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Similarly I think sea borders of land bases should extend out as much as land borders (~8 tiles by default). It's a bit silly to get P-drones for sea units that are still in the base radius.
That would be because there are two units in that square; a probe team cannot subvert two units at a time, unless they are in a base. (This is another thing I plan to make mod-changeable.)
You could always take out the units with air and then use amphibious military units to capture the base...
It sort of is, except that instead of giving energy itself it gives energy to nearby solar panels. If you have a bunch of solar panels, changing one of them to a mirror is worth +8 energy. Of course, if you get more of them, they're weaker, but a mirror at max elevation surrounded by solar is essentially worth 12 energy.
You mean, instead of showing "Scout Patrol" it would show "Green Scout Patrol"? I'm pretty sure that could be done fairly easily. In terms of options to show it, I think maybe I'll just add it under the existing "enhanced information" feature.
QuoteYou could always take out the units with air and then use amphibious military units to capture the base...I was playing miriam so i couldnt catch up in tech and my only hope was to steal techs with probes, which they couldnt do as the bases were all coastal.
Why not make ehcelon mirrors give a +3 bonus to the energy output of a square though? A condensor + farm gives +3 nutrients to a square with a nutrient bonus and also increases adjacent rainfall by one step. Its not common to have high elevations that make building solar panels worthwhile. Making it function more like a condensor would make it much more useful in normal play where you have time/resource constraints.
I think forests are okay at this point, its just that farms/solar collectors/mines need to scale more with tech. Making them give more nutrients/energy/minerals when you get higher level techs would be a good step (like what happens with mining platforms).
Also making mines not reduce nutrients in the square will also make farm + mines much more attractive. A rolling + moist tile would give you 2 nutrients and 2 minerals, which is better than a unimproved forest.
I also find it weird that drill to aquifer doesnt allow you to direct where the river goes. Even ancient civilizations on earth knew how to dig canals for waterflow, but its 2100+ and you can launch satellites but not dig canals to make additional river tiles? Drill to aquifier isnt very useful when it takes so many turns to do and you have no idea where the resulting river is going to go to.
Yea something like that, or somewhere else within the box, not sure what would look best at this point though.
In test.sav, you can see that i have two gatling infantries that i subverted from Lal. However the name is slightly different from the one in the workshop which is Gatling Squad. Also when i go to upgrade them via the workshop, one of them cant be upgraded. Apparently thats because one of them is an obsolete model and obsolete models that are subverted dont appear in your workshop. Whats also annoying is that when you upgrade units on the board, they dont get the benefits of the high morale ability but they do if you upgrade them through the workshop.
Another annoying thing is how you cant retire basic designs like the basic former so it keeps taking up space in your workshop. This wouldnt be so bad if the workshop didnt reset the selected unit to the latest one everytime you upgraded a unit (so if you upgrade an obsolete unit and you have 24 unit designs in total, it resets to #24 and if you want to upgrade any more obsolete deisgns, you have to scroll all the way back again). I tried disabling the basic unit designs, but that just made the game give prototype costs to stuff like formers...
-In test2.sav, it costs 1192 credits to mind control Hallowed Ground, a size 8 base with only a single transport foil and 2 buildings. This seems way too high considering that you may as well just conquer the building manually and save 1k+ credits...its not lcose to the believers HQ either, nor is it in golden age.
I also noticed that incite drones does not correctly show the newly created drones in the base screen, even if it causes a drone riot, you will still see no drones or no extra drones in the base screen. They dont appear to show up when looking at the base's psych screen either.
-Air units blocking tiles is a huge problem and really exploitable in MP. All you need is one air unit like a needle jet and it completely blocks the tile, no movement, bombardment or attacking possible except for SAM units. Any units in that tile can attack out of it with impunity. You can even do this with gravship and they never run out of fuel so you can block that tile forever for all non-SAM units. Im surprised, isnt this used in MP often?
-Clicking "Help" when selecting a native life form in the build screen will send you to the workshop which is useless, since native units dont appear there. It should send you to the datalinks section for that native lifeform.
-In the datalinks, when viewing a tech that grants a new society model (e.g. police state), there is no hyperlink to the police state entry (this applies for all society models, which are all missing hyperlinks for some reason).
