Author Topic: Alternate original seven faction mod  (Read 159273 times)

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Offline Buster's Uncle

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Re: Alternate original seven faction mod
« Reply #870 on: December 13, 2013, 10:08:18 PM »
Good work on the perspective.

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Re: Alternate original seven faction mod
« Reply #871 on: December 16, 2013, 01:43:57 AM »
I might say, nudge the rear two bases a bit closer together, so it's an equilateral triangle of buildings. :)

Offline Dio

Re: Alternate original seven faction mod
« Reply #872 on: December 16, 2013, 04:37:25 AM »
Here is an updated version of the university base. I made all the structures slightly different in height and placed the tallest structure in front and the shortest on the right.

Offline Dio

Re: Alternate original seven faction mod
« Reply #873 on: December 16, 2013, 05:55:29 AM »
Here is a almost finished design of a university base.

Offline Dio

Re: Alternate original seven faction mod
« Reply #874 on: December 17, 2013, 01:02:49 AM »
I think this is closer to what I had originally envisioned for the keeper base.

Offline Dio

Re: Alternate original seven faction mod
« Reply #875 on: December 17, 2013, 10:34:20 PM »
Any suggestions for improvements or comments on this base in regards to its design (except for color which I will work on later)? Do you like the overall design of it?

Offline Geo

Re: Alternate original seven faction mod
« Reply #876 on: December 18, 2013, 07:07:06 PM »
Looking forward to see it properly colored so I can better see what all those secondary structures are. :D

Offline BFG

Re: Alternate original seven faction mod
« Reply #877 on: December 25, 2013, 04:28:07 AM »
Wow, looks great.  I know I'm jumping ahead (or, perhaps, behind...as it's possible this was addressed somewhere in the past 59 pages already), but has anyone done any work on either of the following -

(1) Adding additional base levels - either additional population sizes, or additional defensive tiers.
(2) New unit graphics

I'm simply curious if either is even possible.

Offline JarlWolf

Re: Alternate original seven faction mod
« Reply #878 on: December 27, 2013, 01:21:58 AM »
You mean going up an entire new tier, like adding new ones?

I'm not exactly sure. Graphically it wouldn't be too hard to make... but coding wise would be entirely different.



"The chains of slavery are not eternal."

Offline BFG

Re: Alternate original seven faction mod
« Reply #879 on: December 27, 2013, 01:48:30 AM »
Yep, I do mean creating entirely new levels - if I remember correctly, there are 3 defensive tiers and 4 (or 5?) population tiers, along with the land/submerged tier.  At a minimum I'd love to see more population tiers be possible to increase base variability but also have some new ideas for base defenses and automated passive offense that might be interesting.

Offline JarlWolf

Re: Alternate original seven faction mod
« Reply #880 on: December 27, 2013, 05:22:03 AM »
Well graphically it wouldn't be too much a problem (at least for someone like me): You'd just have to create a new sprite for that.

However, I am not sure the other bits are possible, as a new defencive level would require a new tech or something similar, and there is a limit to how many technologies you can have in the game.

I also believe there may be a population cap for your cities as well: Once it hits a certain population it's done. I'm not too sure though, been a while since I've got that high of population in my cities.

I would state just on my knowledge alone that coding for larger cities is possible, but might be a bit difficult. As for new defencive tiers, it's probably possible, just the question is, is it really worth the pain and trouble to add something like that when there is already high tier defences available?

As stated graphics wise, no problem. People design new sprites all the time, and if you've seen some of my custom factions I vary the defencive structures a fair bit.

But again, the problem would lie in coding. I'd talk to Yitzi or the other coding experts amongst our forum.


"The chains of slavery are not eternal."

Offline JarlWolf

Re: Alternate original seven faction mod
« Reply #881 on: April 06, 2014, 05:26:04 PM »
Bumping for interest... others will want to read- new post, new activity.


"The chains of slavery are not eternal."

