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No I mean i built it.. AI doesn't even the tech. But it then happened that AI rushed complete AtT at 90+% for cheap (i am not sure anymore) and won the game. What this mean is that if player wants to win - you delay Voice.. prepare crawlers.. money and have to rush it on turn 1.. or you really risk losing the game.
Didn't get your MAPFACTOR. I though you proposed to make them more expensive with time. Which is a great idea in my opinion.
borehole = nutrient/energy. Also unique yield combination. In its 0-2-4 form it is not completely superior neither to forest nor mine nor farm-solar. It is still comparable to mine if we convert energy to minerals 2:1. They both will be equivalent to 4 minerals. So borehole will be better if you want to shift focus from minerals to energy.
mapfactor is just scaling by the size of the map. By # of bases+colony pods makes more sense than time. Time means they get expensive whether you have a large empire or not. And it would force players to do all their expanding early on.
re: on combat - well i didn't change any factors - i guess i can try with 2.0 and see if it "feels" less volatile.. i got used to 3.0
I saw boreholes as more as a replacement for mines.
Here sample progression for turns 0-100-200-300-400.Colony: 6-8-10-13-17Former: 4-5-7-9-11Transport: same as formerSpeeder Probe: same as colonySupply: 12-16-20-26-34With that in mind some non combat unit cost could be lowered down a little to make them bearable at the beginning. Like supply can start from 8 or 10 instead and then grow up.
And river impact - they ruin river flow.
Yeah they are competitor of mines, but you can for example take a look at my saves there and see i have lots of mines and basically 1 borehole per base. There's not even 1 borehole in new bases. Whats the problem with borehole > mine as long as there are restrictions and eco damage?
QuoteHere sample progression for turns 0-100-200-300-400.Colony: 6-8-10-13-17Former: 4-5-7-9-11Transport: same as formerSpeeder Probe: same as colonySupply: 12-16-20-26-34With that in mind some non combat unit cost could be lowered down a little to make them bearable at the beginning. Like supply can start from 8 or 10 instead and then grow up.I'll put up stop sign here What do we want to gain with these changes??