-Roads only improve mine outputs if the square is rocky, if the square is flat or rolling, roads do nothing to the mines in the square (at least when combined with a farm). Not sure if bug?
-There seems to be some kind of limit to how many talents/drones you can affect with psych. Even if you have the psych slider at 100% and have 200+ total psych at a base, you will still have left over drones (not pacificsm ones) and not all workers can be turned into talents. Not sure if bug, but datalinks make no mention of a limit...
Suggestion :-Make +PROBE modifiers in SE affect probe team combat just like how planet affects native life form combat, and also have it reduce your own probe team costs.
Let's put it this way: How many former-turns per extra resource do you think are needed to make the terraforming types balanced?
I think there is probably some rule; maybe each square goes to the lowest-elevation square next to it?
If you can figure out what would work best, I can probably do it.
When I loaded the game, it was the same name, and could be upgraded...As for types of upgrading, there are a few differences between upgrading "on the board" as opposed to through the workshop.
The basic designs (created in alphax.txt) like the basic former do not take up slots in your workshop, and are always at the beginning.
Firstly, note that they have a native +1 PROBE, which adds 50% to the cost, so it's really like 795.Secondly, remember that the cost to mind control depends a lot on the population of the base; you're only paying a bit under 100 per point of population before the PROBE increase.However, I did find something not in the formula I'd found on the internet: The effective population is also increased by 1 for each past mind control and 1 for each past 4 subversions (I'm adding that to the other post), so there's actually 10 effective population, so 79.5 cost per effective population.Finally, there is some other base property (I'm not sure what) that can increase the cost by 50% or 100%; in this case it's 50%, so it's only 53 cost per effective population.
Can I have a savegame that shows this? I have an idea of what might be going on, but it seems a bit unlikely so I'd rather check the savegame.
Fairly often, but you can also "block" a tile with defensive units and then you need strong attackers to catch it. The only real problem (although I favor being able to hit gravships without SAM anyway) is that SAM is available too late in comparison to air power (they're together) so the owner might not have the tech. If SAM is moved to synthetic fossil fuels, and air power requires advanced military algorithms, that should fix the problem.
It is not a bug; a mine is worth only 1 in flat or rolling, and the first does not need a road. (The mine is worth 2 in rocky, plus allowing the rocky itself to produce 2 instead of 1, so that's an increase of 2 that does not need a road and a third that does.)
Savegame, please?
They already give a morale boost; with the probe-team-improving techs and various facilities weakened substantially, that morale boost will be quite significant for combat and success chance. Affecting your own probe team costs is an interesting idea, but not, I think, a high priority.
QuoteLet's put it this way: How many former-turns per extra resource do you think are needed to make the terraforming types balanced?I dont think its former turns, but making farms, etc scale with techs like forests do.
I just find it weird that you cant just make a river flow to every square when you can launch satellites...canals are not exactly high leel tech. I think the drill to aquifer option is really underulitized the way its setup.
With some unit names it might become too long if its something like Green Tachyon AAA destroyer. How about including it next to the numbers? The ones that are like 1-1-1-1? Something like 1-1-1-1-Green?
Strange, when i try to upgrade them from the workshop, i was told that there was only one unit that could be upgraded.
Whats the point of making two different types of upgrading anyway? Its really annoying not having high morale upgrades take effect unless you upgrade through the workshop.
Yea but they also cant be retired for some reason?
Ive never mind controlled the base or subverted it before though?
Also i still dont see why anyone would want to pay that much to mindcontrol a base when they can easily take it with military force for free...
Okay use the cruiser probe team to incite drone riots at The Lord's Gift. However you can see no additional drone appears in the base screen either this turn or the next, nor in the pysch screen.
I think the main problem is that it doesnt make any sense for air units to be blocking that tile in the first place. They are flying above, they cant block movement, artillery bombardment or anything. And if you try and attack with your own interceptors, the game will use ground units to defend so that your interceptors get a -50% penalty.
I don't quite understand...which part requires the road? The rocky bonus?
Hmm okay i was just thinking that right now a +2 probe faction fighting a -2 probe faction has the same probe team odds (maxing out at 3 .0 combat strength for elite probes) which doesnt really make sense.
