AI:First may be a mid-term goal for kyrub's patch, which will shortly be merged into yitzi's. Second seems unlikely to be changed, allies should generally be friendly and figuring out when they want to push you would be really hard to get right in assembly.
* I'm most often playing on "Thinker" level, but no faction ever uses Orbital Improvements.
* While the AI is devious enough to encroach on your territory by spamming colony pods (even when they're your Pact Brother/Sister), it could also "terrorize through terraforming" - plant fungus, take away land, etc.
* When I take over another faction's base, either the units they were building or if I get the units by mind control or if they transfer the unit over to my control, the unit's design sneaks into my workshop. That's completely unnecessary and annoying, considering I don't even get an upgrade prompt for it (and it's not even marked as obsolete when it often should be).I use that to upgrade all sometimes. It's a bit of a bother, but also handy occasionally.
* The autobuild feature:This can be changed in alphax.txt #UNITS, we're planning which custom units to include by default over in the modding forum.
- Probe Teams should provide Hovertank and naval versions;
- Formers should provide Speeder, Hovertank and Cruiser versions;
- Colony Pods should provide Speeder versions;
- Probe Teams should upgrade their power sources.
The underlying principle is that non-combat units should be provided with new chassis and/or new power sources as they are discovered.
* SAM versions of units are excluded from the same upgrade path as non-SAM versions. I don't know if this is deliberate or not, but it makes for a very painful design and upgrade process, such as for examplePretty certain this is intentional. It makes the divide between air and anti air cleaner, stops you from being able to massively change the roles of units on the fly. Is annoying, but a feature not a bug.
- not being able to upgrade a non-SAM unit to a SAM unit;
- not being able to upgrade an obsolete SAM unit to a newer unit without SAM;
- having to design two separate units with near-identical properties.
This could be intentional, but it is hellishly annoying still.
AI:Second seems unlikely to be changed, allies should generally be friendly and figuring out when they want to push you would be really hard to get right in assembly.
* While the AI is devious enough to encroach on your territory by spamming colony pods (even when they're your Pact Brother/Sister), it could also "terrorize through terraforming" - plant fungus, take away land, etc.
I did make some changes to the vanilla configuration. I'll include the modified files in a .zip file as soon as I'm able.
Edit: here it is. As a sidenote, I've tried to load the save on a vanilla GOG version, and it loads normally, and there's also no crash after Domai uses the Planet Buster.
Why, BTW, the Silmarillionn reference in the thread title, poolside?
* Sometimes, starting a new game will result in a game with an incomplete interface (no menus and zero information in the lower part of the interface). I have no idea what triggers it.
* Sometimes, starting a new game will result in a game with an incomplete interface (no menus and zero information in the lower part of the interface). I have no idea what triggers it.
Ah, an example of the no-interface bug. Interestingly, the data below is from a previous game. The map isn't, though.
(Using 2.5j.)
Alright, this is a major issue. Thus far I've managed to avoid it by playing smax on Windows XP. This issue appears, I believe, in all versions of Windows post XP. (I know for sure that it appears in Windows 7 and 8.1.)
When the game boots, I am left with this.
(Using 2.5j.)
Alright, this is a major issue. Thus far I've managed to avoid it by playing smax on Windows XP. This issue appears, I believe, in all versions of Windows post XP. (I know for sure that it appears in Windows 7 and 8.1.)
When the game boots, I am left with this.
You're a Mac user? If so, 55 would love to hear from you in the Mac users thread in ToE a level up...
Also, ete, Kyrub's patch probably won't be merged into mine for a while, as porting from SMAC to SMAX may not be that easy and Kyrub isn't ready to do that until there's full SMAC'ing capability, which I do plan to get to but not that soon.It'll take some time/effort (and wait until he wants to focus on it), but I thought it was he did not want to start until we had a proper plan rather than until everything was ready?
Also, ete, Kyrub's patch probably won't be merged into mine for a while, as porting from SMAC to SMAX may not be that easy and Kyrub isn't ready to do that until there's full SMAC'ing capability, which I do plan to get to but not that soon.It'll take some time/effort (and wait until he wants to focus on it), but I thought it was he did not want to start until we had a proper plan rather than until everything was ready?
Major pain in the butt: the enemy reminding you that you have committed an atrocity against them every single time you come into contact with any of their units or bases. Proposal: disable these notifications altogether or have them appear only one time or provide an option to disable them. (Gee, I sound like a Progenitor now.)
But holy crap, this is hilarious.
The last one seems normal enough to me.
For the first two, did you tinker with the abilities costs?
Although the 'deep' ability isn't really a downgrade, it is weird the weapon value is decreased.
Can't you cut way down on those pop-ups with the workshop settings? I never use auto-designs unless you count the reactor upgrades, so I turned auto-designing off.
Weird upgrade prompts. Two prompt to downgrade, the third is dealing with two equivalent unit types having different functions.
Weird upgrade prompts. Two prompt to downgrade, the third is dealing with two equivalent unit types having different functions.
Strange indeed. I can't really do anything about it without a savegame to work from, though.
One question, though: Obviously it should not offer or allow downgrades, but should it offer/allow upgrades that change one ability to another? Should that depend on the relative costs of the abilities?
As for the last one: sometimes Amphibious comes in handy, sometimes AAA does. The game shouldn't decide on which is "better".
I'm afraid Super isn't an upgrade over Fungicidal - one doubles the speed of everything but removing/planting fungus, and the other doubles the turns required for only removing/planting fungus. IIRC.
I don't know what the hell this is.
Notes:
- the base used to read "Data DeCentral".
- how can there be drone riots when I've got The Telepathic Matrix?
- there was supposed to be a base where the garrison is holding. it
doesn't exist anymore. Its name is also screwed up (used to read Monitoring Station).
- "OBJECTIVE:" ???
I never really quite understood the point of this.