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One thing that struck me is the additional variables Yutzi added for faction bonuses. He rearranged their keywords too. So I was thinking that'll require checking if AIG faction files use same exactly keys as in alphax.txt file.
Whatever is it, can you share you latest merge result?
Quote from: tnevolin on October 20, 2018, 10:26:38 PMWhatever is it, can you share you latest merge result?I guess you're addressing Vidsek? I've never merged Yitzi's alphax.txt with my own. I've merely stared at differences using the WinMerge tool.
Quote from: tnevolin on November 05, 2018, 07:44:34 PMYou can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.So can them. AIs even before ThinkerMod were capable of amassing needlejets and destroying every former, colony pod and crawler in range, then switching to base defenders. Quote from: tnevolin on November 05, 2018, 07:44:34 PMFor AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.Sorry, I don't catch. AI builds units with highest available attack, and it uses healing, doesn't it? But probably we should talk about this in your thread, not here.
You can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.
For AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.
You gather attackers near the base but do not attack until you are sure you can clear it with one turn. Then you go. Then you can take it and avoid retaliation at least from this base. This tactics is used mostly by human and not AI.
Continuing discussion with PvtHudson started in http://alphacentauri2.info/index.php?topic=21013.msg116424#msg116424Quote from: PvtHudson on November 06, 2018, 08:44:02 AMQuote from: tnevolin on November 05, 2018, 07:44:34 PMYou can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.So can them. AIs even before ThinkerMod were capable of amassing needlejets and destroying every former, colony pod and crawler in range, then switching to base defenders. Quote from: tnevolin on November 05, 2018, 07:44:34 PMFor AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.Sorry, I don't catch. AI builds units with highest available attack, and it uses healing, doesn't it? But probably we should talk about this in your thread, not here.Sorry about wording. It is quite difficult to explain these terms in short paragraph.I am talking about two things those are different but can be used together.1) Indestructible attacker. This happens when a faction possesses a unit with attack strength enough to knock out a defender with near 100% probability. If this unit can also escape retaliation then it returns to safety, heals and repeats. This usually applicable to needlejets and ships as there are not much units capable of attacking them from base. However land units can be that too as AI often does not counterattack weakly defended attacker near base for some reason. Bot AI and human can get such indestructible units with technology advantage.2) Concentrated fire tactics. You gather attackers near the base but do not attack until you are sure you can clear it with one turn. Then you go. Then you can take it and avoid retaliation at least from this base. This tactics is used mostly by human and not AI. As AI usually does not "wait" if they have an opportunity to use the unit. Each AI unit acts more or less alone by its own program.Summarizing above, I am saying that AI naturally can get indestructible units when they have weapon/armor advantage. However, it doesn't use concentrated fire tactics on purpose. To get to the point when it incurs no casualties it has to have both weapon/armor advantage and sheer number of units. So that even though each unit acts independently there are many units acting at the same turn. The only difference between AI and human is that human can achieve this level with lesser number of units. Where AI needs 20 needlejets and 10 ground units human can be effective with 5 needlejets, 2 rovers, and 1 probe. As a result of being more effective human usually wins overall.Once again. I understand this is kind of a gray area. As with any exploits both healing and skewed combat odds benefit human more just because they consciously exploit them while AI does this unconsciously and, therefore, benefit less.Usual disclaimer. I do not state this reasoning is 100% accurate. This is merely an opinion to support the discussion.
OP choppers are near consensus on the forums, and many mods reduce their range.
Disabling healing
and, especially, buffing defenders will promote bloody grinding and make the game less enjoyable.
Not mentioning balance bias to high-production players.
1) I agree there is some problem, although, IMHO, you overstate the scale of it. In theory, in the SMAC ruleset attackers aren't 100% indestructible. Especially needlejets and gravships, that after bombing run are sitting ducks waiting for enemy interceptors and SAM-capable ships/land units. If you provide fighter escort, it's just 1:1 slugfest at best in the enemy turn, and you need to produce and support bombers AND escorts. Similar counter-attackers exist for other types of attackers. Worst offenders here are attack choppers, that can deal massive damage and withdraw to relative safety in the same turn. OP choppers are near consensus on the forums, and many mods reduce their range. In general, I believe the issue is not in unit specs per se, but in AI inability to counter-attack properly, and hence the solution should be AI improvement and not rule change. Disabling healing and, especially, buffing defenders will promote bloody grinding and make the game less enjoyable. Not mentioning balance bias to high-production players. IMHO, of course.2) This is obvious AI problem. I think, partly it can be explained by AI's desire to reduce splash damage to its attacking troops. Indeed, splash damage from defending artillery and losses in attackers' ranks is the best counter to concentration tactic. Once again, it's AI's fault, not ruleset's. However, even with current AI there are glimpses of hope - its artillery will start duels with yours if in range, its air will attack your exposed reinforcements nearing assembly point, and amassing of forces in one nearby base is a prompt for AI's nuke.You should play the game Pandora: First Contact. Its tactical AI can teach SMAC's one a few lessons. Just use expansion Eclipse of Nashira, not the base game.
That's not .txt moddable so I don't know the actual testable consequences of this.
Quoteand, especially, buffing defenders will promote bloody grinding and make the game less enjoyable. Armor is slightly buffed in my mod.