Its also a bit unfair that probe only decreases enemy costs and not your costs.
-The sound volume at the main menu is not controlled by the game's volume settings for some reason, for example if you decrease the sound volume ingame the main menu's volume isn't affected at all. Its a bit annoying because on my computer, the main menu is really loud and i decreased the volume ingame to compensate, and the only alternative seems to be to change my computer's main volume settings everytime i launch the game...
-If you look at the save game, the needlejet put on hold in Nettap complex isnt regenerating fuel for some reason...but it will if you manually use space bar to skip it's turn instead of setting it to hold. I also noticed this tends to happen everytime you set needlejets to hold in a base.
-About the unit list not showing units whom have moved...i found the problem. Only the colored icons next to the unit image gets grayed out, and its quite hard to see at a quick glance which is grayed out. I would post a screenshot but print screen just generates a messed up image (how do you take screenshots ingame?).
Is it possible to make the name of the unit gray instead, as that would make it easier to see which unit has already moved?
And also including the number of move points left would be really helpful.
-Do you think its possible to remove Kyrub's AI changes from the next patch, as its currently not supported by him or anyone else at the moment and there seems to be some major AI breaking bugs in there...
-Can you include a list of all changes you did to the base game (other than allowing modable options) so that someone can update the datalinks? For example, clean mineral limits increased by tree farms, etc will be removed if the building is destroyed? Thats a pretty big change that doesnt appear to be documented anywhere.
-Possible issue with the way probe teams are returned to the nearest base. I used a probe team on Alpha Prime, and the probe team returned to Gaia's landing (see b.sav). The problem is that in order to get back to alpha prime, i have to sail all the way around the continent, making it much further than returning it to one of my bases at the southern point of the continent. I think probe teams should take into account direct access rather than just flat distance.
Slight correction on artillery duels, they are to the death except when its ground vs naval for some reason, at which point both units will shoot twice then disengage.
Also i can confirm that reactor sizes are NOT disregarded when engaging in psi combat with native lifeforms. It probably should.
-Gravship formers cannot use the "construct road/tube to" commands, you just get a message saying that "land units cannot perform this in sea squares and vice-versa for sea units". But manually building them with the "r" hotkey works.
-Apparently if you attack a air superiority needlejet in a base square with non-SAM air unit, the needlejet will defend with its armor value and not its weapon. The needlejet wont get the 100% SAM bonus vs air units either.
-Infiltrating datalinks is apparently a 100% success chance just like genetic atrocities, at the very least you do not get a warning popup showing you success rates.
-Not sure if intended : Believers +25% attack bonus doesnt apply against native lifeforms.
-Human factions no longer get interludes for discovering the borehole cluster/manifold nexus. They used to in the original game, but not in alien crossfire.
-Is there a way to view a combat log for all combat that has occured in a particular turn? Conventional missles display the combat window for only a split second so you cant figure out what unit it hit.
-Does the free police unit from self aware colony have non-lethal methods, or does it override an existing military unit with non-lethal methods?
-Is there a way to lift yield restrictions at the start of the game, without any techs required? I Know you can change the techs required in alphax.txt, but what about no techs at all?
-What does enhanced information in alphax.txt do?
-What are the requirements to spot a sub/cloaked unit?
-When raising/lowering land, can it show the elevation after the change in the popup that tells you how much it will cost? And possibly give a warning if it changes elevation band for a landmark square (so you can tell if it will remove the landmark bonus). Landmark bonuses are pretty important, especially in the early game, +1 minerals or nutrients in every square at the start can easily make a base a powerhouse.
-Economy seems pretty underpowered unless you can get it to the point where you get 1 energy per square. Maybe make economy 1 give +2 energy per base? +1 energy per base basically does nothing, and theres no reason to aim for a golden age unless you need extra growth to pop boom (playing cybernethics/pirates for example) or you already have +1 economy from elsewhere. -1 energy at the HQ base is also pretty irrelevant.
Support is also pretty underpowered once you get clean reactors.
