Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Impaler on November 09, 2012, 10:18:31 PM

Title: Impaler's Alpha modding
Post by: Impaler on November 09, 2012, 10:18:31 PM
Busters Uncle has been encouraging me to contribute some of my accumulated modding.  I've done a lot of little tweaks of my own and incorporated those of other people as well.  Some of you may remember my 'Reactor' structures that have negative maintenance or my "brutal" -1 across the board starting Social Engineering redesign.  I'm going to post my whole Alphax.txt in spoilers here and detail some of the reasons for each change.

My overall philosophy is to make for a somewhat slower game (on large maps) particularly the late game which just flies by for most of us builders who can hit 2-3 turns per tech and big ticket facilities just as fast.  When possible I do things that I think will make AI more competitive but it's not my main focus and I don't go out of my way to do it.  I prefer the original SMAC factions but I mod them slightly to balance them and accentuate them, I make the traditionally 'evil' factions slightly less overtly polemic.

A series of edits will add one section at a time to this original post.

FUNDAMENTAL RULES

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TERRAFORMING IMPROVEMENTS

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RESOURCE INFORMATION

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SPECIALISTS

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SOCIAL ENGINEERING

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Title: Re: Impaler's Alpha modding
Post by: Impaler on November 12, 2012, 11:09:00 AM
TECHNOLOGY

Overall my tech tree redesign is rather conservative, some checks get changes in name to bring them up to date with more modern expectations (example Quantum Computers).  A few new techs are inserted to spread out some of the key goodies of the builder game, crawlers, advanced terraforming etc etc.  One area that's largely stripped out are the resonance/Progenitor techs, these have completely renamed as I've never liked throwing Aliens into what is essentially as story of human ideology.  The total number of techs is comparable to SMACX.  Also a number of the preference values have been tweeked to be more accurate, Doc Air Power is now a Power tech (seriously its the most powerful tech in the game).


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PROPOSALS

Some proposals require new techs, Supreme Leader goes up to Will to Power to make for a longer game, Salvage Unity Core down to Fusion to keep the 500 Credits relevant (later would be insignificant).  Shades go up to Photon/Wave to make global warming more relevant and harder to brush aside.

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Title: Re: Impaler's Alpha modding
Post by: Impaler on November 12, 2012, 11:09:16 AM
FACILITIES

One of the handiest changes I've made to facilities is to include more information about the facilities effects in the description as well as the Maintenance cost.  I've also made LARGE increases in maintenance costs almost across the board, a base loaded with facilities can now consume lots of credits, it's much harder to devote all your energy into research or to create huge sums of Credits.  The Headquarters is an exception, it produces 3 Credits per turn to give a modest early game boost.

Lastly I have created 4 'Reactors' which are  otherwise blank facilities (all the facility effects are hard-coded to their slot) but I've given them negative maintenance costs which basically means they make money for you.   The initial reactor is available immediately and each of the others open up with the 3 Reactor techs, their are no facility prerequisites to build them either and you can eventually put 1 of each in every base.  They all have the same mineral cost to credit ratio of 3:2, At the base 12 row size I use this means its 18 minerals per energy credit production.  Compared to stockpile energy which is 2:1 you need 36 turns of free credits to reach equivalence, after that the Reactor is accumulating a continual profit.  My play-testing indicates this is a reasonable cost but I'm still looking for more feedback on it. 

Note that you would need to combine both the high maintenance costs and the reactors as both will be needed to keep balance, in essence the Reactors allow you to offload the cost of facilities from one base to another as each Credit of increased maintenance on a facility is adding 1.5 rows to its cost in reactor infrastructure.

Unfortunately I don't see the A.I. build any Reactors and this means they are wasting a lot of potential.


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SECRET PROJECTS

Overall changes to projects consist of moving powerful projects up in the tech tree and increasing their cost.

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CITIZENS

Energy Credit and Research output of specialists is reduced, while Psych remains easy to get, also some flavor changes are made to names that are just my personal taste.  All basic specialists require no tech (your a bunch of space colonists, specialization is ubiquitous, why do you need tech to do that?), they all produce 2 units of a single type.  The next tier all produce 3 total but it's split 2/1 between two types of output.  Transcendi give 2/2/2 and thus make everyone else obsolete.

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Title: Re: Impaler's Alpha modding
Post by: Kilkakon on November 12, 2012, 01:02:15 PM
I've taken the liberty of using one or two of your suggestions in my LE mod (sea sensors, high arty fraction, no human contact). I hope that's okay. :) Tempting to turn up the mind rape but PSI is pretty strong in LE as it is... Doom Butterflies... :|

I like how you explain your reasoning! Definitely improves the game in my opinion.
Title: Re: Impaler's Alpha modding
Post by: Impaler on November 12, 2012, 11:09:09 PM
Certainly everything posted is public and I encourage people to use any and all modification and particularly to provide feedback on how they went.  I've used lots of other peoples modifications as well, I'll take a look at your own mod as well.

Personally I like having the mind rape because I find the narrative interludes don't live up to the in-game experience, if I haven't lost a base (as in destroyed not just lose pop) to a worm attack at some point in a game then I feel I'm getting off too easily.  Now mind you I don't play with Abundant native life setting, large numbers of weak worms would be a source of excessive Energy Credits so I go with normal volumes of high strength worms.

BTW, did you note the -1 PLANET rating that everyone starts with from None Future Society, that's going to apply the large 25% PSI combat effect to everyone accept the Gaians at the start of the game.
Title: Re: Impaler's Alpha modding
Post by: Buster's Uncle on November 13, 2012, 12:16:54 AM
This is great stuff, Impaler. ;b; 
Would you like me to kill the original of this comment to leave you the first three posts?

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Yes, Please, its good to have them contiguous.
Okydoke - done.  I really hate all this editing stuff, BTW; hard to keep track. ;)
Title: Re: Impaler's Alpha modding
Post by: Kilkakon on November 13, 2012, 06:02:15 AM
Ahh sure... I will post my alphax.txt in my thread then and see what you think Impaler. :)
EDIT: http://alphacentauri2.info/index.php?topic=1236.msg13300#msg13300 (http://alphacentauri2.info/index.php?topic=1236.msg13300#msg13300)

-25% will definitely strengthen early worm attacks until Empath Song, that's for sure.

Do you think Locusts of Chiron are strong enough?
Title: Re: Impaler's Alpha modding
Post by: Kilkakon on November 15, 2012, 01:31:42 PM
Also, just so you know, I did some testing, and it turns out sensors don't give a defensive bonus to naval units when they are built on water. They will still give their bonus to land units, if any, within 2 squares, as well as LOS, so they have some use, but yeah, thought I'd mention.
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