Author Topic: SMAX - The Will to Power - mod  (Read 131858 times)

0 Members and 8 Guests are viewing this topic.

Re: SMAX - The Will to Power - mod
« Reply #1950 on: May 25, 2022, 06:05:26 AM »
It is their priorities compared to myself and other factions, that I question.  It is one thing to build out your own empire as though you intend to survive.    It is another thing to build with the tacit understanding that your goal is to harass the human player, in concert with all the other AIs.

I am positively sure that the AI part of computer player is designed in a way to maximize own survival. They don't sacrifice themselves just to bring human down.
That would be unethical.
😂
Seriously. they don't.

Another thing is that their survival algorithm can be not perfect and they can do all kind of weird things those you may perceive as targeted human player annoyance. That's your point of view.

Offline Sardaukar

Re: SMAX - The Will to Power - mod
« Reply #1951 on: May 25, 2022, 10:34:17 PM »
Infantry:
  • Chassis Speed: 4
  • Road Multiplier: 3
Rovers:
  • Chassis Speed: 6
  • Road Multiplier: 2
Hovertanks:
  • Chassis Speed: 10
  • Road Multiplier: 1

Magtubes same as in vanilla.

Tables are a pain with this software. Will try.

chassischassis speedmovement pointsfield cost -> distanceroad cost -> distancetube cost -> distance
infantry4123 -> 11 -> 1free
speeder6122 -> 11 -> 1free
hovertank10101 -> 11 -> 1free

Of course, this is all theory and would require in-game experimentation. Am having radical ideas about jiggering with the txt values. For example, rovers could have the same chassis costs as infantry. Infantry might have a better bonus against bases. The penalty for drop troops attacking on the same turn as they drop could be reduced from 50% to 10%. Modifications to base defensive bonus, infantry against base, mobile-in-open, etc.

Overall, am envisioning a radically more open and mobile style of warfare with bases becoming lynchpins in the defense networks. Tough nuts to crack.

In regards to movement, this proposed system would benefit greatly from slowing the movement rate in rocky and fungus squares.

Movement Costs:
Open tile: 1
Rolling tile: 2
Rocky tile: 4
Fungus tile: 6

Can't find values for this in the txt. Not sure whether is worth distinguishing between open and rolling. Might just confuse the AI. But definitely, slower rocky and fungus would create interesting strategic barriers.

As for rivers, I like the idea of them working as in vanilla. Slower than roads. Same with native life moving through fungus. But haven't thought it through yet.

Re: SMAX - The Will to Power - mod
« Reply #1952 on: May 26, 2022, 05:22:50 AM »
Infantry:
  • Chassis Speed: 4
  • Road Multiplier: 3
Rovers:
  • Chassis Speed: 6
  • Road Multiplier: 2
Hovertanks:
  • Chassis Speed: 10
  • Road Multiplier: 1

Magtubes same as in vanilla.

Tables are a pain with this software. Will try.

chassischassis speedmovement pointsfield cost -> distanceroad cost -> distancetube cost -> distance
infantry4123 -> 11 -> 1free
speeder6122 -> 11 -> 1free
hovertank10101 -> 11 -> 1free

Didn't understand how chassis speed and movement points are tied to each other? What is chassis speed? How many open tiles unit can go without road?

Free tube movement is something we tried to get rid of in this mod. At least this is common understanding that tube movement could be fast but still should be limited.

In regards to movement, this proposed system would benefit greatly from slowing the movement rate in rocky and fungus squares.

Movement Costs:
Open tile: 1
Rolling tile: 2
Rocky tile: 4
Fungus tile: 6

Can't find values for this in the txt. Not sure whether is worth distinguishing between open and rolling. Might just confuse the AI. But definitely, slower rocky and fungus would create interesting strategic barriers.

Not in txt. One can plant fungus for such barrier for sure.

Offline bvanevery

  • Emperor of the Tanks
  • Thinker
  • *
  • Posts: 6370
  • €659
  • View Inventory
  • Send /Gift
  • Allows access to AC2's quiz & chess sections for 144 hours from time of use.  You can't do without Leadship  Must. have. caffeine. -Ahhhhh; good.  Premium environmentally-responsible coffee, grown with love and care by Gaian experts.  
  • Planning for the next 20 years of SMACX.
  • AC2 Hall Of Fame AC Text modder Author of at least one AAR
    • View Profile
    • Awards
Re: SMAX - The Will to Power - mod
« Reply #1953 on: May 26, 2022, 07:49:27 AM »
That game that crashed, for some reason I was able to resume it without any problem.  I continued for a time, although I didn't play especially well, as I was rusty and initially undermotivated to do colonization.  The AI eventually displayed competence at attacking one of my many weak bases.  At that point I quit.

Drones trashing me
Drones trashing me

Maybe my eh performance wasn't entirely my fault, as the SUPPORT reshufflings are rather disruptive.  It's pretty anti-exploration.  You pretty much just get in trouble all the time and find yourself sending units back to rehome them.  I noticed the AI wasn't exactly aggressive about popping pods either.  Especially when you only have a few bases, it becomes this major major task instead of an early game land grab.

