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I have some solid opinions on endgame combat now.Blink Displacers are pointless. Instead of the cost of equipping every offensive unit with that, you can just send an Algorithmically Enhanced probe team to destroy any Tachyon Field in your way. It's easy to make those teams Elite by this point in the game, just with a Covert Ops Center and a Command Center etc. They can specifically target a facility with an 88% success rate. 75% if there's been a lot of previous probe team action against the city. Losing 1 team is definitely an acceptable expense as probe teams don't cost all that much to make.Now in the stock game, units are cheapened in cost by bigger reactors. So, one "might as well" put a Blink Displacer on a unit, because the costs aren't so bad. In your mod, adding a Cost 2 Ability to a unit makes it very expensive. So there's just not a reason to do it, it's a waste of time. If nothing else changes, then in accord with your "removing clutter" philosophy, you might as well get rid of this one as it's pointless.I always thought it sounded too much like Dungeons & Dragons anyways. I think I'm fighting a 4-tentacled panther.With weapons vs. armor in the endgame, a strength 28 String Disruptor can always smash through a Perimeter Defense and strength 16 Stasis armor. Assuming an infantry attack on the city, equally trained units, etc. Do you want weapons to have this advantage at the end? In my mod, both weapons and armor go to strength 30.
I believe the problem with Algorithmically Enhanced probe teams (as with any quite sophisticated tactics) is that computer won't use them en mass.
Speaking about reactors I considered two options. One is removing them altogether.
We can surely give it away for free at the beginning so everybody starts with Fusion.
This makes reactor problem more bearable. I don't want to dive into this for now. It is a huge work and I have other things to look at now.
I have realized that the lack of Fusion or higher reactors in the game, has consequences for the benefits of the Nethack Terminus. It provides Algorithmic Enhancement for probe teams with Fusion reactors or higher. Since there are none, it doesn't happen. I have also noticed that the AI does not seem to be smart enough to make an Algorithmically Enhanced probe team. Thus, the Hunter-Seeker Algorithm actually has value in practice late in the game.
QuoteSpeaking about reactors I considered two options. One is removing them altogether.When literally performed, it leaves an unattractive black hole in the unit artwork. The units will still have the same strength anyways. Maybe they're even still called Fission units, I can't remember. Anyways there is no advantage to this.
The main "problem" with your costs, is that some kinds of units are completely pointless to buy, because they are way too expensive for what they offer. For instance, high caliber battleships. A single cheap Sealurk will destroy them, so Sealurks rule the waves. I have reverted to rail and infantry invasion tactics because those are clearly more cost effective than any other method.
I have found that the cost=4 Empath Song is nevertheless worth using, if the enemy's mindworms are too tough. A unit equipped with this is going to cost on the order of 40..60 minerals, but in the endgame that's ok as lots of cities will produce even more than that.
I found Soporific Gas Pods to be pretty much unaffordable and not worth having in the endgame. Blink Displacers are what I needed to crack open the unsabotageable Citizens' Defense Force. I really couldn't afford that + Gas, and Gas alone doesn't do didly squat against walled bases. Gas might be useful in the open, but I was facing an enemy that was raging with mindworms and spore launchers. It has no effect on those.I never bothered with Dissociative Wave. I was usually attacking bases with infantry, so none of the special ability buffs were applicable against my attacking units. Similarly, mindworms don't have special abilities, and that's the main enemy I was facing in the open. DW could be useful for Penetrators, but aircraft in general are prohibitively expensive in this mod and not much used by anyone.
There is not such thing as absolutely "unaffordable".
This is how valuable Blink Displacer is. Of course, you don't need it when enemy cities are not protected with defense but when they are you do.
Maybe I should remove High Morale from the game. It is quite unusable. There are plenty of other ways to raise unit morale.
Quote from: tnevolin on December 26, 2018, 02:48:14 PMThere is not such thing as absolutely "unaffordable".Sure there is, when you would lose the game if you bought those units.
