Alright, I've made these choices largely with multiplayer in mind. For some areas, you'll see comments without votes. Don't want to skew things by larding down batches of 1s.
1. Comment: Seems to favor mineral grubbers over science factions.
4. 10. Wouldn't it just be easier to use the Alphax file to create cheap low attack value rockets?
5. Comment: Conducting a probe operation is already hard enough.
18. 60. This means factions can build unique facilities, right?
The options for bugfixes are:
1. 50.
3. Comment: The AI needs all the help in can get. Or do you mean it's own attempt is in progress?
11. Comment: Sounds more like a feature.
9 - 50. I'm not an expert, but does it really requires more storage room? Can't "Infiltrated" flag be used as a counter, rather than as boolean?
4. Enable bombing as artillery for air units. Air artillery would be at range 1 and only against non-air targets (and would have the effects of nerve gas against bases). "Duels" would be done when attacking SAM units, and the maximum range and max damage vs. base/bunker, sea, and open would be set separately from land artillery; there would also be the ability to make it single-target. In addition, if this is implemented there will be the ability to choose, for each non-missile air chassis type, whether artillery is always present (e.g. make it mandatory on copters and single-target to weaken chop-and-drop), present only with the Heavy Artillery ability, or unavailable (by default, it will be present only with Heavy Artillery, and Heavy Artillery is by default not available to air units, so it will play the same as without the mod).50
5. Make it moddable to require a network node in a base to carry out techsteal and/or Kill Prominent Researcher in that base.80
9. Make infiltration not necessarily permanent; instead, infiltration would create a "pool" that is then depleted over time, with the rate of depletion being affected by the target's PROBE rating; when it hit 0, infiltration would end. Repeating the infiltration action would restore the pool to maximum, and The Empath Guild would both increase the size of the pool and set it to maximum once built (but once it ran out, you'd need to infiltrate again).40
I am not sure yet if this is feasible without changes such as the one needed to increase the 2048 unit limit (option 8); therefore, if this wins, I will investigate; if it is not possible without option 8, any votes for this will count toward 8 as well, and this will only be selected if option 8 is as well.
10. Make an option that artillery vs. ship battles are to the death.70. By the way, they are to the death in TCP/IP, so maybe this can be at least unified.
13. Enable interlocks for energy theft.50
19. Allow the cost of changing social engineering to be proportional to total population as well as difficulty.40
1. Make children's creches actually work right (i.e. fix all creche-related bugs). This is fairly straightforward, and gets its total score doubled.100
2. Fix the MP faction graphics bug.70
4. Fix the bug where reactor autodesigns apply even when autodesign is turned off.100
6. Make it so that in an artillery duel, the attacker does not sometimes have a -100% hasty penalty.80
10. Make "disable automatic prototyping" work properly in TCP/IP games.100
11. Make it so that you can't invite AI to attack a human player unless you can contact them, and cannot call council unless you can contact all human and AI players.70
Honestly I'd be happy with just being able to auto plant forests.
Heres a question would it be possible to rename facilities in game?
... (seriously, Army of Formers - my current game has a terraformer count that is nearly as high as my police sentinal count and 3-4 times my offensive unit count...)
I mean without altering the alpha file.
(seriously, Army of Formers - my current game has a terraformer count that is nearly as high as my police sentinal count and 3-4 times my offensive unit count...)
Actually, I did some thinking about that phenomenon, and it occurred to me that the best solution might be to have improvements take much less time...but increase the upkeep of formers working on them (and clean reactor and SUPPORT rating wouldn't help with the extra). That way, the limiting factor on terraforming isn't former numbers, so there wouldn't be a reason to get such a huge (and annoying to manage) number.
Actually, I did some thinking about that phenomenon, and it occurred to me that the best solution might be to have improvements take much less time...but increase the upkeep of formers working on them (and clean reactor and SUPPORT rating wouldn't help with the extra). That way, the limiting factor on terraforming isn't former numbers, so there wouldn't be a reason to get such a huge (and annoying to manage) number.
Really like this idea. Each former has a base 1 mineral support requirement?
How much less time for improvements?
Would still enjoy benefits for super former and weather paradigm.
-I plan to check how difficult it will be to allow non-permanent infiltration; if it's not too hard, I intend to implement that as well.
-I plan to check how difficult it will be to allow non-permanent infiltration; if it's not too hard, I intend to implement that as well.
Might it be easier to allow probe teams to remove enemy infiltration? ::) (Oh, please.) Something to keep in mind if it is too difficult. Non-permanent infiltration would be a definite improvement but it's not very strategic.
Could this thread be used to propose features for 3.7 patch ?
I've come to conclusion that the extremely heavy advantage given in the combat resolution to the attacker is the main reason that AI doesn't pose any threat to human player in combat.
2x bigger chance to hit for the attacker ( of comparable technological level ) coupled with splash damage for the defending stack,
It's super easy to knock down 5x bigger AI army with just a few cheap speeders without armor.
So I'd like an option to disable splash damage for regular combat ( you can still deal with huge SoD's with artillery and AI like using it a lot anyway).
