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There's also the qualitative reason: The Unit Workshop sucks, it's tedious to use, and it's hard to understand the price of things. It'd be nice to get rid of some complexity if it won't cause harm to gameplay.
Clean Reactor: If everyone benefits the same, what's the economic impact? The math isn't quite so simple, either. It depends on your support rating, too. Support costs become less impactful as the game goes on, anyway, because of increasing mineral yields/multipliers, the finite gameplay time, and how you're probably swimming in energy and pouring that into hurry builds.
Try to relax and think what exactly is the problem and how it could be changed. Don't just modify things left and right because you can.
#ABILITIESSuper Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubledDeep Radar, 0, DocInit, , 010000111111, Sees 2 spacesCloaking Field, 1, CentPsi, Cloaked, 000000111111, Invisible; Ignores ZOCsAmphibious Pods,1,AdapDoc,Amphibious,000000111001, Attacks from shipDrop Pods, 2, Fossil, Drop, 000000111111, Makes air dropsAir Superiority, 1, DocAir, SAM, 000000001111, Attacks air unitsDeep Pressure Hull, 1, DocFlex, Sub, 000000111010, Operates underwaterCarrier Deck, 1, DocAir, Carrier, 000101101011, Mobile AirbaseAAA Tracking, 1, DocAir, AAA, 000010001011, +50% vs. air attacksComm Jammer, 1, Surface, ECM, 001010001001, +25% vs. fast unitsAntigrav Struts, 2, Gravity, Grav, 000000111111, +1 movement rate (or +Reactor*2 for Air)Empath Song, 1, HomoSup, Empath, 000010001111, +25% attack vs. PsiPolymorphic Encryption, 1, Poly, Secure, 000001111111, x2 cost to subvertFungicide Tanks, 1, EcoEng, Fungicidal, 000000010111, Clear fungus at double speedHigh Morale, 4, Disable, Trained, 000000001111, Gains morale upgradeHeavy Artillery, 0, Chaos, Artillery, 000010001001, BombardsClean Reactor, 2, None, Clean, 000001111111, Requires no supportBlink Displacer, 4, Thresh, Blink, 000000001111, Bypass base defensesHypnotic Trance, -1, Neural, Trance, 000011001111, +50% defense vs. PsiHeavy Transport, 2, DocFlex, Heavy, 000100100111, +50% transport capacityNerve Gas Pods, 2, Physic, X, 000010001111, Can +50% offense (Atrocity)Repair Bay, 1, NanoMin, Repair, 000100100111, Repairs ground units on boardNon-Lethal Methods, 1, PlaNets, Police, 010000001001, x2 Police powersSlow Unit, 0, Disable, Slow, 000000111111, -1 movesSoporific Gas Pods, 4, SentRes, Gas, 000000001111, -2 Enemy morale vs. non-nativeDissociative Wave, 4, TempMec, Wave, 000000001111, Fizzles special abilitiesMarine Detachment, 1, AdapDoc, Marine, 000000001010, Capture enemy shipsFuel Nanocells, 2, NanoMin, Nanocell, 000000111100, Increased air rangeAlgorithmic Enhancement,1, HAL9000, Enhanced, 100000100111, Halves probe team failure
People cannot not understand the cost because it is expressed in the mineral cost which varies depending on INDUSTRY rating. It would be cleaner to expressed them in mineral rows which is a fixed attribute of the unit itself not affected by faction SE state. That one thing is patched in WTP making it clearer to understand.
This is a rather startling admonition to avoid playing with alphax options coming from the creator of a mod that has made fairly drastic and far-ranging game mechanic changes because you can hack the binary.
Mmm. Sorry. Didn't mean to boss you around or admonish.😳Your logical conclusion of "complex workshop" -> "equalize all abilities cost" seemed a bit like a blind shot. I just proposed to ponder on what exactly bothers you and brainstorm it together. Sorry for bad wording.
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces
Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast units
Antigrav Struts, 1, Gravity, Grav, 000000111001, +1 movement rate (or +Reactor*2 for Air)
Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. Psi
Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvert
Fungicide Tanks, 1, Fossil, Fungicidal,000000010111, Clear fungus at double speed
High Morale, 1, Integ, Trained, 000000001111, Gains morale upgrade
Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no support
Blink Displacer, 1, Matter, Blink, 000000001111, Bypass base defenses
Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
Nerve Gas Pods, 1, Chemist, X, 000011001101, Can +50% offense (Atrocity)
Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
Non-Lethal Methods, 1, Integ, Police, 000000001001, x2 Police powers
Slow Unit, 0, Disable, Slow, 000000111111, -1 moves
Soporific Gas Pods, 1, Bioadap, Gas, 000001001101, -2 Enemy morale vs. non-native
Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilities
Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
Fuel Nanocells, 1, MatComp, Nanocell, 000000111100, Increased air range
Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failure
Super Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.
