Is your list publishable? I mean in a form, that you could post it, or attach as txt file.
Reorganize RULES variables.
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Add "nearest base ecodamage to prevent worm capture" variable. Rather than flat cap, have as roll out of set
variable.
Spore launchers/artillery fighting.
Retool changed to 10 categories.
Sixth drone rules flag (Lal's talents multiplied by psych multipliers.)
Options re. creche effect on homed-unit morale penalties. (Halve round down, halve round up, no effect.)
Make "attack along road" work properly.
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More crawler stuff: Base-to-base crawler amount
Base-to-base comes off the top (confirm bug)
Base-to-base checked at beginning of turn before actual base effects (confirm bug)
Max crawlers benefitting a base by population (numerator/denominator are bytes; denominator 0 means no maximum)
Base-to-base convoy efficiency factor (flag). With positive EFFIC, first EFFIC/(4+EFFIC) of base's production is
exempt, and beyond that applies penalty equal to ((EFFIC+4)/8)*{portion over exemption spent}^2;
penalty counts as part of amount spent, and portion is taken out of total (including exemption.)
Equivalently, portion is taken out of not-exempt amount, and penalty is equal to
2/(EFFIC+4)*{portion of over-exemption spent}^2. (Express this way.)
If EFFIC is negative, total output is multiplied by (EFFIC+4)/4, and then same penalty as before (first form,
no exemption).
Equivalently, first subtract penalty of {portion spent}^2/2, and then multiply by (EFFIC+4)/4.
So end up expressing as:
-Penalty of {portion spent^2}/2.
-If positive EFFIC, get exemption of EFFIC/(4+EFFIC); calculate portion spent out of remainder. Also
divides penalty by (EFFIC+4)/4.
-If negative EFFIC, after subtracting penalty multiply by (EFFIC+4)/4.
Convoys can't help build projects (flag)
(Also add room for alternate convoy system, before max crawlers benefitting base)
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SE changing cost proportional to total population.
Pop cost to convoys, pop cost to pods (1 nibble each)
GROWTH to pop boom, GROWTH granted by cloning vats (nibble/nibble)
Alternate resonance rules (if cost below psi, use value or psi, whichever is worse; if above, use whichever
is better. Res vs. res of same category always resolves as psi.)
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New resource flags: mine bonus (but not base increase with rocky) doubled w/ maglev, condenser does not replace
mine/solar/mirror/etc, monolith counts as fungus if better.
Improved resource control:landmarks,Aqua/Therm/Subsea,Tree Farm,Hybrid Forest,CentPres(w/ Voice built),
Temple(w/ Voice built),CentPres(w/ Voice owned),Temple(w/ Voice owned),Manifold Harmonics (5 entries, for
+0/+1/+2/+3/+4), base solar.
VoP effect on ecodamage:
Multiplier/divisor to base chance, by status with owner of VoP (self/pact/treaty/truce/vendetta/destroyed).
2 bytes each (add new function for BYTE/BYTE), so 3 dwords total.
Prob threshold for actual pop: Constant, plus numerator/denominator times ecodamage chance plus constant
times PLANET. (Uses same roll; can give higher chance of pop than ecodamage.)
Does not affect global warming. 4 bytes=1 dword.
Prob threshold for worms. Can have worms without ecodamage; cannot have worms without pop.
As before; 1 dword.
Base number of blooms per turn. Modified by MAPROOT. Bloom does not affect warming or produce worms, occurs
in random spot (if base or fungus, cancel. Same notification rules as forest spreading.) 1 byte.
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Probe team flags (infiltration costs energy, techsteal costs energy, can subvert multiple units, subverting
units in bases like subverting units); cost for infiltration/techsteal is target_energy*distance_to_HQ/32.
Infiltration duration; if not infinite (-1), Empath Guild doubles duration as well as creating infiltration on
completion.
Spaceport.
Base population cap.
Difficulty effects (splitting and aggressiveness cap).
{1.5 not before here}
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Alternate convoy system (actually carries); alphax value is max cargo at reactor 1; 0 means standard system.
Also uses max unload speed as word in same place as max crawlers benefitting base.
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Scenario graphics bug
New rules for aliens and VoP and ascension/ecodamage.
I do not remember, if extending limit of number of techs was already discussed? We have 89 techs, can we have more slots?
What about adding rules that apply a bonus to weapons or armor with regards to their offensemodes and defensemodes? You can see what I am talking about by searching in the alpha or alphax file for OFFENSEMODES or DEFENSEMODES.
As I noticed, infantry bonus against bases is "attached" to number of unit move points not its chassis. In a mod I changed infantry move points and the bonus was lost.
So an additional change may be this:
- make infantry vs. base bonus dependent on chassis type
You mean the number? Probably a poor idea; while it would allow it to be given to a different number of moves, it would also mean you couldn't have two infantry chassis that both get the bonus.Yes, that's true. How about a parameter of move points, that give that bonus?
What might make sense for a future option, though, would be to have it go by whichever chassis has the fewest movement points, even if that's more than 1.
Yes, that's true. How about a parameter of move points, that give that bonus?
Some time ago I was thinking of chassis having 0 move points. They would be platforms without their own engines.
In this case you would avoid a case when only such 0-move point platform would get it.
