Author
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Topic: Sickest change?
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dreadhead |
posted 09-27-99 06:35 AM ET
What is the sickest, dumbest, craziest, most unusual, or even best change you ever made to a faction? I got so sick and tired of suffering through mind worm rape that I altered the alpha.text files so that Morgan could start out with Centauri Empathy instead of Industrial Base. The plan was to build hordes of mind worms early on and add the Empath Song to my weaponry. My strategy didn't work, so I changed it back to the original. It seems that a strategy involving extensive use of mind worms realistically can only work for the Gaians. Of course, I could be wrong...
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laurens
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posted 09-27-99 10:07 AM ET
If you want more challenge, treat the AI factions having 'evolved' by (in terms of their intelligence, of course ) ... Giving all the other factions +2 to both growth and industry (or even +3) by editing the faction.txt files.Rest assured Yang will give you a good fight.  |
dreadhead
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posted 09-27-99 02:17 PM ET
Whoops! the file I altered was Morgan.txt. Thanks for the tip though, laurens. I'm going to try that. Naturally, I wouldn't play a multiplayer game(when I get good enough to play mulitplayer, that is)with the changes as many folks would probably think that was cheating. |
NoviceCEO
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posted 09-28-99 08:37 PM ET
Using the hook, but going off topic, does anyone use native life forms to crush enemy factions in the game. I think mind worms can rule in the really early game, but that usually only happens to gaians. I think they are a waste when facing a unit with more than reactor 2, they're not only inneficient in battle, but costy too. The later locust is a joke, although it moves like a gravship, but the way down smaller. |
NoviceCEO
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posted 09-28-99 08:37 PM ET
Using the hook, but going off topic, does anyone use native life forms to crush enemy factions in the game. I think mind worms can rule in the really early game, but that usually only happens to gaians. I think they are a waste when facing a unit with more than reactor 2, they're not only inneficient in battle, but costy too. The later locust is a joke, although it moves like a gravship, but the way down slower |
Krushala
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posted 09-29-99 02:33 AM ET
gave myself -3 industry once. I quickly grew tired of that game as I wasn't getting very many sp's. |
TNSe
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posted 09-29-99 11:44 AM ET
NoviceCEO, yes, I use Locusts of Chirons... But mostly, only to support choppers. The locusts move in and take the opponent's cities. Very efficient and quick way to do it.But I have only once done a complete warfare using mindworms... this worked very nice agains UoP, Believers, Morgan and even gaians. The spartans and peacekeepers were already out of the game... The only one who could resist were the gaians .. (duh), but they got a good taste of my 24-2- blink clean gravships. TNSe |
Hunterseeker
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posted 09-29-99 04:10 PM ET
TNSe, you can't conquer cities with locusts( I know how stupid this sounds). |
Krushala
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posted 09-29-99 07:12 PM ET
I've used locusts to conquer bases. They work very well. They are able to defend decently. |
laurens
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posted 09-29-99 10:08 PM ET
Hunterseeker:If I take your words from a gamer's point of view, well, the locusts can move in and take over the city, also able to act as effective air tactical defenses too. If I take your words from a logical point of view, then no. As many of us like to put it as "cheats" that you are not supposed to do during the game, like the unlimited artillery range feature in earlier versions. Insects, mindworms, isles, locusts, you mean they would actually force the militia to raise their arms up in surrender?  Ohya, we are talking about science fiction.. Cheers  laurens
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Krushala
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posted 09-29-99 11:14 PM ET
I don't know. If I saw millions of locust that can destroy my brain I might surrender my arms. But of course realistically they can't manage domestic control over a city. |
TNSe
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posted 09-30-99 03:54 PM ET
Just remember that these mind worms are under human control  TNSe btw; I don't think it's cheating using the mind worms to take control over cities. That's one of the best things about them  |
AlexDePol
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posted 10-01-99 11:14 AM ET
The game allows it therefore it is not cheating. |
Oleg Leschoff
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posted 10-05-99 04:30 AM ET
Here's an idea - give a Psi Gate to every city. Easy addon FACILITY, 33 into my morgan.txt. Combining this with some penalties for balance, I think it's possible to make game interesting and unusual this way. I don't understand why are those gates placed in the end of game and thus have been made completely useless. |
Compugasm
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posted 10-05-99 07:02 AM ET
My change to Alpha.txt. I noticed that defending from a lower elevation gave -25%. But attacking from a lower elevation gave no negative. History has shown that the high gound is valuable. So i made a -25% to lower elevation attacks. While not seemingly a "Sickest" change. The AI units move to attack positions by using the "Go" command with cities as destinations like human players do. Fertile ground is in lower elevations where it would be logical to place a city. Which explains the no negative. If the AI took elevation into consideration as an attack variable, it would definatly add more strategy to the game. Because when placing a city you would try to not only place it in a fertile square, but the highest elevation fertile square you could find. Often at the cost of fertile squares. |
Compugasm
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posted 10-05-99 07:20 AM ET
If you play small map, it makes a big difference against early Beliver and Spartan rushes. Huge map players like myself it isn't so much a factor until you go on an offensive late in the game. |