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Why if you set it to 1,9,17,25 did you decide to cap weapon cost at 4? This makes, among other things, Colony Pods and Crawlers cost 2 rows, which, as you can imagine, adds some balance problems...
I've tried a bunch of games at 20 minerals per pod and 20 per former, and I feel it actually makes for a better game. Takes some RNG out of losing a pod or former early. Though admittedly it speeds everyone up, it also makes nutrients/energy more important relative to minerals. Such that farm+solar is more tempting pre-tree farm.
Yea pods at 30 is fine also. The only early facility I mod down right now is HT's maintenance to 2. Once you get base sizes up to 7 or so the early facilites get a lot stronger. Especially with commerce and/or +2 ECON.Something else I was working on relating to unit costs. The default native life costs are very high and make Gaia/Cult green strategies not that viable.
It's very hard to outmanoeuvre enemies with them in the later game when there's less fungus.
Yea defensively fungus helps a lot for a Green strategy. Offensively, by mid game all enemies will have cleaned up most fungus. You won't get to place any fungus offensively until Fungal Missiles which is very late.
I still say native life is over-costed by default. If you're talking later game, it's definitely over-costed. PSI units can move much faster and cost half as much. With cost mode 1 for example, you can get a hovertank or gravship ?/1/*4 for 50. Gravship moves 8 (and more if you keep in the reactor based additions) vs Locusts at only speed 6. ?/1/*4 infantry only cost 30. Whereas MWs cost 50 by default and Locusts 100! Also non-native units can get modifiers whereas native life cannot. Native life does have the advantage of being able to run low MORALE. But it does require Native life facilities which run expensive too. Overall it's just not that mobile aside from in Fungus. Since PLANET only works offensively that lack of mobility really hurts it (you're likely to get hit first - hence why the mentioned non-native units can run 1 defense and be okay)
Note I have been playing with Green modded to -3 IND so it's a huge cut to what you can produce for non-native military.
Yea if you play with cheaper move:2 formers, it's possible to lay down fungus ahead. Still very difficult overall due to Fungus plant speed and the game being favored to offence.
I thought it might be fun if Spore Launcher could have a chance of putting down fungus on bombard, although this would likely be too powerful without a cost increase.