Centaurs, and no support bonus (as a rule, It pays to limit your Soc adjustments to ideally 5 and no more than 6 points - thats all you can see on the Soc Eng screen faction display.) The Probe -1 helps to gurantee that the -2 research is a real penalty, and I'm very wary of support bonuses in combination with industry ones. As well, your most likely Government choice is police state - which will supply your support and effic penalties anyway. As for my Soc changes, I'm interested in your views. As I stated in the list, the -1 Growth for wealth is there to mess up the odd combo of Green/Wealth - which, with this addition, makes for zero population growth unless under democracy (which is logical). It also slows morgan down too, at -2 growth for this social choice, he pays for his +1 energy/square. It also allows fundy to cancel the -1 morale, with the Fundy/Wealth combo a tactic I enjoy and wish to encourage. Cloning vats does remove the penalties from the power social choice (and thought control, I think). I like having -1 Econ there - right now, there isn't ANY SMAC social choice that gives you an econ penalty. I'll try Demo with only +1 Effic and green with +2 - that would probably suit Gaian players a lot more as well. And it sort of makes sense for the Peacekeepers. Shining1 |
korn469 |
posted 06-15-99 02:32 AM ET
Shining1 actually the RoE are a human only faction that is just really fun to play around with. the computer always just has one base and spends an infinite amount of minerals on a colony pod that is never going to appear...and they don't realy need population as for the centaurs police/green/knowledge SE under normal rules would give them make them way to powerful so i'm droppong their industry bonus and taking their research penalty back dwn to -1 so they are now +1 police |
korn469 |
posted 06-15-99 03:04 AM ET
additional feedback on your rule changes: even on a second look at your rule changes i don't see much wrong with them. but here are some suggestions 1. ability to build roads now requires doctrine:mobility 2. base square now give 3-0-1 3. recycling tanks now give 1-0-2 4. bore holes now cost 18 and give 0-5-4 5. airbases now cost 8 why did you drop forest squares energy bonus? also here are some suggestions for your values wealth: the -1 support hurts the army even more than a -1 growth knowledge: freedom of thoughts would hurt a dictatorship and not necesarily the military power is good korn469 |
korn469 |
posted 06-16-99 04:31 AM ET
shining1 another quick question why do you wanna encourage fundamentalist/wealth korn469 |
Shining1 |
posted 06-16-99 05:11 AM ET
Korn469: 1. I definitely don't like that idea. Logically, it makes sense, but I find those initial roads to be very important - especially when you DON'T have quick moving rovers. 2. No, no less that 2 energy for bases. A faction under -3 economy is supposed to lose 2 energy per turn from each base - I don't want to test SMAC's stability on this. Also, it makes the lack of energy from forest more palitable. 3. I'll definitely consider this. I just love to see those big energy bonuses on the base squares (I know this was supposed to link to point 2, but it has value of itself, I feel). 4. I feel boreholes should have the same mineral/energy output. I guess a reasonable compromise is 0 5 5 and 20 - still less than the best values of mines and solar collectors. 5. Will definitely look into this. Other points: Wealth/Fundy is a great combo to run probe teams off, as you get money to do things (esp as morgan) and can use the probes to negate the -2 research. But the -2 morale currently spoils it (as well, I think Morgan does a bit of preaching in his stuff as well - fundy wealth seems to fit this faction perfectly). I tried Demo at only 1 point of efficiency and HATED it. You definitely need +2 +2 to balance the crippling -2 support. Green, on the other hand, only gets -2 growth - not a huge penalty, given +2 planet and all. AND having only +1 effic will stop the Gaians from getting a paradim economy from a single setting - also good. Your point about -2 police -2 probe for Knowledge and -1 morale -1 support for Wealth is excellent - but can cause problems. Free market currently suffers the huge -5 police, so it might be worth linking this penalty to Knowledge (i.e reduce Freemarket to -3 police). And -1 support negates the rest of my arguement about Wealth slowing Growth - but on balance it seems to make more sense (in addition, you don't get the terrible -4 support from these two choices - a much needed improvement). So, I'll concede the values choices to you, but I'm not changing the +1 effic for Green. SNAC 1.1 Soc settings FREE MARKET +2 Econ, -3 Planet, -3 Police Which makes power and wealth virtual mirror images of each other - not such a bad thing, I guess. BUG NOTE: In addition, I'm starting to favour -2 Effic as the faction penalty for the PeaceKeepers. |