Offline Dio

Re: Alternate original seven faction mod
« Reply #882 on: April 06, 2014, 05:34:35 PM »
The factions for the "Santiago AAR" are as follows:

Conclave:
^+1 GROWTH: {Willingly accepts most converts to their faith}
^+2 SUPPORT: {Followers eagerly defend their beliefs}
^-1 RESEARCH:  {Followers are suspicious of secular science}
^-1 POLICE: {Believes in certain ethical and moral standards of behavior}
^Faction is immune to negative Social SUPPORT effects: {Religious Hierarchy is always supportive}
^Bases and units are immune to enemy subversion: {Followers are impossible to re-brain wash.}
^+25% bonus when attacking: {Due to strength of convictions.}
^-1 Labs at each base: {Laboratories come after religious functions}
^{Can not use the Knowledge Value in social engineering.}

Gaians:
^+1 PLANET: {Wants to preserve and understand native life}
^-1 SUPPORT: {Followers are suspicious of large military deployments}
^Free Biology Lab at each base: {In-depth research of Planet's life}
^+1 Nutrient production in Fungus: {Extensive study of Planet's life allows extra yields from Xeno-Fungus}
^-1 Mineral Production in Fungus: {Does not want to spoil natural beauty of planet}
^+25% during PSI Combat: {Deep emotional connection with Planetary Mind}
^Terraforming costs for raising or lowering land are halved: {Exprience with terraforming projects}
^-2 Morale for ALL units: (Pacifist tendiencies)
^{Can not use the Free Market Economics in social engineering.}

Labyrinth:
^+1 INDUSTRY: (Brutal Serfdom)
^+1 POLICE: (Extensive Government Monitoring of Populace)
^-2 ECONOMY: (Few Economic Freedoms)
^Immune to the negative social effects of running Police State: (Preferred Form of Governance)
^Double the negative social effects for running Fundamentalist: (Runs against the faction's agenda)
^Immune to Negative Morale Modifiers: (Troops are always kept ready for war)
^Hurrying costs reduced by 25%: (Can readily call for additional labor to hurry production)
^Techcosts increased by 25%: (Isolationist policies reduce exchange of information and techniques)
^{Can not use Democratic Politics in social engineering.}

Keepers:
^+1 TALENT at each base plus an additional talent for every 3 Population: (Attracts Intellectual Elite)
^-1 MORALE: (Prefers diplomatic solutions over open war)
^Double the votes in elections for Planetary Governer and Supreme Leader: (Extremely charismatic)
^+1 Mineral Production in Fungus: (Practices controlled mining of fungus resources)
^-1 Energy Production in Fungus: (Tries to strike a balance on Planet)
^Hab Population Limits relaxed by 2: (Followers live austerely and harmoniously)
^Automatically discovers any Tech known by at least three other factions: (Stems from his Planetary Government)
^-3% Interest on his energy reserves each year: (Bureaucratic Wastefulness)
^{Can not use the Thought Control Future Society in social engineering.}

Morgans:
^+1 ECONOMY:  {Is a Corporate Conglomerate}
^-1 EFFIC: {Corporate wastefulness and inefficency}
^Has halved negative social effects from POLICE: {Extensive policing of the factions' economic system}
^-1 Nutrient production in Fungus: {Uninterested in studying native life}
^+1 Commerce: {Economic climate conductive to trade}
^+100 Energy Credits at the start of a new game: {Has extensive assets}
^Gets 3% interest on his energy credit reserves per year: {Intelligent and productive investments}
^Hab population restrictions tightened by 3: {Creature comforts at a premium}
^{Can not use Planned Economics in social engineering.}

Archons:
^+1 RESEARCH: {Brilliant research}
^+1 EFFICENCY: {Runs faction through application of logic}
^-1 PLANET: {Does not care about the Planet except to study it}
^-1 PROBE: {Academic networks prone to infilitration}
^Gets two free tech picks at the start of a game: {Downloaded files from the Unity before Planetfall}
^Tech Costs reduced by 25%: {Extensive collabration between researchers}
^+3 Labs at each base: {Excellent Laboratory Facilities}
^Additional drone at a base for every three population: {Lack of Ethics}
^[Can not use Fundamentalist politics in social engineering.]

