Author Topic: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)  (Read 9701 times)

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Offline Green1

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #30 on: July 27, 2013, 07:27:27 PM »
Progress made on Procyon graphics. Need to figure out their logo still. Sorry for the lack of extra structures on the larger bases.

Looks good. I may just want water percent a bit lower just to give me space between all these bad asses.

I need to re-download gimp to convert that to .pcx. I also have been reading ancient Apolyton posts about faction color. Unfortunately, there was nothing on the numerical codes for each color or what faction colors are possible. I want all these to have unique colors. I wish f/acedit had this option as I believe it is important.

Offline Sigma

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #31 on: July 27, 2013, 08:38:55 PM »
I can attach a PCX when I'm done with everything so you don't need to convert it.

Offline Green1

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #32 on: July 27, 2013, 09:36:18 PM »
Jarlwolf, that -5 Planet took some teeth out of Exterminatus . On a huge abundant lifeform map, I had to switch to scenario mode to see whats up with them. They are off in a corner of the map literally fighting a full out war with native life. They produce and produce, but fungus is giving them issue.

I also like the Huge map. I think that would give Morgan time to build. Standard and smaller is rough.

But, that is just with 4 Aliens: Antimind, Exterminatus, Usurpers, and Caretakers.

Also... Did not know Antimind waged war decent naval. Goodness... Durn near wiped out Sparta (who subbed for Zak).
It appears though, the aliens are pretty balanced with each other...

I can also see why all this AI watching with scenario editor was so interesting back in the day.

Offline Sigma

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #33 on: July 27, 2013, 11:23:21 PM »
Finished the Procyon graphics. Give 'em a go! Hope everything comes out okay!

EDIT: Their backstory is that the Procyon were all but wiped out by the Progenitors, who viewed their species as a virulent plague upon the galaxy due to their exceptionally rapid growth and penchant for turning basically any planet they land on into a copy of their homeworld. This faction comprises the last remnants of their race arriving on Planet with the hope for a new start.
« Last Edit: July 28, 2013, 12:13:26 AM by Sigma »

Offline Green1

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #34 on: July 28, 2013, 12:55:39 AM »
I will put one human faction out and put these "things" in.

Even the oceans will be unsafe for Morgan's business plans.

Offline JarlWolf

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #35 on: July 28, 2013, 05:08:12 AM »
Hmm. If you want to boost Exterminatus you should keep the -5 Planet (because if there is huge demon boils going around their base it also makes attacking them terrifying as you have to go through the native life)
and if you make their PSI a little stronger (They are conditioned to fight against Planet as its their mission) they can kill lots of those worms and get HUGE amounts of energy from the planet husks: Meaning that their research will be insane.
Liking the Procyon, they remind me of a sort of Starfish Alien sort of thing where they are an amoeba but 100 times larger.


"The chains of slavery are not eternal."

Offline Sigma

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #36 on: July 29, 2013, 04:43:14 PM »
Liking the Procyon, they remind me of a sort of Starfish Alien sort of thing where they are an amoeba but 100 times larger.
Yeah, the leader pic comes from the 4X game Endless Space. I'm really interested to see how they fair in this game. I don't usually like putting aliens in my games because I like the ideological purity of the human factions, but the Procyon also have a purity to them, in that their only goal is the survival of their species.

Offline Green1

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #37 on: July 29, 2013, 07:46:48 PM »


Liking the Procyon, they remind me of a sort of Starfish Alien sort of thing where they are an amoeba but 100 times larger.
Yeah, the leader pic comes from the 4X game Endless Space. I'm really interested to see how they fair in this game. I don't usually like putting aliens in my games because I like the ideological purity of the human factions, but the Procyon also have a purity to them, in that their only goal is the survival of their species.

So far in tests, they do well even on low sea level maps.

However, Antimind has IoDs that can give them issues.

The real biggie is they seem to go for a lot of projects in all the tests. Maybe this is because being on the sea, they are under a lot less pressure than the land based aliens.

The again, I have not played any games to completion. I just play maybe 100 turns then turn on scenario to see how the AI is doing.

Offline Sigma

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #38 on: July 29, 2013, 08:16:58 PM »
Do their Deep Pressure Hulls have any affect on gameplay? I kinda thought it would add a neat bit of flavor but I wonder if it would have any real strategic impact.

Offline Green1

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #39 on: July 29, 2013, 08:19:42 PM »
Do their Deep Pressure Hulls have any affect on gameplay? I kinda thought it would add a neat bit of flavor but I wonder if it would have any real strategic impact.

For the player, yes.

But, the AI sees underwater units. So, vs AIs, it is not as useful.

Offline Sigma

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #40 on: July 29, 2013, 08:23:07 PM »
Do their Deep Pressure Hulls have any affect on gameplay? I kinda thought it would add a neat bit of flavor but I wonder if it would have any real strategic impact.

For the player, yes.

But, the AI sees underwater units. So, vs AIs, it is not as useful.
Haha that's pretty awesome them for you to be playing against them. Is that a bug or some kind of dumb design decision?

Offline Green1

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #41 on: July 29, 2013, 09:21:24 PM »
Do their Deep Pressure Hulls have any affect on gameplay? I kinda thought it would add a neat bit of flavor but I wonder if it would have any real strategic impact.

For the player, yes.

But, the AI sees underwater units. So, vs AIs, it is not as useful.
Haha that's pretty awesome them for you to be playing against them. Is that a bug or some kind of dumb design decision?

The way I was told, Alpha Centauri was made back in the days when AI knew where all units were. The CPUs unlike nowadays were not powerful enough to use the same patterns humans use to make decisions on what they can or can not see. Remember: AC still uses 256 color mode and had to cope with P3s and P2s. Otherwise, it would not have sold as many copies. Computers were VERY expensive back then.

Offline ete

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #42 on: August 25, 2013, 07:40:10 PM »
Sigma: The Procyon datalinks claims impunity to Democratic, but the text file does not have it. You're at the 8 bonus limit, which one should be dropped?

http://alphacentauri2.info/wiki/Procyon_Consortium added it

Offline ete

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #43 on: August 25, 2013, 09:11:16 PM »
Also fixed a little bug which had them labeled as Hive.

Offline Sigma

Re: AAR5 -(Morgan) Aliens Aren't Good for Profit (late August/September)
« Reply #44 on: August 26, 2013, 12:46:34 AM »
Sigma: The Procyon datalinks claims impunity to Democratic, but the text file does not have it. You're at the 8 bonus limit, which one should be dropped?

http://alphacentauri2.info/wiki/Procyon_Consortium added it
There's an eight bonus limit? Does that mean SMAX will only recognize 8 bonuses, or the wiki will only show 8?

 

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