Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: ete on April 30, 2014, 12:37:49 PM

Title: SMAC in SMAX default units
Post by: ete on April 30, 2014, 12:37:49 PM
I'm not sure kyrub and others thoughts on it, but one way to help the AI out significantly is to design some useful units for them which they otherwise miss out on such as Probe Foils. If this is not considered to disruptive to SMAC style, I'd think it worthwhile to add a handful of custom units.

So, should we add custom units and if yes which would improve the game? This topic (http://alphacentauri2.info/index.php?topic=2927.0) may provide inspiration.
Title: Re: SMAC in SMAX default units
Post by: kyrub on April 30, 2014, 03:30:39 PM
First quick reaction:
- I don't see how it could be disruptive to original SMAC. Better AI is never bad for a game. Automatic design simplifies my work, I welcome it.
- The one problem I had with the alpha.txt changes was the fact, that (almost) everybody fiddles with this file, there is no standard (and you can't just overwrite personal settings of a player, I thought, that's rude). Putting SMAC in SMAX is a welcome opportunity to set such a standard.
- The second (smaller) problem is that unit's reactor is not upgraded. I believe this can be solved via .exe modding.
- The third problem: the units on the list automatically clutter human player's base workshop. Also, the player should do his designs alone, it takes something from the game. It is more of an annoyance, but I still dislike it, and would like to let it not happen.
- The fourth problem, there should not be too many units on the list, as I have some doubts about the effect on AI. AI has a workshop limit, that can be filled up, which then creates a set of extra decisions which are quite complex and probably not welcome (which unit should AI make obsolete etc). Alpha.txt designs are never made obsolete, so the design limit shrinks. AI already designs a good number of units, especially in late-mid game. And it should be a bit more, according to my AI project. (The list you linked, ete, has length I'd call pretty risky).
Title: Re: SMAC in SMAX default units
Post by: Yitzi on April 30, 2014, 05:16:29 PM
First quick reaction:
- I don't see how it could be disruptive to original SMAC. Better AI is never bad for a game. Automatic design simplifies my work, I welcome it.
- The one problem I had with the alpha.txt changes was the fact, that (almost) everybody fiddles with this file, there is no standard (and you can't just overwrite personal settings of a player, I thought, that's rude). Putting SMAC in SMAX is a welcome opportunity to set such a standard.
- The second (smaller) problem is that unit's reactor is not upgraded. I believe this can be solved via .exe modding.
- The third problem: the units on the list automatically clutter human player's base workshop. Also, the player should do his designs alone, it takes something from the game. It is more of an annoyance, but I still dislike it, and would like to let it not happen.
- The fourth problem, there should not be too many units on the list, as I have some doubts about the effect on AI. AI has a workshop limit, that can be filled up, which then creates a set of extra decisions which are quite complex and probably not welcome (which unit should AI make obsolete etc). Alpha.txt designs are never made obsolete, so the design limit shrinks. AI already designs a good number of units, especially in late-mid game. And it should be a bit more, according to my AI project. (The list you linked, ete, has length I'd call pretty risky).

I'm pretty sure that alpha(x).txt designs do not could toward the limit of 64 designs per player (though there's a limit of 64 of them too).
Title: Re: SMAC in SMAX default units
Post by: DrazharLn on April 30, 2014, 05:19:20 PM
Agreed that if we add more custom units it would be best if we could make them only appear for the AI. We should also be careful not to give them units that are obviously more advanced than their tech (so as not to confuse human players with infiltrators).