Even 4 free units per base is not very impressive given the sheer hassle involved in spreading out support (having to move the units manually to each base to change their home base)
-You cant plant forests at a monolith manually, but it can spread there. Since hybrid forests are better than monoliths, maybe allow planting forests at a monolith and have the forest take priority over a monolith if it's yield is higher? Another option would be to give a boost to monoliths when you research centauri psi, since manifold harmonics is a secret project and monoliths are only good tile yields in the early game.
-When you take over a base with a headquarters, you will get the option of freeing captured faction leaders. Another issue is that if the enemy doesnt rebuild the HQ (like with buggy AI) you will never get a chance to rescue captured faction leaders again, which is rather odd.
-Make SE choices scale more? For example right now police past +3 does nothing, but efficiency will keep scaling past +5 (as far as i can tell, it does with a children's creche at least).
When you consider enrichers, specialists (empowered by nutrients, of which farm+condenser+enricher has more than forests), and raising land/condensers/mirrors, I think they do scale.An early-game (post-gene splicing, pre-tree farms) farm/solar is worth 2/1/1 give or take (might be 3 food, might be 2 energy, but also might be 1 food or 0 minerals). A later-game (post-enrichers) farm/solar/enricher with condensers, mirrors, and land raising is worth more like 4/1/7 (depending slightly on situation). That's definitely scaling a lot.
If you describe how you'd like it to work, I could probably put it on the list at some point.
Ah; I didn't try upgrading from the workshop.And that's not because of being obsolete, it's because one of them was not the unit in the workshop. Each faction gets its own list of 64 non-pre-designed units, and that other one must have been Morgan's gatling infantry, not your own.
The reason is that retiring a design is deleting it, and since all factions use the same predesigned units, retiring it for one faction would retire it for all factions.
That base, they wouldn't in your situation. But a more well-defended base, or if they're really rich but have a weak military, might be a different story, especially if it doesn't have +50% from PROBE and +50% from I-don't-know-what.
The second point of mine bonus. The rocky bonus requires a mine, but doesn't count as a mine bonus so it isn't blocked by not having a road.
This is because the total talents, after applying psych but before cancelling the resulting talents with drones, is capped at the base population. This limitation is also removed by mode 8 of the drone rules, and indeed setting 100% psych with mode 8 active will give you all talents.
Not without hugely delaying the patch. However, have you tested to see that those bugs are in Kyrub's alone (probably are, but not certain) and are not in Scient's?
That makes more sense. The exception is probably so that artillery isn't overpowered against naval units.
You sure? I seem to remember that higher reactor doesn't help in psi combat. If you want, you can try running some psi combats with different reactors and letting us know your results in terms of win/loss.
I'm putting it with the other gravship former bug.
Genetic atrocities are not 100% success rates; I think it only shows success rate if there is some extra factor (such as the option to frame another faction) that makes the success rate dependent on your next decision.
Just change the tech required to None, and that should work.
I'm not so sure; if you're going constant warfare, +50% to cost is a fairly big deal.
I am planning an option to have monoliths give, of each resource, either 2 or what fungus would give, whichever is better. So you actually would get a boost in the late game, although only the Gaians would get it as early as Centauri Psi.
Odd, but I'm not sure where it should be done if not the HQ.
-No air units can mount anti-grav struts despite what the description says (that it gives reactor*2 moves to air units)
-Include a setting to make all non-combat units (terraformers, transports, etc) use up no support just like crawlers/probe teams. I suspect this will make support much more useful when you dont need to worry about an army of terraformers taking up minerals.
I meant that they dont scale automatically. You dont need to go out of your way to get the +1 mining plateform bonus or tree farms/hybrid forests, as you need those techs/facilities anyway.
An early game rolling/rainy square typically gives 3/2/0, assuming you disable mines lowering nutrients and most squares are below 1000 meters. Thats of course much better than a early game forest, but hybrids give the same nutrients as a rainy + farm, the same minerals as a rolling + mine and the same energy as a 1000 meter square with solar collector....except that you only need to build a forest and not worry about building anything else.
For most of the game you wont have enough formers due to support limits
so you have to be efficient with terraforming. Even a farm + soil enricher + mine is going to net you 4/2/0 at best, which is much worse than a hybrid forest.
Theres also the problem that a tidal harness + facility nets you 4 energy per square if im not wrong, with minimal investment. To equal that you need to spend how many turns raising land and building a complex network of echelon mirrors and solar collectors? Turns that could have been spent on more tidal harnesses and foil supplies.