Offline bvanevery

  • Emperor of the Tanks
  • Thinker
  • *
  • Posts: 6370
  • €659
  • View Inventory
  • Send /Gift
  • Allows access to AC2's quiz & chess sections for 144 hours from time of use.  You can't do without Leadship  Must. have. caffeine. -Ahhhhh; good.  Premium environmentally-responsible coffee, grown with love and care by Gaian experts.  
  • Planning for the next 20 years of SMACX.
  • AC2 Hall Of Fame AC Text modder Author of at least one AAR
    • View Profile
    • Awards
Re: SMAX - The Will to Power - mod
« Reply #1954 on: May 26, 2022, 05:00:58 PM »
Played as the Believers, with better initial colonization to 5 cities with minerals.  They were not as affected by the SUPPORT issue since they have a bonus for it.  The game crashed again.  Pretty sure there's something wrong with WTP in that regard.

Replayed from Autosave 1.  This time it didn't crash.  The main difference in movements, aside from incidental ordering, was the supply pod that the Transport popped.  Instead of sprouting an Isle, this time it gave me 75 credits.  If the bug is a memory leak though, then it may not have anything specifically to do with actions I take on a turn.  It may be that restarting the game, gives more memory before a problem manifests again.  I do note that these crashes are coming at a roughly similar time of playing the game, a sort of early game thing.

SOB it crashed again, just another turn after I overcame it.  Played from "replay no crash" and then it crashed.  Now restarting and loaded "before 2nd crash" game.  It would have to be an awfully quick memory leak, so that's probably not it.  Continuing, the game crashes.

Started the game again.  Loaded "before 2nd crash" and hit Turn Complete.  It didn't crash.  So, it's indeterminate.





Re: SMAX - The Will to Power - mod
« Reply #1955 on: May 26, 2022, 05:13:26 PM »
I discovered and fixed few crash producing bugs. The faulty code was there in vanilla forever it just never triggered and it could happen that Thinker/WTP triggers it. Please send me a turn before crash I will try to squash it.

Oops, sorry. Didn't pay attention to attachment. You are all good. I'll study them.

Offline bvanevery

  • Emperor of the Tanks
  • Thinker
  • *
  • Posts: 6370
  • €659
  • View Inventory
  • Send /Gift
  • Allows access to AC2's quiz & chess sections for 144 hours from time of use.  You can't do without Leadship  Must. have. caffeine. -Ahhhhh; good.  Premium environmentally-responsible coffee, grown with love and care by Gaian experts.  
  • Planning for the next 20 years of SMACX.
  • AC2 Hall Of Fame AC Text modder Author of at least one AAR
    • View Profile
    • Awards
Re: SMAX - The Will to Power - mod
« Reply #1956 on: May 26, 2022, 05:19:38 PM »
It crashed again before MY 2176.  Well if you found vanilla bugs then I don't have to worry about whether this is Windows 11 specific.  Will wait for you to make a new release before trying any more games.

Offline Sardaukar

Re: SMAX - The Will to Power - mod
« Reply #1957 on: May 26, 2022, 06:09:19 PM »
Didn't understand how chassis speed and movement points are tied to each other? What is chassis speed? How many open tiles unit can go without road?

Free tube movement is something we tried to get rid of in this mod. At least this is common understanding that tube movement could be fast but still should be limited.

Pretty sure I get it. Is just laid out in a format that seems really unintuitive to me. But it works.

If movement/roads are substantially faster, as laid out in the table, there may be less reason for tubes to have limited movement.

Re: SMAX - The Will to Power - mod
« Reply #1958 on: May 26, 2022, 11:33:37 PM »
Unlimited tube movement effectively renders infantry a superior chassis. No other chassis are needed anymore.

Offline bvanevery

  • Emperor of the Tanks
  • Thinker
  • *
  • Posts: 6370
  • €659
  • View Inventory
  • Send /Gift
  • Allows access to AC2's quiz & chess sections for 144 hours from time of use.  You can't do without Leadship  Must. have. caffeine. -Ahhhhh; good.  Premium environmentally-responsible coffee, grown with love and care by Gaian experts.  
  • Planning for the next 20 years of SMACX.
  • AC2 Hall Of Fame AC Text modder Author of at least one AAR
    • View Profile
    • Awards
Re: SMAX - The Will to Power - mod
« Reply #1959 on: May 27, 2022, 02:52:29 AM »
You need hovertank chassis to build the tubes in the 1st place.   Although Xenoempathy Dome can almost do as well.  Which is part of why it comes rather late in my mod.

Re: SMAX - The Will to Power - mod
« Reply #1960 on: May 27, 2022, 03:39:56 AM »
You need hovertank chassis to build the tubes in the 1st place.   Although Xenoempathy Dome can almost do as well.  Which is part of why it comes rather late in my mod.

I meant for combat units moving across the network, not formers.

Offline Sardaukar

Re: SMAX - The Will to Power - mod
« Reply #1961 on: June 11, 2022, 05:01:37 AM »
Still thinking about alternate road speeds but had an unrelated thought. How about an alternative to raze base which still demolishes the base but sends the populace to your other cities?

