Sid Meier's Alpha Centauri & Alien Crossfire > Modding

A New Faction Set Approaches!

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Rainbow Lizard:
Hello people who reside in this forum. I am a prismatic reptile, as some of you may know, and I am working on a set of seven custom factions for SMAC/X. I currently just have possession of SMAC, so I cannot set faction colors or certain text file bonuses, but I will soon. These are the factions.

* The Zephyr Legion, an honorable faction based on airborne warfare, with a classic Japanese architectural and cultural choice. Bonuses are +1 Morale and Police, but -2 to growth. They start with Doctrine: Air Power. They use power as their value, being a military faction.
* The Hack Kings, a utilitarian faction that wishes everyone to be happy and utilises virtual reality. They start with +1 Research and Support, but -2 Morale. All of their bases start with a Recreation Commons and a Hologram Theatre, minimizing drone activity, but they have no free techs. Aversion is Thought control and they gravitate towards Eudaimonia. They play like a cross between the Angels and Peacekeepers.
* The People of Knowing, a scientific faction made by the goal to achieve omniscience, and do not care about anything else. They have an amazing +3 Research and any 3 bonus techs. However, they have Zakharov's drone problem and a -1 to Industry, Growth and Planet. They will frequently attack the Hack Kings due to their opposite ideas of a future society. They can go a peaceful or military route.
* The Paladins of Thor, a warlike faction based on the vikings of old, with the military to boot. They have a +2 bonus to morale and a +1 to growth, as well as the +25% Morale bonus from the fanatic special rule, as well as having the Doctrine:Mobility . However, they suffer from a -2 to research and a -1 industry. Thy value power but neglect knowledge. They are incredibly deadly in combat, but next to useless trying to be a peaceful builder thanks to the lack of research, and remain rather low-tech.
* The Guild of Psychics, a mystical faction that is known for their erratic nature. They boast a +2 bonus to Probe, a +1 bonus to growth, but a -1 to economy. They also have an immunity to mind control and the free tech Social Psych. They dislike Free Market's mean nature but enjoy Planned economics. And of course, they have a +50% bonus to Psi attacks. They are incredible at covert ops, but rarely make enough energy to mind control, leading to the use of Mindworms.
* Golden Future Corp., a Tycoon faction like the Morganites, but a little less greedy and a little more Canadian. They feature a +1 to both Research and Economy, but suffer from a -1 to morale and planet. They start with the tech Industrial Base, and get a free Energy Bank at every base. They are very peaceful, preferring wealth as their value and preferring peace to war.
* The Fungal Clan, a Green faction very sensitive about the environment, who are also willing to fight. Bonuses undecided, but +2 to Planet is a definite.I need help with for the art of all but the Paladins and Hackers. Any help will be appreciated.

Rymdolov:
Sounds like a bunch of strong factions. Could be good for people who want a challenge, perhaps. If they use your factions as opponents, I mean.

I like the ideas. Most of them seem unusually original to me.

Buster's Uncle:
Good ideas, and you've done some nice fleshing out. 

Hmm.  Maybe the Hedonists?  They're really rather like the Morganites, but concerned with the ends of living well, not the means of wealth.  Morgan's caught in a sort of dominance game with the world, after all, using money as the measure of winning.  The Hedonists would be pretty good trading partners and nieghbors, I thnk, until they see a resource bonus right over the border with you...

Rainbow Lizard:
A nice idea, BUncle, but they wouldn't explicitly state that they were hedonists. Anyway, I find my designated tech partner to be the Hackers.
By the way, what do you think of a faction who believe that the Planet is going to kill them if they use too much tech, and therefore are ultra-planet based? They are oddly correct.

Buster's Uncle:
I don't see why not.  Darsnan did that with some alternate Progs years ago, mind you, who were stranded on a planet that was seeded with tech-eating nanobots, but the idea is still original to you.  Planet doesn't really care for all the metal and lubricants, I think, and may very well be more likely to mindworm attack a recon rover than just a fellow on foot with breathing gear, especially if he's wearing clothes/shoes made of native materials to improve his smell - and fungal gin on his breath only helps.

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