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Main Advanced Space Flight association is Orbital power transmitter and I moved it at the very end as you did too.
Quote from: tnevolin on December 23, 2018, 06:08:36 PMHmm. They come at ~60% through research tree. You think it's late?I know it is ridiculously late. Past the 1st time of being challenged to not have them available, this is an extremely tedious, awful thing to do to the game. You may play on Standard maps all the time, but anyone who plays on Huge or larger, needs to get units across the map somehow. It is a complete drag to have to push them manually by roads or transports. That's why I didn't even get into physical contact with Domai for so long. He got to stomp the biggest land mass of the game before it was even reasonable for me to get to him.The other exacerbating factor is the extreme cost of Secret Projects. That didn't leave me with resources for troops. Domai is stomping the big continent the whole time. And if I had just let him build the SPs instead, I think it may have been worse. He didn't get the Cloudbase Academy or the Cyborg Factory, for instance. The Peacekeepers got the Maritime Control Center, couldn't do anything about it, and that's another disincentive to make an invasion. Domai eventually took that from them.Quote I can move them, of course, easily. But where do you want to put them? At 40%?I put them on Tier 2, the beginning of the game, because I'm pro rails. That doesn't seem to be your style.
Hmm. They come at ~60% through research tree. You think it's late?
I can move them, of course, easily. But where do you want to put them? At 40%?
Quote from: tnevolin on December 23, 2018, 06:19:26 PMThese models have additional +1 TALENT that is not visible on a SE screen:FundamentalistPlannedThought ControlWhy are you giving away so many benefits to these choices?Take Planned for instance, you propose to give 4 benefits and 3 penalties. That's assuming TALENT should even be counted as 1 benefit, I think it's really worth more like 2. Regardless, Free Market has 2 benefits and 7 penalties, and Green has 4 benefits and 6 penalties. This is not balanced. Planned is clearly and obviously the best choice. And why on Earth is Planned going to now become anti-RESEARCH?I also don't get why Knowledge has to lose ECONOMY. Or why Eudaimonia has to lose EFFICIENCY and be completely incapable of MORALE.I am noticing that in my current game, the AI thinks your version of Eudaimonia is so bad, that the Drones refuse to choose it! Even though it is their compulsion to choose it, the thing they lecture everyone else about doing. They themselves are preferring to stay at None. Think of the Drone Children!
These models have additional +1 TALENT that is not visible on a SE screen:FundamentalistPlannedThought Control
I'm looking at old saved games with the Scenario Editor to see what's going on. In MY 2286 the Manifold Nexus still exists. [..] Possibly, the lack of rails by this point in the game, make Lal's empire completely indefensible.
Specifically, it doesn't target to make AI play better.
Your criticism of my models is kinda pointless. No offence. You can apply same exactly argument to any variation including original.
For example, you criticize my Free Market for having "2 benefits and 7 penalties" whereas box has 2 benefits and 8 penalties and box Police State has 4 benefits and 2 penalties. Obviously, based solely on your way of looking at it (benefits and penalties), vanilla is even less balanced.
Besides, I never even claimed SE choices is my mainstream in this mod. I'll gladly take any other suggestions.
I am more concerned about changing as little as possible. This is not "new experience" mod.
However, I feel like moving feature from its 55% original position to 15% position is kinda drastic. Will others accept this?
If you think they put an extreme burden on you that does not worth the cost - don't build them. Let me know if skipping them let you advance faster - I'll reduce the price then.
Quote from: tnevolin on December 23, 2018, 06:54:30 PMI am more concerned about changing as little as possible. This is not "new experience" mod.Well that's just not even basically true. You've already changed quite a bit.QuoteHowever, I feel like moving feature from its 55% original position to 15% position is kinda drastic. Will others accept this?Of course they will, I have plenty of downloads of my own mod to prove that, and lots of history of people continuing to download my mod. I work on trying to get yet more people to download it, which is an Art, and not easy. None of that is the issue. The issue is what you personally want regarding rails. What I've told you I don't want, is an almost no rails game. I play Huge maps, I need rails. Perhaps you should try playing some Huge map games and see how it goes for you without rails.One thing about rails, is being capable of building rails is only the start. You have to have the surplus production to make the Formers to actually build the rails. You've got other jobs you could be doing with those Formers, for awhile at least.Quote If you think they put an extreme burden on you that does not worth the cost - don't build them. Let me know if skipping them let you advance faster - I'll reduce the price then.Problem is, my testing resource is drying up. I can't afford to spend the time on testing your mod at this level, over and over again. I have my own mod to consider, and I should be moving on with actual programming of a new game, not modding. Some of these draconian SP prices, I definitely don't agree with. The AI seems to be buffed enough to just build them anyways, it's like a giveaway to them. You may need someone else to come along and say, "some of this SP stuff sucks, you've gone overboard".One thing I am clear on, is you rendered the HSA pointless, by putting Algorithmic Enhancement long before anyone can even start the HSA. You should fix that.
1.4 definitely has a better installation regime. I trivially throw all the files on top of my existing installation. Don't know if you'll stick with the title, but it's a better working title than "Right Time". Noticed the mod_changes.txt, that's helpful. Can't test the effect of any of this on faction growth this late in my game, but I haven't really done combat yet. Domai and I might be headed for a big blowout, it depends on what I choose to do.First thing I notice, is that Biomachinery has different prereqs. It's no longer the next tech in the tree for me. I need Sentient Econometrics, and then String Resonance. Not sure how this changes my game plan. I of course will steal as before. I guess play the Artifact as before, but accept that this won't get me to where I need to be.
I don't recommend to swap version in the middle of the game.
MY 2408. Domai completes the Bulk Matter Transmitter. He also researches Digital Sentience and begins the Network Backbone. It costs 1000 and yet he only needs 7 turns to complete it. If Domai gets far enough to Transcend, I'm doubting I can do anything about it. He is a monster.
MY 2409. Santiago shows up with a stack of 6 or 8 Sealurks, I forget how many.
MY 2411. Why make the Self-Aware Colony so godawful expensive? It doesn't do that much.