Author Topic: Multiplayer: Alien Crossfire  (Read 10233 times)

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Offline MercantileInterest

Re: Conniving Multiplayer - Game 5
« Reply #30 on: April 08, 2017, 05:28:37 PM »
Meanwhile, in another faction, the Child Welfare and Education Development Committee commences its monthly meeting...

Offline MercantileInterest

Re: Conniving Multiplayer - Game 5
« Reply #31 on: April 28, 2017, 04:52:02 AM »
My brethren,

Have tinkered with mod balance, both with my own earlier thoughts (mostly forgotten) and, more importantly, Nevill's feedback from the aqua game. If everyone agrees, we can implement these in the current game. May have forgotten a few changes on account of having shelved this a few months ago but just made several fresh improvements.

1. The resonance laser now has a strength of three instead of six. In game, players will have to choose between its psi boost or the generally superior firepower of the gamma impactor (at 4). I moved the weapon to the resonance theory tech, so a number of us will already have access to this new tool but the Progenitors' battle ogres will weaken.

2. Several armor options now boast increased defense without a corresponding increase in price. These fall within the 5-9 category, so this will not have any immediate effect on our game. Graphene Mesh (level 2) now costs the same as no armor at all, so we'll likely stick it on everything we can, although paying extra for the MultisenseSuit (level 2) with its psi defenses will also be an attractive option.

3. Cruiser carrying capacity has been reduced by one (to 4).

4. Nanometallurgy now unlocks the Amphibious Pod special ability, pushing this powerful tool back to the same tech as submarines.

5. Cost for aquafarm and thermocline transducer reduced from 8 to 6. (Should Subsea Trunkline go down too? Am always wary of building them on account of the pollution.)

6. Weather Nexus now can be found in ecological engineering. Increased its cost to 25, which is halfway up to the next step.

7. All resource caps are now unlocked with level three techs. This would directly affect anyone who currently has mines or boreholes.

8. Renamed several items and techs in what seemed (to me) a more plausible fashion.

9. Think (it was a while ago) I adjusted several of the values dictating probability of discovering certain techs in blind research. This should open up some harder to get techs from previous games.

10. Formers can build airbases and bunkers in fewer turns.
« Last Edit: April 28, 2017, 03:49:55 PM by MercantileInterest »

Offline funbot

Re: Conniving Multiplayer - Game 5
« Reply #32 on: April 28, 2017, 06:18:16 AM »
i am fine with this

Offline funbot

Re: Conniving Multiplayer - Game 5
« Reply #33 on: April 30, 2017, 06:11:47 PM »
eeeerm soo is the tinkered mod online then now? Shouldn't we all get files for that to overrite stuff

Offline MercantileInterest

Re: Conniving Multiplayer - Game 5
« Reply #34 on: April 30, 2017, 11:34:21 PM »
In light of the unanimous vote, I suppose we'd best.

Offline Nevill

Re: Conniving Multiplayer - Game 5
« Reply #35 on: May 05, 2017, 01:30:21 PM »
Yo, gents.

The turns keep being passed around, but the file was only downloaded 4 times, 2 of them by Auriga, which leaves me and funbot, I suppose?

Are we sure everyone got the ruleset updated? I would hate to be the only one to give up my tasty 0-6-0 mines because the mineral cap tech moved tiers.  :mad: :P

Offline Keiko

Re: Conniving Multiplayer - Game 5
« Reply #36 on: May 05, 2017, 08:05:44 PM »
which file

Offline Nevill

Re: Conniving Multiplayer - Game 5
« Reply #37 on: May 05, 2017, 08:07:53 PM »
alphax.txt two posts above yours.

Offline Keiko

Re: Conniving Multiplayer - Game 5
« Reply #38 on: May 05, 2017, 09:06:32 PM »
aaaah got it. I just copied the nice techtree, falling blind for text files :)

I moved the txt to the SMAX directory, right that way ?

Offline MercantileInterest

Re: Conniving Multiplayer - Game 5
« Reply #39 on: June 19, 2017, 07:00:37 PM »
Hello everyone,

We've had a few difficulties but we're moving along again. Due to some confusion with our mod, we've inadvertently acquired the technology for Level Three reactors. We shouldn't experience any more problems with accidentally researching advanced techs but we still have to decide what to do with this one. Please, vote on what you feel would be best.

(a) We forbid any player building Level 3 Reactors (Quantum) until he discovers the prerequisites. If any player has already done so, he may keep those units but not build new ones.

(b) Allow anyone with the appropriate tech to build Quantum Reactors.

Nevill, do Mind Worms scale with reactors or do they always operate at 10HP? Respond as soon as possible, everyone!

Offline Nevill

Re: Conniving Multiplayer - Game 5
« Reply #40 on: June 19, 2017, 07:03:49 PM »
Mindworms 'scale', as in they always have 10 HP but they deal damage proportional to the opponent's reactor.  So arty kills them no problem, but they can defend themselves in conventional combat.

(a)

Offline MercantileInterest

Re: Conniving Multiplayer - Game 5
« Reply #41 on: June 19, 2017, 07:09:45 PM »
Good to know.

(b)

Offline funbot

Re: Conniving Multiplayer - Game 5
« Reply #42 on: June 19, 2017, 07:14:51 PM »
(a)

Offline Keiko

Re: Conniving Multiplayer - Game 5
« Reply #43 on: June 20, 2017, 04:12:54 PM »

(a)

Offline MercantileInterest

Re: Conniving Multiplayer - Game 5
« Reply #44 on: June 21, 2017, 12:01:52 AM »
Will change my vote to (a) which gives us four of seven. We won't build level three reactors then.

 

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