So you have a military unit in base and press B (iirc).

--->

Warning Box: "Are you sure you wish to eliminate base? This is a major atrocity."

--->

1) Yes
2) No, I want to relocate the populace (X credits based on pop size.)
3) No, wrong button. Sorry.

Something like that. Whether the new people would be spread out across your faction or sent to a specific base, am not sure.

Offline shayfiles

Re: SMAX - The Will to Power - mod
« Reply #1962 on: June 30, 2022, 09:52:05 PM »
Still thinking about alternate road speeds but had an unrelated thought. How about an alternative to raze base which still demolishes the base but sends the populace to your other cities?

So you have a military unit in base and press B (iirc).

--->

Warning Box: "Are you sure you wish to eliminate base? This is a major atrocity."

--->

1) Yes
2) No, I want to relocate the populace (X credits based on pop size.)
3) No, wrong button. Sorry.

Something like that. Whether the new people would be spread out across your faction or sent to a specific base, am not sure.

I think an option such as "Abandon base as refugees" would be pretty cool. For instance, a size 7 base could produce seven colony pods that need to be re-homed at another base or HQ to be activated. This could end the massive base sprawl a conqueror ends up acquiring.

Offline Sardaukar

Re: SMAX - The Will to Power - mod
« Reply #1963 on: September 09, 2022, 12:40:56 AM »
With that in mind, roads providing a multiplier is funky. Rovers and infantry (riding rovers that belong to basic faction infrastructure), should move at about the same speed. Instead of a multiplier, why not a standard movement bonus to roads?

For example, all ground units may move over 10 friendly road squares for free. Could be some value other than 10 but I like the thought of rapid redeployment around your territory. Plus, this would ensure that hovertanks and rovers don't move less than in vanilla. It would, of course, substantially alter the meta but that could be resolved through testing and fine tuning a number of variables.

I agree that would be more realistic to imagine that foot soldiers are actually transferred by some land transport. This would require complete game rewrite, though. Currently units have only their speed and road multiplier (which is common parameter). To implement your proposal we would need to keep "speed without road" and "speed on road" parameters and there is no space for them both, unfortunately. It is too much game mechanics change proposal. Would you be willing to invent something of the same sort but within the current game mechanics scope? Probably by changing some parameters only?

Besides, what would be the difference between land classes chassis then if infantry start moving that fast?

Been thinking of this again. Would it really require a "speed on road" parameter for each individual unit? If we say ground units have their chassis speed but each can make 10 total moves on roads per turn that's a universal value. Can this information be stored somewhere else? Each individual unit only needs to keep track of how many of these 10 "road moves" have been expended.

I imagine there's no space for that but have to ask.

Some combat rebalancing:

50,       ; Combat % -> intrinsic base defense
100,     ; Combat % -> Infantry vs. Base
50,       ; Combat % -> Territorial Defense (This is a Will to Power feature. Not found in vanilla.)
50,       ; Combat % -> Mobile unit in open ground
25,       ; Combat % -> Defend vs. mobile in rough
25,       ; Combat % -> Comm Jammer unit defending vs. mobile unit

Speed:

Infantry: 1
Speeder: 4
Hovertank: 4

Would require some testing. Probably alter some costs. Speeders the same as infantry. Speeders would be used for controlling open fields and dominating areas with roads. Would need infantry for assaulting bases.

As I write this post, it occurs to me that I can pretty much achieve the desired feature with txt editing. Setting magtubes to a basic or tier 1 tech would do it. Give it a construction cost of 1. Since I'm mostly concerned with multilplayer, not a big deal that AI can't handle tubes.

Offline Sardaukar

Re: SMAX - The Will to Power - mod
« Reply #1964 on: September 09, 2022, 12:48:45 AM »
Still thinking about alternate road speeds but had an unrelated thought. How about an alternative to raze base which still demolishes the base but sends the populace to your other cities?

So you have a military unit in base and press B (iirc).

--->

Warning Box: "Are you sure you wish to eliminate base? This is a major atrocity."

--->

1) Yes
2) No, I want to relocate the populace (X credits based on pop size.)
3) No, wrong button. Sorry.

Something like that. Whether the new people would be spread out across your faction or sent to a specific base, am not sure.

I think an option such as "Abandon base as refugees" would be pretty cool. For instance, a size 7 base could produce seven colony pods that need to be re-homed at another base or HQ to be activated. This could end the massive base sprawl a conqueror ends up acquiring.

In reference to "my mod,"  :-[ colony pod construction very much more expensive than in vanilla (but pop growth is faster). This proposed feature would work much better for me if it didn't produce new pods but bolstered the pop of existing bases. There's a logic to it too inasmuch as you're just throwing a new shanty town in Morgan Hydroelectric, instead founding a new base with its own grid, life support and transit.

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

A brave little theory, and actually quite coherent for a system of five or seven dimensions ? if only we lived in one.
~Academician Prokhor Zakharov 'Now We Are Alone'

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 5: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default), Aeva.english (default).
Style sheets: 0: .
Files included: 50 - 1568KB. (show)
Queries used: 41.

[Show Queries]