Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: bvanevery on April 08, 2018, 09:19:52 AM

Title: Synthetic Fossil Fuels shouldn't give a weapon
Post by: bvanevery on April 08, 2018, 09:19:52 AM
It bugs me that an Explore faction such as Deirdre, can sit around and get a pretty good weapon just for trying to explore.  You don't get weapons for trying to Discover or Build, why should she get this benefit?  Also from a realism standpoint, explain to me how you can have missile launchers and not have jet fighters or conventional missiles?  So, I'm moving the missile launcher weapon to Doctrine: Air Power.  I figure if you can fly a jet, you can fly a chemical bomb into something as well.  You still get a substantial benefit from Synthetic Fossile Fuels, it lets you add fungicidal tanks to your Formers.

In general, I am on program of rationalizing my tech tree so that weapon sequences are respected.  I do not like this "jump around" stuff introduced by SMACX, where I'm forever getting Chaos guns before Gatling guns, Tachyon guns before Fusion guns, etc.  Nor the mishmash of armors.  You should be getting Plasma armor before Pulse and Res armor.  I don't buy the idea of Aliens have special techs which circumvent the need for that.  I think the mechanic of "you get it earlier but it's more expensive to produce" is lame.  It wouldn't shock me if it confuses the AI, and it definitely annoys me when switching between blind research foci.  I want to know that I'm aiming for "the next best weapon" and that it's going to be incremental.  I think SMACX rushed the job of patching new techs into the tree, and abundant experience over the years shows they got it wrong.
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