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Thus eliminated the exploit of switching to higher INDUSTRY at the very end to build it faster.
Tube movement rate is a multiplier of road movement rate
* Set borehole to 0-6-4.* Fixed Condenser and Enricher calculation and display.
I didn't count mineral boxes its kind of hard - i presume it works. But rushing edge/exploit is still there that i checked. If you switch to +Industry - and rush it then its way cheaper. Switching is -40 energy and rushing saves much more.
Quote Tube movement rate is a multiplier of road movement rateWhat does that mean? ^^ Good to have tubes.
Quote* Set borehole to 0-6-4.* Fixed Condenser and Enricher calculation and display.Good borehole change - like that one. I'll check condensers and enricher. I was looking a bit at it last night AI really spams them a lot everywhere. They will certainly influence AI growth significantly.
You can think of it as another benefit of INDUSTRY.
I thought to let artillery duel uses armor as well. However, I don't think it is too relevant. Making artillery armored is still important to protect from direct counter-strikes from air and helicopter, for example.Same for interceptor duel. No need.
* Make ECM to affect sea units as well.
I've seen these in your todo list, but didn't think much about it - on first look it looks cool.. But it makes some sense to have these units unarmored - they are supposed to be vulnerable to damage. So I don't know would it be good to make them armored.. maybe better not.
I am also not sure that i like idea of armored formers (AI don't build them), Crawlers (AI builds them) and Probes (AI spams them).Why?- these units are non-combat but actually quite strong if armored.... looks stupid- you get more often than you should spearman kill tank scenario.. Needlejet (or any strong attacking unit for that matter) should have 90% chance to kill Crawler.. not 50% or 30%.. * I think its not issue on transcend WTP - you can't just raid trascend AI in his land (Copters maybe being somewhat exception) you get killed if you stay in their land due to 50% territory malus. Copters also get killed by interceptors btw.. but they are much more deadly than other units when there's no interceptor defense. One can more easily raid weaker AIs.. It would be actually interesting to limit possible armor on NON-combat units to some lower level. Is it even possible?
- probes... its gamey and it takes some getting used to and it mifgt hurt AI a lot in the endHow do you play against mass probe spam? Took me a bit to figure it. AI likes to attack with 0-10-2 probes in midgame. You don't attack with military units - this is stupid units die. You bombard them a bit and attack with your 0-1-1 or 0-1-2 probe and kill it. If its in your lands you get +50%.. one can just let them attack you - you get 50% def. In their land its harder, but one can bombard more. Also Probe dies when military unit on same tile (or in base dies). There's risk unit will attack probe.. one can attack with probes to remove that 0-10-2 defender and then attack with normal units afterward.What AI does is attacks them in panic - I've seen multiple times AI emptying his base suiciding into 0-10-2 probe on rough terrain. It would be often much better to have these units defend the base instead of attack.. but there's risk of mind-probe. I did not actually try this tactic - but usually when you have probe under strong defender AI suicides into defender trying to kill the probe. Its not that bad because due to +50% they often manage to kill defender in few attacks and probe beneath dies. But one can, i think, just bring unarmored probes and bait AI into attacking. I might experiment with this more.
Basically it hurts AI in the end. It also hurts AI badly to create ton of 0-10-6 cruiser probes that die to 0-1-1 defenders. These probes are protected from unit attacks - that works AI vs AI mostly.. and it helps them on sea.. player would need to build expensive foil probes - but its just easier to spam 0-1-1 defenders and ignore probes on open waters.
So.. armored probes have one advantage - they are not easily countered by units. But they are huge drain on AI and once player figures it out - they are easily countered with unarmored probes. Armored probes likely do more harm than good to AI.Same goes for example for that Rover Colony Pod - AI just builds more expensive colony pod when cheap is good enough. AI can't reason when is better to build more expensive one. I suggest removing that design - player can create it if he wants.
I started the game with Morgan. After some turns my bases somehow got a Talent each. I have no idea where those are coming from. (Also I am not sure how I would have managed happiness without those Talents on Transcend.) Do you know why they are there? I build Recycling Tanks and researched Progenitor Psych around the time they appeared.The start with Morgan is quite slow. It is difficult to build Formers, guards and those expensive colony pods, Morgan's -1 support makes it worse. I nearly lost a base to wildlife for cutting corners. Managing the early game was however quite fun which is a good sign.
I started the game with Morgan. After some turns my bases somehow got a Talent each. I have no idea where those are coming from. (Also I am not sure how I would have managed happiness without those Talents on Transcend.) Do you know why they are there? I build Recycling Tanks and researched Progenitor Psych around the time they appeared.
I picked up police state for awhile with morgan. And you have 0-4-0 mines from beginning in the mod to help with support. Then i got Living Refinery : ). I actually lost a colony pod in my game darn worms ^^ It gets easier when you get Fusion reactor - should be able to get to it quickly - its important to meet AI for trading.
Planned, everything else on default. I also installed Pracx over the mod executable.