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Is your list publishable? I mean in a form, that you could post it, or attach as txt file.
Reorganize RULES variables.----Add "nearest base ecodamage to prevent worm capture" variable. Rather than flat cap, have as roll out of set variable.Spore launchers/artillery fighting.Retool changed to 10 categories.Sixth drone rules flag (Lal's talents multiplied by psych multipliers.)Options re. creche effect on homed-unit morale penalties. (Halve round down, halve round up, no effect.)Make "attack along road" work properly.----More crawler stuff: Base-to-base crawler amountBase-to-base comes off the top (confirm bug)Base-to-base checked at beginning of turn before actual base effects (confirm bug)Max crawlers benefitting a base by population (numerator/denominator are bytes; denominator 0 means no maximum)Base-to-base convoy efficiency factor (flag). With positive EFFIC, first EFFIC/(4+EFFIC) of base's production is exempt, and beyond that applies penalty equal to ((EFFIC+4)/8)*{portion over exemption spent}^2; penalty counts as part of amount spent, and portion is taken out of total (including exemption.) Equivalently, portion is taken out of not-exempt amount, and penalty is equal to 2/(EFFIC+4)*{portion of over-exemption spent}^2. (Express this way.) If EFFIC is negative, total output is multiplied by (EFFIC+4)/4, and then same penalty as before (first form, no exemption). Equivalently, first subtract penalty of {portion spent}^2/2, and then multiply by (EFFIC+4)/4. So end up expressing as: -Penalty of {portion spent^2}/2. -If positive EFFIC, get exemption of EFFIC/(4+EFFIC); calculate portion spent out of remainder. Also divides penalty by (EFFIC+4)/4. -If negative EFFIC, after subtracting penalty multiply by (EFFIC+4)/4.Convoys can't help build projects (flag)(Also add room for alternate convoy system, before max crawlers benefitting base)----SE changing cost proportional to total population.Pop cost to convoys, pop cost to pods (1 nibble each)GROWTH to pop boom, GROWTH granted by cloning vats (nibble/nibble)Alternate resonance rules (if cost below psi, use value or psi, whichever is worse; if above, use whichever is better. Res vs. res of same category always resolves as psi.)----New resource flags: mine bonus (but not base increase with rocky) doubled w/ maglev, condenser does not replace mine/solar/mirror/etc, monolith counts as fungus if better.Improved resource control:landmarks,Aqua/Therm/Subsea,Tree Farm,Hybrid Forest,CentPres(w/ Voice built), Temple(w/ Voice built),CentPres(w/ Voice owned),Temple(w/ Voice owned),Manifold Harmonics (5 entries, for +0/+1/+2/+3/+4), base solar.VoP effect on ecodamage: Multiplier/divisor to base chance, by status with owner of VoP (self/pact/treaty/truce/vendetta/destroyed). 2 bytes each (add new function for BYTE/BYTE), so 3 dwords total. Prob threshold for actual pop: Constant, plus numerator/denominator times ecodamage chance plus constant times PLANET. (Uses same roll; can give higher chance of pop than ecodamage.) Does not affect global warming. 4 bytes=1 dword. Prob threshold for worms. Can have worms without ecodamage; cannot have worms without pop. As before; 1 dword. Base number of blooms per turn. Modified by MAPROOT. Bloom does not affect warming or produce worms, occurs in random spot (if base or fungus, cancel. Same notification rules as forest spreading.) 1 byte.----Probe team flags (infiltration costs energy, techsteal costs energy, can subvert multiple units, subverting units in bases like subverting units); cost for infiltration/techsteal is target_energy*distance_to_HQ/32.Infiltration duration; if not infinite (-1), Empath Guild doubles duration as well as creating infiltration on completion.Spaceport.Base population cap.Difficulty effects (splitting and aggressiveness cap).{1.5 not before here}----Alternate convoy system (actually carries); alphax value is max cargo at reactor 1; 0 means standard system. Also uses max unload speed as word in same place as max crawlers benefitting base.----Scenario graphics bugNew rules for aliens and VoP and ascension/ecodamage.
I do not remember, if extending limit of number of techs was already discussed? We have 89 techs, can we have more slots?
What about adding rules that apply a bonus to weapons or armor with regards to their offensemodes and defensemodes? You can see what I am talking about by searching in the alpha or alphax file for OFFENSEMODES or DEFENSEMODES.
As I noticed, infantry bonus against bases is "attached" to number of unit move points not its chassis. In a mod I changed infantry move points and the bonus was lost.So an additional change may be this:- make infantry vs. base bonus dependent on chassis type
You mean the number? Probably a poor idea; while it would allow it to be given to a different number of moves, it would also mean you couldn't have two infantry chassis that both get the bonus.What might make sense for a future option, though, would be to have it go by whichever chassis has the fewest movement points, even if that's more than 1.
Yes, that's true. How about a parameter of move points, that give that bonus? Some time ago I was thinking of chassis having 0 move points. They would be platforms without their own engines.In this case you would avoid a case when only such 0-move point platform would get it.
This would give the original behavior of ^2, but I could do a cubic function by going 300/100, or a flatter curve could be generated with a numerator <200. Of all the possible ways to bend the arch of the whole late-game this is by far the most powerful one and should be a fairly simple one to implement as it just needs to replace one line of code in which Cost = TechCount * TechCount is replaced with Cost = math.pow(TechCount, (TechNumerator / TechDenominator))