I find that raising land is problematic for two reasons : it costs credits and it can screw up things like river placement, coastal tiles and landmark squares. If my HQ is in the garland crater, i am not going to raise land and lose the precious +1 mineral bonus per square.
Also the problem with condensors and echelon mirrors is that you cant freely stack them. For example i could have a farm with a condensor, but i cant put a solar collector in the same square. That also limits the amount of echelon mirrors i can have affect one square. Meanwhile i can have two forests each producing 3/2/2.
Using supply crawlers only makes sense when you only want one resource from that tile or when the tile is outside the base radius. For example it makes no sense to put a crawler on a 3/2/2 forest. Even if you have enough nutrients to support a base pop of mostly specialists, you wont have enough energy/minerals because you arent working enough forests/boreholes. With a size 14 bae and forest spamming, i can easily generate enough nutrients from hybrid forests alone to have rocky mines/coastal tiles worked by crawlers, which gives me a nice balance of minerals and everything else. Theres no reason for me to switch the forests over to condensors and farms since that would mean losing a ton of minerals/energy. Look at my bases in a.sav, i have no shortage of nutrients and im not even working most of my kelp farms at my HQ.
Part of the imbalance is that mines always give at least +1 minerals, which is worth 2 energy (and isnt lost to inefficiency).
but a hybrid forest gives the equivalent of 4 energy (2 minerals/2 energy). Thats as much energy as a 3k+ meter square with a solar collector except the odds of you having a base with 3k+ meters squares is really low. Also a coastal tile gives you access to tidal harnesses that give 4 energy with the facility bonus, except that you dont need to use 3k+ meter elevation squares or echelon mirrors. I could try playing with the map editor to see which is better, forest spamming or using advanced terraforming, but the ease of forest spamming is a definate advantage.
Probably should move the discussion of forests, etc to another forum...
Without knowing how the current river system works its hard to say....from what i can tell it seems to flow downhill but how the game determines the exact tiles created with a river seems pretty random, especially as it changes with interaction with other rivers. I think for a start decreasing the number of turns to drill to aquifer and removing the inability to drill in adjacent river squares would be a good start.
Actually both of those were subverted units. When you subvert a unit, it gets added to your workshop, but the reason why only one did was because one of them was obsolete. I think thats also why one of them says its receiving support from a base but the other has no base listed as support.
Thats strange, doesnt the AI use the same pre-designed units as well? So for example if you subvert a unit and then retire the design, shouldnt it in theory retire all remaining units of that design in all factions?
Then maybe the formulae should make it more expensive based on how hard the base is to take via conventional means instead, making it really cheap to take a lightly defended base.
Also while i was testing out a different installation with just the official patch + your patch, i noticed mind control costs were dirt cheap...i could corner the energy market with only 2k+ credits and there were dozens of enemy bases on the map, total enemy pop was 200+. Im not sure if scient's patch touched probe team costs though, but mind control costs in your patch are much higher.
Hmm...when do mines give +2 minerals instead of just one? Is it on rolling/rocky?
Ah i see, but from what i could tell, specialists still take up potential talent slots?
Yea i did a fresh install of AX and just installed the official patch + your patch. From what i could tell, the AI seems to behave the same as in my installation with scient's patch + your patch. Its hard to test as the game keeps crashing without scient's patch and theres a weird bug where the mouse cursor suddenly stops working ingame and i have to use the keyboard shortcuts to exit the game.
Well if you remove the land based bonus that land artillery gets, then it gets more even.
I forgot to mention : They do have access to the automatic roads/tubes command but clicking it does nothing nor is there any error message.
I think it should show the success rate at least, just so that players will know whether to risk it or not.
True, but without clean reactor spamming, your bases run out of minerals very quickly.
Can you also make it give the forest yield (3/2/2) if it would be better than the monolith yield? I cant recall if the game lets you plant forests at a monolith manually which might be another issue...
Hmm well i think ideally the captured faction leaders would get transferred over to you if you take over a base with a HQ and you get to decide what to do with them from then on. But for that to work properly i think the game would also need to let you have the option of freeing captured faction leaders any time you wanted, which might be difficult to get working...
