Author Topic: SMACX Thinker Mod  (Read 43198 times)

EmpathCrawler and 2 Guests are viewing this topic.

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #435 on: December 12, 2019, 08:11:10 PM »
* Factions with positive Planet rating will build less boreholes than the average

AI factions?
Do you count current PLANET rating = innate + SE? If so, does it mean when faction chooses specific SM to increase their PLANET rating it actually program itself to build less boreholes?

Stupid question.
How does this improve this specific faction AI? Isn't it a drawback?
Tim

Offline Induktio

Re: SMACX Thinker Mod
« Reply #436 on: December 12, 2019, 08:21:45 PM »
AI factions?
Do you count current PLANET rating = innate + SE? If so, does it mean when faction chooses specific SM to increase their PLANET rating it actually program itself to build less boreholes?

Only the Planet rating defined in the faction's txt file is considered for this. SE choices are ignored. And yes, it only applies on the AI factions. Reasons for this were discussed in earlier pages of this thread, it's there for the purpose of narrative.

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #437 on: December 12, 2019, 11:52:38 PM »
Bug?

Ctlr-Shift-Q starts new game in vanilla. It quits in Thinker.
Tim

Offline dino

Re: SMACX Thinker Mod
« Reply #438 on: December 13, 2019, 10:44:13 AM »
Why would thinker had anything to do with it ? Maybe PRACX ?

Just tried and Ctlr-Shift-Q quits to the main menu, Ctlr-Q quits to desktop, was it any different in vanilla ?

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #439 on: December 13, 2019, 01:16:43 PM »
I have no clue who has what do with anything. Just reporting.

Did you try Ctlr-Shift-Q in Thinker? Do you have PRACX or anything else installed?
Tim

Offline dino

Re: SMACX Thinker Mod
« Reply #440 on: December 13, 2019, 02:47:49 PM »
Vanilla and thinker, both with, or without pracx, behave the same for me, as I described.

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #441 on: December 13, 2019, 03:06:49 PM »
Thanks for verification. I'll test some more.
Tim

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #442 on: December 13, 2019, 06:09:31 PM »
Induktio,
Looking at you tech cost formula in latest build. Have you compared its progression to vanilla? I mean, of course, you'll have differences within a level as you price them flat while in vanilla they are progressing costs. However, if you average vanilla costs per level - does it become close to yours? If not what are most noticeable differences? Are these difference intended?
Tim

Offline dino

Re: SMACX Thinker Mod
« Reply #443 on: December 16, 2019, 12:01:13 AM »
I was thinking about the enemy territory monopole magnets and you should definitely try to implement your idea, if you find the time.
From a versimilitude point of view, you shouldn't be able to drive on enemy magnets since defender would just cut off the power, or sabotage it, roads should be usable.

Player can easily concentrate defenses in endangered bases, but you won't be able to make AI recognise incoming invasion.
If you prevent player from snowballing within a single turn through AI territory, it'll have a chance to quickly move units toward invading forces and reinforce neighboring bases.
I don't think AI will be capable of any serious resistance against competent player without this change, but you know this, this is why you've started to think about it in the first place.

Offline Induktio

Re: SMACX Thinker Mod
« Reply #444 on: December 16, 2019, 04:43:37 PM »
> I was thinking about the enemy territory monopole magnets and you should definitely try to implement your idea, if you find the time.

That is kinda undecided. It's maybe not the most important rule change, but might be useful. In any case I think magtube deployment greatly favors human players when they can strategize how to work around pathfinding issues and utilize various chokepoints. That's why Thinker AI's don't even build magtubes because it might just make conquest easier for humans. And magtubes should be located towards the end of the tech tree for balance anyway.

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #445 on: December 16, 2019, 04:52:55 PM »
AI doesn't build magtubes? You mean on purpose? Interesting.
Tim

Offline dino

Re: SMACX Thinker Mod
« Reply #446 on: December 16, 2019, 05:51:05 PM »
> That's why Thinker AI's don't even build magtubes because it might just make conquest easier for humans.

But while player can easily predict an attack direction and concentrate forces there, or reinforce defenses/retaliate within a single turn with his magtubes network, AI can't and is easy to divide and conquer.
If it had full magtubes network, but it would be impossible to use magtubes on the enemy territory, it would also be able quickly respond to an attack without exposing itself.

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #447 on: January 11, 2020, 12:46:43 AM »
Have you fixed the Children Creche morale mess? Or include any path that does?
Tim

Offline Induktio

Re: SMACX Thinker Mod
« Reply #448 on: February 25, 2020, 09:55:10 PM »
Apparently there haven't been many bug reports since the release which is a good thing. The main unresolved issue there related to the satellite bug which only happens while smac_only is active. Anyways if there's some new issues that aren't related to features in the forked version, it can be still posted here. I haven't changed Children's Creche behaviour in any way.

Offline tnevolin

Re: SMACX Thinker Mod
« Reply #449 on: February 25, 2020, 10:58:03 PM »
I did in my mod.
Tim

 

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