I think that perhaps we shouldn't add new custom units at all unless we can only enable them for the AI. Otherwise we need to tell new players that there are a bunch of weird units they shouldn't use, and that stops this being a no-interaction patch.
Title: Re: SMAC in SMAX default units
Post by: ete on April 30, 2014, 06:29:20 PM
First quick reaction:
- I don't see how it could be disruptive to original SMAC. Better AI is never bad for a game. Automatic design simplifies my work, I welcome it.
- The one problem I had with the alpha.txt changes was the fact, that (almost) everybody fiddles with this file, there is no standard (and you can't just overwrite personal settings of a player, I thought, that's rude). Putting SMAC in SMAX is a welcome opportunity to set such a standard.
Okay, good to know.
Quote
- The second (smaller) problem is that unit's reactor is not upgraded. I believe this can be solved via .exe modding.
scient has an unfinished patch which includes this (well, lets you set the reactor of a unt) and a bunch of other changes. If someone can get hold of him and request a copy of his file it could be merged in.
Quote
- The third problem: the units on the list automatically clutter human player's base workshop. Also, the player should do his designs alone, it takes something from the game. It is more of an annoyance, but I still dislike it, and would like to let it not happen.
- The fourth problem, there should not be too many units on the list, as I have some doubts about the effect on AI. AI has a workshop limit, that can be filled up, which then creates a set of extra decisions which are quite complex and probably not welcome (which unit should AI make obsolete etc). Alpha.txt designs are never made obsolete, so the design limit shrinks. AI already designs a good number of units, especially in late-mid game. And it should be a bit more, according to my AI project. (The list you linked, ete, has length I'd call pretty risky).
I think these two only come into play strongly if there's a significant number of units added. Personally, I'd prefer to only add custom techs at tech levels that they're already available and at default prices, which only leaves a few designs not caught by the auto designer. The topic I linked was just somewhere to look for ideas, I would be hesitant about including anything like that many by default. Also, having a few designs otherwise missed can improve the game for humans, for example I played for years before thinking of the probe foil and started enjoying sea battles/exploration more once I was using it. Hints about units which are cool is positive imo, so long as it's not a flood of options.

Title: Re: SMAC in SMAX default units
Post by: Geo on April 30, 2014, 07:28:30 PM
- The second (smaller) problem is that unit's reactor is not upgraded. I believe this can be solved via .exe modding.

Do you mean upgradeable? Because two of the Ogre units come with stronger reactors then fission in SMACX.
And I've seen alphax files with the extra reactor flags after the abilities flags in the #units list.
Title: Re: SMAC in SMAX default units
Post by: DrazharLn on April 30, 2014, 08:08:36 PM
In the alphax I've been modding, the Ogres are hardcoded with their reactors and special abilities. The table doesn't have anywhere to specify reactor level.

You might be mistaken or maybe you saw a version of alphax to go with one of scient's unreleased patches?

RE: Disabling the aliens. I'm not completely against Alien factions, but this project is about porting SMAC to SMACX and adding new community stuff to the mix is a side project that (I think) is mainly happening because we happen to have enough space to showcase some factions. and it conveniently gets rid of the SMACX ones.

Faction mods that add aliens aren't something I think this forum is against, they're just not entirely compatible with this project. OTOH, such mods should still stand to gain from the additional options that we want the assembly-nauts to add, and from the mod managers that have been developed.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on April 30, 2014, 08:24:58 PM
Thus why I mentioned the barely-mod splinter/swap-gender faction sets closely based on the originals.

I have a version of the scientIfic patch from a few months before he dropped out of contact last year; I wouldn't be comfortable making it public without his permission, but I think he'd be okay with sharing it with a few tech types privately, if I can find it...
Title: Re: SMAC in SMAX default units
Post by: Geo on April 30, 2014, 08:29:08 PM
You might be mistaken or maybe you saw a version of alphax to go with one of scient's unreleased patches?

See for yourself.