-Check out b.sav, after i hit end turn, i get a urgent message from yang, but clicking ok doesnt give me any conversation window.
-Check out a.sav and look at home:hearth that is building the longevity vaccine. I have almost 100 extra minerals, but not all of that is getting carried over to the next building, the biology lab. I set the game to carry over unlimited minerals, but only 42 minerals are getting carried over, out of nearly 100 extra minerals.
-Bonus resources are invisible in sea squares of ocean depth or deeper. This is an issue because you cant see the bonus resources when settling bases which is important for positioning, especially at the start of the game. Very annoying to find out that you settle your base 1 tile out of range of a bonus resource square.
-Immunity/Robust : Growth does nothing for SE. Immunity : efficiency for yang obviously works, but when i tried to make a custom faction with immunity/robust : growth, it did nothing whatsoever when i chose the Green SE model.
-In the "about" menu ingame, it says your patch version is still 2.5.
-Units disbanded via the retire option in the workshop do not appear to give their bases any additional minerals from disbanding.
-Auto recycle buildings before they are replaced by the free buildings granted by secret projects? I mean, you could do it manually before you finish building the secret project, but its a hassle to keep track of.
-If you get a hurry penalty from not having enough minerals, have the game warn you in the hurry screen that there is a penalty.
-For progenitor prototypes, can there be some kind of indicator that it is a prototype with the 2 square sight radius?
-What is the terraforming penalty for farms, etc pre-tree farm? Does each farm, etc add 1 virtual mineral or something?
-Does the AI receive any boosts?
Noticed a huge bug with how intercepting needlejets do air combat.I had SAM needlejets in a base and noticed they were getting destroyed by non-SAM usurper needlejets.Looking at the combat results, it seems that when the usurper needlejets move close enough to trigger intercepting defenders, the game will move the interceptors next to the enemy needlejet. The enemy needlejet will then attack the intercepting needlejet, even if the enemy needlejet does NOT have SAM. Because of this, the usurper needlejet was getting its 25% attack bonus (and presumably believers would as well). The intercepting needlejet does NOT get the caretakers 25% defence bonus (even though it is being attacked) and will also NOT get its +100% SAM bonus vs non-SAM air units. The combat is also calculated as weapon vs weapon instead of weapon vs armor (As is normal for SAM needlejet vs non-SAM needlejet). This basically means you dont need to worry about using SAM jets to clear away enemy interceptors.So a SAM needlejet intercepting enemy needlejets can easily get destroyed beacuse it doesnt get its 100% SAM bonus that it should be getting. However if you attack enemy needlejets manually (on your turn, before they fly back to base) the attack will be resolved against their armor values and you will receive the 100% SAM bonus as per normal.
A simplefix would probably be to make the interceptors attack the hostile air units first, so that would give them the SAM bonus vs armor. Making the caretaker defence bonus work would probably be harder though...
Issues :-Caretaker artillery do not get the 25% defence bonus when attacked
-Planet modifiers for psi combat do not apply to the defender
-Progenitor energy grid doesnt count free buildings from secret projects like the command nexus
-You can build a hologram theater before you build the virtual world, and if you do, the hologram thearters will remain in the base and still cost energy to maintain, even though it does nothing at this point.
-Air units exert a ZOC on ground units, even though different domains shouldnt (naval doesnt exert a ZOC on ground units for example)
-If playing as caretakers and a surrendered human faction starts building the ascent to transcendence, you will automatically go straight back to vendetta. They probably shouldnt be able to do that.
-Even with "carry over unlimited minerals" and "build more than one item at a time" turned on, you cannot build more than one satellite at a time unless you manually queue them, but you can build multiples of anyhting else (e.g. units) without queing them manually.
Yea but that stuff should eventually get fixed in the next patch instead of asking everyone to fix it themselves.
- Half morale modifiers from -2 morale do not appear to work (you still get full morale modifiers).
Excess nutrients from farm/solar become more important if you increase pop limits to 10/20 from 7/14. Also I mod SE settings so that the easy boom from Demo+Planned is more difficult to maintain. Demo+FM with GA is another option, but I also took out early booming with that. Main issue remains that Hybrid Forest just comes a bit too early for tech.