Offline ete

Re: Alternate original seven faction mod
« Reply #883 on: April 27, 2014, 11:41:38 PM »
Popping over to give my thoughts on balance stuff since I just suggested these be used to replace SMAX factions in the SMAC in SMAX project :) Assuming you're aiming for good balance with the original seven here:

Quote
Conclave:
^+2 SUPPORT: {Followers eagerly defend their beliefs}
^+1 GROWTH: {Willingly accepts most converts to their faith}
^-1 RESEARCH:  {Followers are suspicious of secular science}
^-1 POLICE: {Believes in certain ethical and moral standards of behavior}
^Faction is immune to negative Social SUPPORT effects: {Religious Hierarchy is always supportive}
^Bases and units are immune to enemy subversion: {Followers are impossible to re-brain wash.}
^+25% bonus when attacking: {Due to strength of convictions.}
^-1 Labs at each base: {Laboratories come after religious functions}
^{Can not use the Knowledge Value in social engineering.}
Pretty similar to standard, but better in virtually every way. Same support bonus, Growth beats Probe any day, -1 Police does very little. Immunity to support does nothing in normal games due to +2 Support. -1 Research and -1 labs per base does give them an even more crippling tech start, but once you get out of earlygame it's a less harsh penalty than -2 Research. Overall.. a lot better than original mid-late, but probably similar early on. Probably okay, but I'd consider doing -2 Police or something to give a more significant penalty.


Quote
Gaians:
^+1 PLANET: {Wants to preserve and understand native life}
^-1 SUPPORT: {Followers are suspicious of large military deployments}
^Free Biology Lab at each base: {In-depth research of Planet's life}
^+1 Nutrient production in Fungus: {Extensive study of Planet's life allows extra yields from Xeno-Fungus}
^-1 Mineral Production in Fungus: {Does not want to spoil natural beauty of planet}
^+25% during PSI Combat: {Deep emotional connection with Planetary Mind}
^Terraforming costs for raising or lowering land are halved: {Exprience with terraforming projects}
^-2 Morale for ALL units: (Pacifist tendiencies)
^{Can not use the Free Market Economics in social engineering.}
hmm.. fairly different from standard, adding free bio labs from the start is a big deal, as is that +25% Psi, and the two potentially work together well... but you've really crippled them in other ways. -1 support with -2 morale is nasty, will make it really hard to field even a passable non-native army. I *think* the native focus will pay off once they get Green, and the worm rush will stop them falling apart at the start, but overall seems a bit weak. Consider giving them something to help them a bit, like turning +1 fungnuts to +2? Not sure if they need it, but maybe worth trying.

Quote
Labyrinth:
^+1 INDUSTRY: (Brutal Serfdom)
^+1 POLICE: (Extensive Government Monitoring of Populace)
^-2 ECONOMY: (Few Economic Freedoms)
^Immune to the negative social effects of running Police State: (Preferred Form of Governance)
^Double the negative social effects for running Fundamentalist: (Runs against the faction's agenda)
^Immune to Negative Morale Modifiers: (Troops are always kept ready for war)
^Hurrying costs reduced by 25%: (Can readily call for additional labor to hurry production)
^Techcosts increased by 25%: (Isolationist policies reduce exchange of information and techniques)
^{Can not use Democratic Politics in social engineering.}
Hive who will love wealth, okay. I like the changes here, I think, except from making Planned not so good. They'll have horrible research until they get wealth, at which point they get a lot better. Loss of growth and PDs hurts, but good ind+hurry bonus is really cool. If they have someone to probe early on they could be overpowered easily.