This would give the original behavior of ^2, but I could do a cubic function by going 300/100, or a flatter curve could be generated with a numerator <200. Of all the possible ways to bend the arch of the whole late-game this is by far the most powerful one and should be a fairly simple one to implement as it just needs to replace one line of code in which Cost = TechCount * TechCount is replaced with Cost = math.pow(TechCount, (TechNumerator / TechDenominator))
[bug/exploit] I'd like to have removed sensor array when a city is built. See this discussion: http://www.civgaming.net/forums/showthread.php?t=7619 (http://www.civgaming.net/forums/showthread.php?t=7619)
[useless] Cloaked ability has no real meaning.
[useless] Could Repair bay have some extra meaning? Some defense meaning perhaps, like an intrinsic +50% AAA, making it really worthwile on carriers? Or counting them like a sensor array?
[useless] [toHelpAI] Could bunkers act as minefields? I saw a guy on 'poly suggesting that. a) They should be invisible b) Upon entering the field, your stack stops c) Stack receives heavy arti damage, with capacity to kill units (unlike normal arti). d) minefield flag is removed from the square. e) should probably work only on normal enemy units, not worms. --- this is quite complex, I know.
[useless] Submarines could have bigger roles in combat, either äcting as spotters (sensor array), or being immune to air attacks on the whole.
[toHelpAI] Heavy transport optionnally +100%.
[toHelpAI] Encryption on defenders to halve chance of probe success.
[flavourAI] Escaped leaders in pod to restart on water (gives them some extra lore and space to redevelop).
[useless] Submarines could have bigger roles in combat, either äcting as spotters (sensor array), or being immune to air attacks on the whole.This one would actually be really interesting, albeit potentially game breaking, which means it would fit better into a revamped Warfare mod rather than a general purpose mod. But it would be a good balance to the ubiquity of air combat.
Why would submarines be immune to air? If anything, air is the counter to submarines. It's probably more the standard foils/cruisers that need more anti air - to be able to protect transports and such.At a far enough depth, assuming the aircraft could spot the submarine (which would happen regardless thanks to the fact that non-Pact units can't move into the same square), there'd be no way for the jet to actually attack the sub unless it had specialized weaponry.
Thematically: I am not into military, but aircrafts without proper weapons cannot attack submarines, right?
The fonctional idea was to make water important even during the air wars.
Militarily aircraft are a counter to submarines - usually spotting them & destroying with depth charges or torpedoes. Hard to say if most weapons beyond Missile would be able to do this, but I'll say yes since they're all more powerful. Submarines should function more like air - good for picking off solo transports or capital ships. But on the downside more weak defensively.
Would say that perhaps air and water sensors should be able to see subs.
I was looking yesterday for a line that would let me make the cost to enter fungus 4mp, but there isn't one :(
I was looking for land fungus, but if it's more complicated than a simple mp cost, it's of course fine the way it is. Sea fungus I'm not really that concerned about.I was looking yesterday for a line that would let me make the cost to enter fungus 4mp, but there isn't one :(Land fungus or sea fungus? Because there's a good reason that land fungus is a chance to fail straight-out rather than just taking a number of mp; for sea it could be done at some point.
I was looking for land fungus, but if it's more complicated than a simple mp cost, it's of course fine the way it is.
I'd like to see customizeable reactors.
I was so excited when I saw tachyon particles mentioned in the game but later found no technology or reactors every really used it.
I've loved the idea of making a tachyon reactor for new units.
@Yitzi I know the re-names can be done, but it's the actual values I'd like to change.
And out of curiosity, say there can't be more than four period, how likely is it that the values can be changed for all of them for a "in the future" mod (This is another side project I have some interest in)?
A flag for where raising terrain is not a declaration of war. Almost always higher terrain is a good thing. Oddly, terraforming over other improvements isn't.
Related - more flat raising costs, land bridges are very inexpensive by default. To the point where sea units are often ignored, even with cost rebalancing.
A flag to set increase sea territory border distance. I think it's a bit too easy to encroach.
A flag to have borders assumed to be max distance until contacting the faction (i.e. vendetta by default, rather than truce). It's a bit nonsensical to 'know' an enemy is near by the border in early game.
A flag for being able to put sensors and raise/lower terrain on a base square.
A flag for sea sensor arrays to actually give a combat bonus.
A way to have pressure dome give differing resources from recycle tanks. Generally as a way to balance sea vs land colony pod costs. Less important if sea terraforming can be split out from land.
Nice. I don't think the actual land raising formula is known?
I was thinking something simple like just being able to put it to a fixed cost (i.e. X EC/raise, no matter the height). I suppose a more complex/better alternative would be to consider surrounding squares that go from sea to land, and add a cost based on the number of sea tiles that get converted. Say Y/EC per sea tile where Y would be set to around 100. Land bridges should be more difficult. It's rather silly when you think that raising an entire continent would be easier than making some transports. Partly a sea unit cost issue also which can be modded, I realize.
Just a simple rule of raising not being a declaration of war would be preferable.
At least I consider this an inconsistency between other terraforming types. I can overwrite a borehole with a forest but raising up land is somehow more aggressive. Perhaps if sea borders could go out farther from land it wouldn't be as much of an issue. But even so, it's a bit strange that two pact brothers/sisters can't raise up the land between their territory together.
Yea the sensor on base, I don't think it's really needed now that I think on it. Building a base on a sensor is probably more an exploit than something legitimate. Sea sensors giving bonus to all combat would probably make more sense (as land ones help for land air and sea attack like sealurks).
One other thing would be a flag to have default faction status at vendetta from the start of game. Whether you talk to a faction or not upon contact, it puts you in truce status. If you really just want to war your neighbour then your reputation takes a hit even though you haven't agreed to a truce. Maybe this one's debatable too, depending on how you interpret the game's story introduction.