korn469 |
posted 06-16-99 07:53 AM ET
Shining1 could you email me the the SNAC 1.1 file? i'd like to try it out...my email adress is [email protected] |
korn469 |
posted 06-16-99 03:54 PM ET
shining1 i was reading the thread about increasing defensive vaules and in light of that could you try in the latest version of SNAC sensors now provide +50% to defense korn469 |
Shining1 |
posted 06-17-99 12:45 AM ET
SNAC 1.1 ShiNing1's Alpha Centauri Updated 17.6.99 Goal:
* Starting energy reserves for each faction increased to 50 ** 'Free' terraforming options are aquifier, forest, road, level terrain, clear fungus
ALL FACTIONS:
Vision: Little has been altered, save to bring them a little more back into the public domain (free Changes: Datalinks Info:
No datalinks changes
Vision: The Hive has been changed to favour a more population based approach to planet domination, with Changes: Datalinks info:
Vision: Definitely the weakest of the original factions, morgan has been upgraded to a * Changed starting tech to Industrial economics (allows Free market immediately) Datalinks info: ^+1 ECONOMY: {Industrial conglomerate}
Vision: While not actually weak in the original, the PeaceKeepers weren't much more successful * Added 'Sharetech, 3' (gains any tech owned by three other factions) Datalinks info
Vision: Somewhat altered, the spartans lose their crippling industry penalty in exchange * Changed 'Social, ++Morale', to 'Social, +Morale' (slightly weaker on defense) Datalinks info:
Vision: Not quite as dark and hostile as the original university, this version offers a Changes: Datalinks info: |
korn469 |
posted 06-17-99 01:50 AM ET
shining1 if ou email me your files i'll do some playtesting on it actually i wanna see how it plays korn469 |
Shining1 |
posted 06-17-99 10:29 PM ET
Korn: I'll see what I can do. Right now, Alpha.txt is lying in pieces all over my desktop, Terran has sh*t itself, and I've realised you must not try to add more than two user defined techs. I did three - It wasn't pretty. Right now, I have a choice between Applied Systems, Doctrine: Intelligence, and Doctrine: Destruction. I think I like the two doctrines more than the systems. Doctrine: Intelligence (C2) is the new prereq for probe teams and the heavily upgraded sensors (+50% defense). Doctrine: Destruction (C8) is a deadend tech for Planet Busters . It requires BOTH orbital spaceflight AND unified field theory, so you'll have to scout the tech tree pretty well to get those PBs now. I will TRY to send everyone the 1.1 files tommorrow, if I can get the think stable again (I don't want to axe your terran files as well). Doctrine: Destruction was the one that messed things up, the third tech I did. There should be around 8 files in all, with the new help.txt, Hive.txt, Peace.txt, alpha.txt, and the three or so tech files (no new icons as yet, and I can't record MP3 Files - Nell, how's your voice?) Shining1 |
korn469 |
posted 06-18-99 03:25 AM ET
shining i can't wait korn469 |
Saras |
posted 06-18-99 08:14 AM ET
Whoa! Me, too! [email protected] |
Shining1 |
posted 06-18-99 09:13 PM ET
The new files are being sent, I've contacted Apolyton about getting the stuff posted there (Apoc? Who do I ask at Sidgames?). I'm also starting a new thread with the FULL version 1.1 changes file at the head. For now, I think feedback on the changes is the most important thing. Oh, and I was completely wrong about the user techs. But here's a warning to anyone else doing mod files - don't touch system.txt. You can't change the colours, you can only screw things up. The file itself say 'We recommend you don't alter this file'. They're not joking. |
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