Code: [Select]Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCsMostly useless, particularly in single player. Free or remove. It'd be nice if the AI would use it to make sneak attacks.
Cloaked R-Laser Speeder, Speeder, R-Laser, Scout,0,0,0, CentPsi, -1, 10000000000000000000000000000100
Code: [Select]Drop Pods, 2, MindMac, Drop, 000000111001, Makes air dropsExtremely powerful in human hands. Maybe even make it more expensive?
Code: [Select]Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air unitsChanges function of unit into something less flexible. Make free.
Laser Tactical, Needlejet, Laser, Scout, 4,0,0, Fossil, -1, 10000000000000000000000000100010
Code: [Select]Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwaterUseless, free or remove.
Code: [Select]Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile AirbaseUseless or I don't play big enough maps to justify it, free or remove.
Code: [Select]AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacksNeedlejets (and anyone brave enough to play against Copters) are very powerful. Make free, at least to defenders, to make Needlejet spam more costly.
Code: [Select]Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast unitsRover assaults are very powerful. Make free, at least to defenders, to make rover spam more costly.
Code: [Select]Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. PsiOnly useful on the attack, but 2 is probably too expensive for the bonus it gives. Psi attacker already gets an advantage.
Code: [Select]Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvertDoes anyone use this? Free or remove.
Code: [Select]Fungicide Tanks, 1, Fossil, Fungicidal,000000010111, Clear fungus at double speedLike Super Formers, comes late
and by then forests will be spreading all over fungus.
Code: [Select]High Morale, 1, Integ, Trained, 000000001111, Gains morale upgradeCould be valuable depending on the faction? Keep a cost.
Code: [Select]Heavy Artillery, -7, Poly, Artillery, 000010001001, BombardsChanges function of unit into something less flexible. Make free.
Code: [Select]Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no supportStill unconvinced this is really that useful unless you have crazy support issues
Code: [Select]Blink Displacer, 1, Matter, Blink, 000000001111, Bypass base defensesNever really used these, lol. Seems very powerful, probably should be more expensive if only to limit the player.
Code: [Select]Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. PsiAI could use these in the early game, and Thinker even gives away the prototype for Trance Scouts. Free?
Code: [Select]Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacityNah.
Code: [Select]Nerve Gas Pods, 1, Chemist, X, 000011001101, Can +50% offense (Atrocity)Only useful on the attack. Powerful but with an economic/ecological cost. Should cost something.
Code: [Select]Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on boardUseless. Free or remove.
Code: [Select]Non-Lethal Methods, 1, Integ, Police, 000000001001, x2 Police powersMight as well be free since you're probably using a 1-1-1 cop unit, which Thinker even provides.
Code: [Select]Soporific Gas Pods, 1, Bioadap, Gas, 000001001101, -2 Enemy morale vs. non-nativeI don't use SMAX stuff. Seems really powerful?
Code: [Select]Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilitiesI don't use SMAX stuff. Seems gimmicky and situational but pretty powerful in the right hands?
Code: [Select]Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy shipsI don't use SMAX stuff. Seems gimmicky and situational?
Code: [Select]Fuel Nanocells, 1, MatComp, Nanocell, 000000111100, Increased air rangeI don't use SMAX stuff. Just enable antigrav struts for air. +1 net movement seems incredibly weak.
Code: [Select]Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failureI do use this one. Giving it away for free might help the AI use Enhanced probes against the owner of the HSA?
Code: [Select]Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubledSuper Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.
Code: [Select]AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacksNeedlejets (and anyone brave enough to play against Copters) are very powerful. Make free, at least to defenders, to make Needlejet spam more costly.Code: [Select]Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast unitsRover assaults are very powerful. Make free, at least to defenders, to make rover spam more costly.
Code: [Select]Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no supportStill unconvinced this is really that useful unless you have crazy support issues or no minerals. I'd like to see actual calculations.
Another of must-have stuff. May as well be free as everybody would use it regardless of the price anyway.
Quote from: Alpha Centauri Bear on March 12, 2022, 12:41:07 AMAnother of must-have stuff. May as well be free as everybody would use it regardless of the price anyway.That invalidates half the value of the Nethack Terminus.I'm opposed to giving lotsa automatic upgrades just because you got to somewhere in the tech tree. Factions steal techs all the time. It shouldn't always be enough just to acquire tech. You should have to build stuff. Tech advantage and production advantage are distinct decisions.