Quote
Keepers:
^+1 TALENT at each base plus an additional talent for every 3 Population: (Attracts Intellectual Elite)
^-1 MORALE: (Prefers diplomatic solutions over open war)
^Double the votes in elections for Planetary Governer and Supreme Leader: (Extremely charismatic)
^+1 Mineral Production in Fungus: (Practices controlled mining of fungus resources)
^-1 Energy Production in Fungus: (Tries to strike a balance on Planet)
^Hab Population Limits relaxed by 2: (Followers live austerely and harmoniously)
^Automatically discovers any Tech known by at least three other factions: (Stems from his Planetary Government)
^-3% Interest on his energy reserves each year: (Bureaucratic Wastefulness)
^{Can not use the Thought Control Future Society in social engineering.}
No groundbreaking changes, - interest is annoying but can be worked around by spending constantly. Probably a bit weaker than original due to Morale, especially early on, but also won't fall too far behind in tech which helps make up for it.

Quote
Morgans:
^+1 ECONOMY:  {Is a Corporate Conglomerate}
^-1 EFFIC: {Corporate wastefulness and inefficency}
^Has halved negative social effects from POLICE: {Extensive policing of the factions' economic system}
^-1 Nutrient production in Fungus: {Uninterested in studying native life}
^+1 Commerce: {Economic climate conductive to trade}
^+100 Energy Credits at the start of a new game: {Has extensive assets}
^Gets 3% interest on his energy credit reserves per year: {Intelligent and productive investments}
^Hab population restrictions tightened by 3: {Creature comforts at a premium}
^{Can not use Planned Economics in social engineering.}
Strong. Really strong. Effic stings a little, but 3% interest+Econ+Commerce+being able to run FM super easily is a really huge deal. Maybe the AI would not play it right, but in human hands this thing should be crazy. Takes all the things that makes normal morgan arguably the best builder and adds two things which have amazing synergy with his bonuses, while only giving one mild penalty (and removing an existing penalty). Needs something more holding it back (I'd say larger effic problems, except that humans can just crawl to HQ) and/or important bonuses being toned down.

Quote
Archons:
^+1 RESEARCH: {Brilliant research}
^+1 EFFICENCY: {Runs faction through application of logic}
^-1 PLANET: {Does not care about the Planet except to study it}
^-1 PROBE: {Academic networks prone to infilitration}
^Gets two free tech picks at the start of a game: {Downloaded files from the Unity before Planetfall}
^Tech Costs reduced by 25%: {Extensive collabration between researchers}
^+3 Labs at each base: {Excellent Laboratory Facilities}
^Additional drone at a base for every three population: {Lack of Ethics}
^[Can not use Fundamentalist politics in social engineering.]
Downright amazing tech earlygame. And midgame, and all of it really. These guys have research turned up to 11. I doubt the -Planet and even larger will hold them back much in human hands (especially with probe now only -1), though the AI may struggle with drones. Likely needs some nerfing, maybe reduce that +3 labs and 25% techcost drop? Or up one of their disadvantages?

And you did not post current sparta?

First four seem pretty sound. Lots of bonuses makes it hard to tell very carefully what will end up working, but they seem well balanced enough that a few playthroughs and maybe a minor tweak should put them on the right level. My guess is Conclave and Labyrinth will want mild nerfs, and Gaia/keepers are okay as they are. The last two seem much stronger than the rest and originals, and would become insanely good builders if played well, with mostly overcomable (drone control facils to the max) or token penalties and huge, huge bonuses with excellent synergy.

Offline Nexii

Re: Alternate original seven faction mod
« Reply #884 on: April 28, 2014, 12:30:13 AM »
Hmm interesting remix.  Of those I would say Morgan is much stronger than the rest.  Gaians look rather weak.  Would have to play and test though. 

Are you trying to work in every available modifier to each faction (I assume as it looks this way)?

 

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