Concrete example: in my test game of your mod, I had to limit my factory output to prevent global catastrophe. The world already flooded with my limits on industry in place, due to other factions going nuts with relatively early factories. If I had added fuel to the fire, I would have gotten even more flooding, plus big mindworm stacks to fight off. It's not pretty when things get that bad, you can lose games that way, so my limitations on minerals output were there for a reason. There's only so many minerals my bases can output in the real world and not lose the game due to flooding and mindworms.That was with highest PLANET rating I could muster at any time, to minimize damage. In 1.4 you also added -3 INDUSTRY penalty to Green, which I suffered through in the endgame. I took the tradeoff because I needed the +60% Psi offense to counteract the enemy's Neural Amplifier. The higher EFFIC also helped me make more money, although in practice, I didn't end up having anything to do with that money. Bases were far too expensive to subvert, and Cornering the Energy Market would have taken a million, not tens of thousands of credits.With these strictures, I found that I could stomach units costing up to 150 minerals. I could get a 150 minerals unit done in 3 turns. I could use tactics, hold off Domai's offense, slowly make progress against his cities, and slowly gain a route to sabotaging his Ascent to Transcendence. 150 minerals per unit was realistically all I could afford, and I added some cheaper units into the mix, to do various jobs that didn't need as much production. For instance, suicidal scout hovertanks to destroy enemy Sensor Arrays.Any units more expensive than 150, would have been suicide. I was fighting with only 9 bases and they didn't all have stellar high minerals production. Battleships and Needlejets were, generally speaking, suicidally expensive. 400 minerals for a String Distruptor Tactical, no thanks! You take such a thing out once, you kill 1 unit, it immediately gets killed by something cheaper. Now you are seriously losing the big battle of Attrition. You can't fight that way when you're not the industrial megapower of the game, it will lose you the game.Fortunately these egregious costs gave the enemy pause as well. I don't remember ever seeing a well armed Cruiser in this game. They usually had pop cannons, which made it really easy to put a cheap Artillery piece on land and drive them off. I think I got attacked by a Needlejet maybe twice. Partly the enemy didn't have cities in range of my homeland, but partly they were too expensive to bother with compared to other things. The oceans were ruled by Sealurks, and the skies were not contested at all by anyone. You priced air combat mostly out of existence.Why did I only have 9 bases? Because you made SPs cost so much that fighting those races crippled any other kind of empire growth. Domai got half of the SPs as is. And I had no idea that the Neural Amplifier would turn out to be the most strategically important race, that I lost. In fact, that I even conceded not realizing what the consequences would be.If you say "just don't build something", well I say, how do I know this isn't going to seriously bite me in the ass for not having done it? So, I did as many as I could. Like, he got the Citizens Defense Force, probably way earlier than I could have done anything about. How was I supposed to know, that the unsabotageability of that, would have such a serious effect on the endgame?Anyways the unit endgame came down to:- String Disruptor Infantry: affordable, but will not penetrate a Perimeter Defense.- Gas String Infantry: expensive, and won't penetrate a Perimeter Defense.- Blink String Infantry: expensive, but will penetrate a Perimeter Defense.- Gas Blink String Infantry: prohibitive. I only made 1 of these before thinking better of it.and all of these don't do a good job against mindworms. There were almost always a few mindworms in the bases, which could cost me a few units. I found String Artillery to be effective against mindworms, it would seriously wound them in bases and almost kill them out in the open. But that's also an expensive unit, so I had a limited supply of them.This combat made it clear to me why the concept of a Resonance weapon is actually useful. Defenders switch around to whatever is best for them, whether armor or Psi. Only a combination weapon that is adequate in both areas, and costs ok, provides a viable offense in that case. I noticed this when designing Empath units that merely had handguns. Instead of fighting the mindworm in the stack, I'm fighting the Recon Rover in the stack that only has 2 armor. So I made some variants that had a tougher main gun, although I honestly couldn't have killed much more than a Recon Rover with such guns. Too expensive to have Cost=4 Empath and a serious weapon.I think the Resonance weapons in the stock game, are designed for circumstances that don't actually come up very much.