Code: [Select]
#UNITS
23
Colony Pod,             Infantry, Colony Pod,   Scout,      8, 0, 0, None,    -1, 00000000000000000000000000000, 1
Formers,                Infantry, Formers,      Scout,      9, 0, 0, Ecology, -1, 00000000000000000000000000000, 1
Scout Patrol,           Infantry, Gun,          Scout,      3, 0, 0, None,    -1, 00000000000000000000000000000, 1
Transport Foil,         Foil,     Transport,    Scout,      7, 0, 0, DocFlex, -1, 00000000000000000000000000000, 1
*Sea Formers,           Foil,     Formers,      Scout,      9, 0, 0, Disable, -1, 00000000000000000000000000000, 1
Supply Crawler,         Infantry, Supply,       Scout,     10, 0, 0, IndAuto, -1, 00000000000000000000000000000, 1
Probe Team,             Speeder,  Probe Team,   Scout,     11, 0, 0, PlaNets, -1, 00000000000000000000000000000, 1
Alien Artifact,         Infantry, Artifact,     Scout,     12,10, 0, Disable,  2, 00000000000000000000000000000, 1
Mind Worms,             Infantry, Psi,          Psi,        1, 5, 0, CentEmp,  3, 00000000000000000000000000000, 1
Isle of the Deep,       Foil,     Psi,          Psi,        7, 8, 4, CentMed, -1, 00000000000000000000000000000, 1
Locusts of Chiron,      Gravship, Psi,          Psi,        4,10, 0, CentGen, -1, 00000000000000000000000100000, 1
Unity Rover,            Speeder,  Gun,          Scout,      3, 0, 0, Disable, -1, 00000000000000000000000000000, 1
Unity Scout Chopper,    Copter,   Gun,          Scout,      4, 0, 0, Disable, -1, 00000000000000000000000100000, 1
Unity Foil,             Foil,     Transport,    Scout,      7, 0, 0, Disable, -1, 00000100000000000000000000000, 1
Sealurk,                Foil,     Psi,          Psi,        6, 6, 0, CentPsi,  4, 00000000000000000000001000000, 1
Spore Launcher,         Infantry, Psi,          Psi,        0, 5, 0, Bioadap,  5, 00000000000001000000000000000, 1
Battle Ogre MK1,        Infantry, R-Laser,      3-Res,      0,10, 0, Disable,  6, 00000010000000000000000000000, 1
Battle Ogre MK2,        Infantry, R-Bolt,       8-Res,      0,15, 0, Disable,  6, 00010010000000000000000000000, 2
Battle Ogre MK3,        Speeder,  String,       Stasis,     0,20, 0, Disable,  6, 00010010000000000000000000000, 3
Fungal Tower,           Infantry, Psi,          Psi,        3, 0, 0, Disable,  1, 00000000000000000000000000000, 1
Unity Mining Laser,     Infantry, Laser,        Scout,      0, 0, 0, Disable, -1, 00000000000000000000000000000, 1
Sea Escape Pod,         Foil,     Colony Pod,   Scout,      8, 0, 0, Disable, -1, 00000000000000000000000000000, 1
Unity Gunship,          Foil,     Gun,          Scout,     -1, 0, 0, Disable, -1, 00000000000000000000000000000, 1

If this is from Scient's work, I wonder where I can find it back.
Title: Re: SMAC in SMAX default units
Post by: kyrub on April 30, 2014, 08:40:48 PM

Quote
- The second (smaller) problem is that unit's reactor is not upgraded. I believe this can be solved via .exe modding.
scient has an unfinished patch which includes this (well, lets you set the reactor of a unt) and a bunch of other changes. If someone can get hold of him and request a copy of his file it could be merged in.

It is not necessary, I think.
Since AI designing is my job, I have studied the function, I know the place and I am 99% sure I can put an automatic "take best reactor" change in the process. Should be relatively simple.
Title: Re: SMAC in SMAX default units
Post by: Geo on April 30, 2014, 09:06:36 PM
Heck, I just remembered how I got it. Scient mailed me a link to this unfinished patch for playtesting a year ago. It's a installer version called RC7.
Title: Re: SMAC in SMAX default units
Post by: ete on April 30, 2014, 09:29:37 PM

Quote
- The second (smaller) problem is that unit's reactor is not upgraded. I believe this can be solved via .exe modding.
scient has an unfinished patch which includes this (well, lets you set the reactor of a unt) and a bunch of other changes. If someone can get hold of him and request a copy of his file it could be merged in.

It is not necessary, I think.
Since AI designing is my job, I have studied the function, I know the place and I am 99% sure I can put an automatic "take best reactor" change in the process. Should be relatively simple.
I'm not sure if that's optimal for non-combat units. Often the best reactor to use for value is fission (infantry) or fusion (sea/speeder/tank/air), so the AI may end up overpaying if they just go for the max reactor level on non-combats. Ideal solution would be picking the cheapest reactor for units without a weapon module (super ideal solution: combine with scient's mod and have one of the reactor values work as "pick cheapest"), but that may be a lot more tricky.