As for the attacker chance to hit I see two solutions, one is easy to implement and balance, the other is more ellegant. Any of them would satisfy me:
1. Add an option to change % bonuses of perimeter defense and tachyon field. Then increase armor values and reduce base defenses % via alphax file. Or...
2. Modify combat resolution function so it'll use, as defender base chance to hit, a weapon stat without defensive % bonuses divided by attacker armor without offensive % bonuses.
Then teach AI to favor building units with both armor and weapon. BTW Teaching AI to upgrade its units would be great too, since it keep bases full of useless outdated units.
Fix the MP faction graphics bug
100
Create the possibility for "interlude landmarks"
100
1. Create the "Focus Research" production option, a research equivalent to "Stockpile Energy".
4. Enable bombing as artillery for air units. Air artillery would be at range 1 and only against non-air targets (and would have the effects of nerve gas against bases).
5. Make it moddable to require a network node in a base to carry out techsteal and/or Kill Prominent Researcher in that base.
9. Make infiltration not necessarily permanent; instead, infiltration would create a "pool" that is then depleted over time, with the rate of depletion being affected by the target's PROBE rating; when it hit 0, infiltration would end. Repeating the infiltration action would restore the pool to maximum, and The Empath Guild would both increase the size of the pool and set it to maximum once built (but once it ran out, you'd need to infiltrate again).
10. Make an option that artillery vs. ship battles are to the death.
15. Allow faction bonuses for forest nutrients/minerals/energy just like for fungus
16. Allow setting of PROBE modifier to be immune to infiltration, and modifier to be immune to all probe team actions (as Hunter-Seeker Algorithm).
17. Turn the Caretakers' "cannot build Voice of Planet" and "cannot build Ascent to Transcendence and will declare vendetta on anyone who does" into faction features that can be applied to any faction for any project, facility, or predesigned unit.
18. Allow users to assign a single faction ability to each project or facility, to then apply to the base with that facility/faction with that project. (Start-of-game things such as TECH and UNIT wouldn't apply, of course, and something faction-wide like TECHCOST would work for projects but not facilities.)
19. Allow the cost of changing social engineering to be proportional to total population as well as difficulty.
That way, the limiting factor on terraforming isn't former numbers, so there wouldn't be a reason to get such a huge (and annoying to manage) number.
Voting is now closed, and the features and bugfixes slated for 3.6 are as follows:
-I intend to fix the creche morale bugs once and for all, and while I'm at it make it somewhat moddable in terms of effect on units homed to that base, as well as enable some modding of probe team morale rules.
-I intend to implement "bombing" (air artillery).
-I intend to implement an "interlude landmarks" system. A guide to using the system will be included with the patch.
-I plan to check how difficult it will be to allow non-permanent infiltration; if it's not too hard, I intend to implement that as well.
-Territory rules for sea bases, and for sea bases affecting land spaces and vice versa, will be moddable.
-Disabling autodesign will apply to reactor-based autodesigns as well.
-The prompt about breaking a truce/treaty will apply before attacking with artillery or having air attacks intercepted.
-Scient has done quite a bit since his patch version that Kyrub (and then I) built off of, and I plan to start implementing some of that as well.
I'm not sure what "auto plant forests" would mean? I don't want them planted everywhere, only on flat terrain that's arid or moist.You can always chop them down. Auto plant forests would save me a huge amount of time.
You can always chop them down.
Another idea is having the green settings affect how many resources you get from forests.
That doesn't make any sense. It means the capability of the Former is being wasted. It also means I'd have to do more mouseclicks correcting its stupidity.Some people like to plants forests all over the place. I'm one of them and I don't think I'm alone. Auto plant forests would be a huge time saver.
I'm inclined to view that as unrealistic. Going "Green" generally means embracing sustainable practices,Trees grow back after you cut them. Besides using a forest doesn't just mean chopping it down for wood.
Some people like to plants forests all over the place. I'm one of them and I don't think I'm alone.
Besides you get minerals for chopping them down as I recall.
They also look nicer than mines or farms.
Trees grow back after you cut them. Besides using a forest doesn't just mean chopping it down for wood.
It should represent a host of smaller decentralized industries. From hunting to building materials to processing wood for fuel.
The point may be moot but I'll respond anyways.15. Allow faction bonuses for forest nutrients/minerals/energy just like for fungus
No. That's grossly unbalancing. You're supposed to have to obtain Ecological Engineering to get to a 4 minerals threshold on most tiles. If you can just plant forests and get 3 minerals instead of 2, well that's some kind of silly baby game where the person who plants the most forests wins. Getting a bonus for n/m/e means finding a resource bonus and putting your city in range to work it. Or building your supply crawlers like you're supposed to.
Quote16. Allow setting of PROBE modifier to be immune to infiltration, and modifier to be immune to all probe team actions (as Hunter-Seeker Algorithm).
And why should anyone ever be allowed to do that? Probe teams are overpowered, but that doesn't mean it should be "fixed" by having someone become magically immune.