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James Bond, Speeder, Probe Team, Scout, 11, 1, 0, Algor, -1, 10000000000000000000000000000
Good idea, I'd recommend some more follow up testing in which you let the AI reach the appropriate tech on its own (just put a weight on the enter key for a half hour) to confirm it will be built under real circumstances.Also I'd recommend going to automatic cost as well, it shouldn't be very expensive. If you feel its too cheap then I think the correct thing to do is raise the cost of the Enhancement itself so its more expensive for both human and AI.
Keep in mind that if you do that, it will reduce the cost for building it for human players as well, which may not be desirable.
#UNITS48Colony Pod, Infantry, Colony Pod, Scout, 8, 3, 0, None, -1, 00000000000000000000001000Formers, Infantry, Formers, Scout, 9, 2, 0, None, -1, 00000000000000000000001000Scout Patrol, Infantry, Gun, Scout, 3, 1, 0, None, -1, 00000000000000000000001000Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 00000000000000000000000000Probe Team, Speeder, Probe Team, Scout, 11, 3, 0, PlaNets, -1, 00000000000000000000001000Alien Artifact, Infantry, Artifact, Psi, 12,10, 0, Disable, -1, 00000001000000000000000000Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000001000Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 00000000000000000000000000Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000100000Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 00000000000000000000001000Unity Scout Chopper, Copter, Gun, Scout, 4, 0, 0, Disable, -1, 00000000000000000000100000Submarine Transport, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 00000000000000000001000000Sealurk, Cruiser, Psi, Psi, 6, 6, 0, CentPsi, 4, 00100000000000000001000000Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000001000000000000000Battle Ogre MK1, Infantry, R-Laser, 3-Res, 0,10, 0, Disable, 6, 00010000000000000000000000Battle Ogre MK2, Infantry, R-Bolt, 8-Res, 0,15, 0, Disable, 6, 10010000000000000000000000Scud Missile, Missile, Conventional, Scout, 0, 4, 0, Viral, -1, 01000000100000000000000000000Fungal Tower, Gravship, Psi, Psi, 0, 0, 0, Disable, 1, 00000000001000000100000000Unity Mining Laser, Infantry, Laser, Scout, 0, 0, 0, Disable, -1, 00000000000000000000001000Sub Escape Pod, Foil, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00100000000000000001000000Unity Submersible, Foil, Laser, Scout, -1, 0, 0, Disable, -1, 00100000000000000001000000Cruiser Probe Ship Mk1, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000Cruiser Probe Sub Mk2, Cruiser, Probe Team, Psi, 11, 4, 0, MindMac, -1, 00000000000000000000001100Probe Bug, Hovertank,Probe Team, Photon, 11, 4, 0, DocSec, -1, 00000100000000000000001000Attack Carrier Mk1, Cruiser, Missile, 3-Res, 6, 4, 2, DocAir, -1, 00000100000000000010100000Attack Carrier Mk2, Cruiser, Shard, 8-Res, 6, 4, 4, Space, -1, 00100000100010000000010100000Seawolf Mk1, Cruiser, Gatling, 3-Res, 6, 4, 0, Super, -1, 00100000100000000000001000000Seawolf Mk2, Cruiser, R-Bolt, 8-Res, 6, 4, 0, SentRes, -1, 00100000100010000000001100000Fighter Escort Mk1, Needlejet,R-Laser, 3-Res, 1, 4, 0, DocAir, -1, 00000100000000000000100000Fighter Escort Mk2, Needlejet,R-Bolt, 8-Res, 1, 4, 0, SentRes, -1, 00000100010000000000100000Speeder CP, Speeder, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00000000000000000000000000Hovertank CP, Hovertank,Colony Pod, Psi, 8, 4, 0, MindMac, -1, 00000000000000000000001000Synth Police, Infantry, Gun, Synthmetal, 2, 2, 0, Integ, -1, 00010000001000000000000000Probability Police, Infantry, Laser, Probability,2, 4, 0, ProbMec, -1, 00010000011000000100100000Marine Raider, Infantry, Impact, Synthmetal, 1, 3, 0, Chaos, -1, 00000000000000000000001000Empath Rover, Speeder, Impact, Scout, 1, 3, 0, Chaos, -1, 00000000000000100000001000Attack Gravship Mk1, Gravship, Chaos, Silksteel, 0, 5, 0, Magnets, -1, 00000100010000000000000000Attack Gravship Mk2, Gravship, Shard, 8-Res, 0, 5, 0, Space, -1, 01000100010000000000000000Drop Commando Mk1, Infantry, Chaos, Silksteel, 0, 5, 0, Magnets, -1, 01000100010000000100011000Drop Commando Mk2, Infantry, Shard, 8-Res, 0, 5, 0, Space, -1, 01000100010000000100011000Supply Sub, Foil, Supply, Scout, 10, 0, 0, Super, -1, 00000000100000000001000000Submarine Former, Foil, Formers, Scout, 9, 4, 0, Super, -1, 00100000000000000001000000Hovertank Superformer, Hovertank,Formers, 8-Res, 9, 4, 0, EcoEng2, -1, 00000000010010000000001001SP-88, Speeder, Missile, 3-Res, 0, 3, 0, DocAir, -1, 00000000000000000000101000Speeder Formers, Speeder, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000001000James Bond, Speeder, Probe Team, Scout, 11, 1, 0, Algor, -1, 10000000000000000000000000000
Of course, nothing prevents me from designing units similar to, for example, James Bond. They then have the standard cost.
Thx Petek, I was just playing around with redesigned units myself and had the idea of making Colony Pods Clean units because I notice the A.I. senselessly bleeding away minerals by playing ring-around-the-mind-worm with with a half dozen Pods at a time clearly in some kind of bugged base-placement algorithm. I think a Clean Pod is reasonable when it's got all the resources to start a base. Human players generally plant their bases as fast and efficiently as possible so as to waste as little time as possible. While the A.I. will still be wasting valuable time this will at least reduce mineral waste.I set the cost of the new Clean Pod manual so it's the same as a normal Pod. I'm also looking to set the Colony weapon to Disable so that only this type of pod and a late game sea-pod will be available. Will need to see what the A.I. dose when trapped on an island though.