And yea, I think scient wanted some more playtesting before he was comfortable making a full release, but I doubt he'd object to his changes being integrated into the current main patch so long as they are appropriately credited. Geo/BU: getting Yitzi and kyrub a copy for if they want to reference it would be good.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on April 30, 2014, 09:39:47 PM
Agreed.  I think Geo's copy is more recent, and I'm not having a lot of luck finding mine.  Geo?
Title: Re: SMAC in SMAX default units
Post by: Nexii on April 30, 2014, 10:19:45 PM
Police sentinels probably come to mind as one the AI underuses.  That and Empath/Trance scouts when you're going heavy native life.

High morale might be another candidate in cases where it would push their units to Elite.  Though Trained troops would be more across all categories - not a default. 

Another note is that since unit cost mode is modifyable, sometimes certain chassis will be favored on certain units over others.  And reactor - depending on how reactor is costed (ete pointed this out - but I will say it's not the same for all unit cost modes).
Title: Re: SMAC in SMAX default units
Post by: kyrub on April 30, 2014, 11:00:43 PM
@Nexii   
Just a quick note:
Whenever you use word "if" or "when", it would be better to put that in the .exe code in form of a condition.
The alpha.txt units should be "plainly better" units, obvious stuff no one should ever miss. Unconditional things.
Title: Re: SMAC in SMAX default units
Post by: Nexii on April 30, 2014, 11:59:22 PM
Yea I was thinking in terms of unit cost modes & modding, since I've been playing with that in Yitzi's patches.  I assumed this was for AI re-works in SMAX?  I think in this case, you would be left with only units not creatable in the unit workshop in the config text.  For example if I mod rovers to cost same as infantry, then the default "Formers" are only better until I can make "Rover Formers".  That's conditional. 

I'm sure it would be a lot of work to code this though - to consider so many factors in unit design.  Generally you could use heuristics as a human would - maximizing effective (reactor is a multiplier) attack/defense per mineral spent, but putting some weight on support cost. 
Title: Re: SMAC in SMAX default units
Post by: Kilkakon on May 01, 2014, 03:07:22 PM
Might I make a suggestion, if people do these sorts of things?

Psi Infantry and Psi Garrision. ?/1/1 and 1/?/1 respectively. The AI will never build them naturally unless they are predesigned--PSI heavy factions that are given Centuari Genetics from turn 1 don't know what to do with it without help.

My Betrayed faction for example would need such units to exist to be usable in stock.
Title: Re: SMAC in SMAX default units
Post by: Geo on May 02, 2014, 04:07:28 PM
Agreed.  I think Geo's copy is more recent, and I'm not having a lot of luck finding mine.  Geo?

The version I have got dowloaded a bit over a year ago.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 04:10:55 PM
I found mine now, I think, and it's dated 14 March of last year, if I'm looking at the right thing.  It was an altered terranx.exe, IIRC.  I'd been forgetfully looking for a .zip with a patch in it.

He was constantly updating his working copy, so even a week younger is probably closer to the finished one he was days from releasing ;clenchedteeth when he disappeared.
Title: Re: SMAC in SMAX default units
Post by: Geo on May 02, 2014, 05:43:58 PM
"A mod is never finished, merely grudgingly released".
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 05:45:50 PM
Sure.  What the date on the version you have?
Title: Re: SMAC in SMAX default units
Post by: Yitzi on May 02, 2014, 06:52:25 PM
If I could have the copy of scient's patch that you have, I may be able to incorporate some of his new stuff into mine.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 06:56:16 PM
You'll get it, pronto, if Geo's is not later than mine.
Title: Re: SMAC in SMAX default units
Post by: kyrub on May 02, 2014, 09:05:56 PM

It would be nice to have it... Iwonder, if scient is aware of that? And is that SMAC or SMAX?

Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 09:06:39 PM
SMAX, and you'll get it, too.  What the heck.
Title: Re: SMAC in SMAX default units
Post by: ete on May 02, 2014, 09:11:36 PM
Geo (and BU): If you happen to have the installer, that would be the thing to send Yitzi and kyrub. It may have a few other handy things like changelogs. Unfortunately my copy and the changelog was sent via irc and the computer I got it on is both dead and 5000 miles away, so I can't get help. And BU, you may as well send your version too, on the off chance it's different and there's something useful about that difference. Will be great to have everyone's changes merged into one awesome superpatch :D

Getting back on topic. Everyone seems on board with adding at least a few units, and (correct me if I'm wrong) most people seem to prefer units which use default cost/are potentially worthwhile for humans to build rather than AI-specific superunits since AI units appearing to players is ugly and annoying, plus kinda cheating rather than making the AI play smart. We've not actually had much in terms of suggestions, other than Kilka's of basic phi troopers.

First off: How does the AI react to Psi units? If they're only built by factions who can really use them, then there's little harm including. If they're built inappropriately sometimes, then maybe best included in a text file with the factions who may want them as an "add this to #UNITS if you use this faction" thing?

Second here's a list to start us off. Suggestions please!

Probe Foil - Should be standard, but never used by AI and easily missed by humans
Trawler - Sea Crawler, perhaps only prototyped at fusion power with level 2 reactor because before then it's prohibitively expensive.
Probe Defender (aka Security Team) - Probe on infantry chassis. Cheaper and just as good at defending. Potentially armor it with something low level? iirc a guide talked about giving probes armor as last-ditch defenders, I think they still take -50% non-combat but are a lot less useless in conventional combat.

Possible:
Police Infantry - much better than scout infantry, ends up being useful until pretty late in the game when you stay out of FM.
some kind of air colony pod? - I think BFG was super keen on these, not tested myself. Could be handy especially without good roads or for getting to islands.
Basic Psi infantry - depends on whether the AI knows when to build them


Ideas? Opinions?
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 09:32:25 PM
I don't remember there being an installer with what scient linked me to last year; just the terranx.exe.  Now I wish I'd saved a lot of stuff, like the ready-to-go intro page w/ credits and changelog he showed me in June, too. 

I'll go ahead and do some emailing if Geo doesn't come back in the next hour 1/2.
Title: Re: SMAC in SMAX default units
Post by: kyrub on May 02, 2014, 09:47:48 PM
Trawler - 
Police Infantry -
Basic Psi infantry -
Some notes:
The conditional things (psi infantry?) should probably go in .exe code. We have a lot of place there.
There is a small AI code specific for trawlers, it's ready to go.
Police - I thought about making specific defenders with combination (ECM + Police), I even coded some. Not sure what is more effective, alpha.txt Police infantry or combined defenders.
Title: Re: SMAC in SMAX default units
Post by: Yitzi on May 02, 2014, 10:29:40 PM
I don't remember there being an installer with what scient linked me to last year; just the terranx.exe.

For combining patches, that might actually be more effective, as I can see exactly what he did.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 11:28:43 PM
Gentlemen, please check the emails you used in your accounts here...
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 02, 2014, 11:30:51 PM
kyrub, yours just bounced...
Title: Re: SMAC in SMAX default units
Post by: Ford_Prefect on May 03, 2014, 12:45:22 AM
No cheaty units that are unbuildable for the player. 
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 04:31:47 PM
Geo?  What's the date on the scient version you have?
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 04:55:48 PM
kyrub, I've tried to send the file three times to the email addy you gave AC2, and it bounces for security issues, even .zipped.  I just tried from my other email.  Let's see if that works.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 05:55:08 PM
Nope - that bounced, too.  I'm fresh out of ideas.
Title: Re: SMAC in SMAX default units
Post by: ete on May 03, 2014, 06:04:12 PM
Upload it to a file sharing site then PM him the link on here.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 06:07:07 PM
Eww.  I've never messed with one of those places and feel averse.  This has turned into another chore.
Title: Re: SMAC in SMAX default units
Post by: ete on May 03, 2014, 06:28:48 PM
You can use Google Drive as a fileshare site, and Google Drive is just generally a really good thing to have for automatic free backups+being able to get at your files from anywhere if you travel.
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 06:36:31 PM
I'm frustrated I can't get our tech guys to just fix my server access, and I could upload here.  -Also, I need it for other things.
Title: Re: SMAC in SMAX default units
Post by: kyrub on May 03, 2014, 06:40:52 PM
BU, sorry for the incovenience.
The small housenet I am part of had a security problem yesterday. I solved it yesterday (at least spamhaus confirms so), but it seems gmail has some sort of quarantine, to prevent further issues.

Nevermind for me, since I don't have any time on my hands for next 2 days. Maybe we can contact each other on Monday and retry?
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 06:43:13 PM
Okaydoke.  Remind me when you're ready.
Title: Re: SMAC in SMAX default units
Post by: Geo on May 03, 2014, 07:10:18 PM
Geo?  What's the date on the scient version you have?

Can't tell for another week...
Title: Re: SMAC in SMAX default units
Post by: Buster's Uncle on May 03, 2014, 07:28:46 PM
You and your constant &^%$#@! travels.  You pee away all your money jet-setting and now you make it my problem.  :P

I think I'll ask Vish to punch you.
Title: Re: SMAC in SMAX default units
Post by: diessa on May 05, 2014, 02:55:51 PM
You and your constant &^%$#@! travels.  You pee away all your money jet-setting and now you make it my problem.  :P

I think I'll ask Vish to punch you.

I thought I'd quote this because it is an amazing post in an amazing thread. I don't have the level of experience to participate in a discussion about targeted unit designs to optimize gameplay. However, it seems like a great idea to me; the AI clearly relies on some predetermined benchmarks for unit design, so it could benefit from some more that address some of the more obscure, yet more potent, combinations of technologies. At minimum, developing "core" units that help with basic functions, which the AI is lacking, makes sense. For example, ensuring that they have probe teams and  formers that have a variety of movement. The other would be police units, since it can mismanage its drones sometimes. (I.e., I agree with the general trends in this thread.) Lastly, I agree that some of the more obscure designs shouldn't be shared with the player; that allows them to explore, and it isn't cheating for the AI because they still need to get those technologies. An exception to this should perhaps be some of the core travel and police units. Having a police unit pre-designed, for example, could help new players learn more about drone mechanics.
Title: Re: SMAC in SMAX default units
Post by: DrazharLn on August 19, 2015, 04:00:52 AM
Moving on, scient's patch is now open domain and Yitzi has developed support in his patch v3.4 (released) to disable a lot of SMACX engine and gameplay features.

(see http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi's_patch (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi's_patch) )

This project can now sensibly move forward again and the original topic of this thread is still relevant: Let's collect a list of good default units to enhance AI behaviour!

Quote from: ete
Getting back on topic. Everyone seems on board with adding at least a few units, and (correct me if I'm wrong) most people seem to prefer units which use default cost/are potentially worthwhile for humans to build rather than AI-specific superunits since AI units appearing to players is ugly and annoying, plus kinda cheating rather than making the AI play smart. We've not actually had much in terms of suggestions, other than Kilka's of basic phi troopers.

First off: How does the AI react to Psi units? If they're only built by factions who can really use them, then there's little harm including. If they're built inappropriately sometimes, then maybe best included in a text file with the factions who may want them as an "add this to #UNITS if you use this faction" thing?

Second here's a list to start us off. Suggestions please!

Probe Foil - Should be standard, but never used by AI and easily missed by humans
Trawler - Sea Crawler, perhaps only prototyped at fusion power with level 2 reactor because before then it's prohibitively expensive.
Probe Defender (aka Security Team) - Probe on infantry chassis. Cheaper and just as good at defending. Potentially armor it with something low level? iirc a guide talked about giving probes armor as last-ditch defenders, I think they still take -50% non-combat but are a lot less useless in conventional combat.

Possible:
Police Infantry - much better than scout infantry, ends up being useful until pretty late in the game when you stay out of FM.
some kind of air colony pod? - I think BFG was super keen on these, not tested myself. Could be handy especially without good roads or for getting to islands.
Basic Psi infantry - depends on whether the AI knows when to build them


Ideas? Opinions?
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 31 - 840KB. (show)
Queries used: 15.

[Show Queries]