Author Topic: Questions to modders, what would you like?  (Read 9857 times)

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Offline kyrub

Re: Questions to modders, what would you like?
« Reply #15 on: May 02, 2014, 10:16:57 AM »
[bug/exploit] I'd like to have removed sensor array when a city is built. See this discussion:  http://www.civgaming.net/forums/showthread.php?t=7619
[useless] Cloaked ability has no real meaning.
[useless] Could Repair bay have some extra meaning? Some defense meaning perhaps, like an intrinsic +50% AAA, making it really worthwile on carriers? Or counting them like a sensor array?
[useless] [toHelpAI] Could bunkers act as minefields? I saw a guy on 'poly suggesting that. a) They should be invisible b) Upon entering the field, your stack stops c) Stack receives heavy arti damage, with capacity to kill units (unlike normal arti). d) minefield flag is removed from the square. e) should probably work only on normal enemy units, not worms. --- this is quite complex, I know.
[useless] Submarines could have bigger roles in combat, either äcting as spotters (sensor array), or being immune to air attacks on the whole.

[toHelpAI] Heavy transport optionnally +100%.
[toHelpAI] Encryption on defenders to halve chance of probe success.

[flavourAI] Escaped leaders in pod to restart on water (gives them some extra lore and space to redevelop).

Offline Yitzi

Re: Questions to modders, what would you like?
« Reply #16 on: May 02, 2014, 12:37:32 PM »
[bug/exploit] I'd like to have removed sensor array when a city is built. See this discussion:  http://www.civgaming.net/forums/showthread.php?t=7619


Not a top priority, but seems a good idea for sometime (either automatic if it's a bug, or else an option).

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[useless] Cloaked ability has no real meaning.


I believe it does in MP games.  To make AI not cheat and ignore it is your department.

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[useless] Could Repair bay have some extra meaning? Some defense meaning perhaps, like an intrinsic +50% AAA, making it really worthwile on carriers? Or counting them like a sensor array?


It could be done as an option, but is likely to be very low priority.  Simply boosting AAA so that air units actually take damage when attacking may be a better way to buff it on carriers.

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[useless] [toHelpAI] Could bunkers act as minefields? I saw a guy on 'poly suggesting that. a) They should be invisible b) Upon entering the field, your stack stops c) Stack receives heavy arti damage, with capacity to kill units (unlike normal arti). d) minefield flag is removed from the square. e) should probably work only on normal enemy units, not worms. --- this is quite complex, I know.


Could be done, but also fairly low priority.  Also, I'm not so sure bunkers are that useless; modify the tech tree to make defensive tech more appealing, and they should be useful for holding choke points.

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[useless] Submarines could have bigger roles in combat, either äcting as spotters (sensor array), or being immune to air attacks on the whole.


This is the same as cloaking.

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[toHelpAI] Heavy transport optionnally +100%.


Not a bad idea, but not high priority.

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[toHelpAI] Encryption on defenders to halve chance of probe success.


Could be done, but I don't really think it should.  Simply lowering probe team morale should help with making probing AI harder; any more should probably be done by teaching the AI the value of infantry probes, and that's your department.

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[flavourAI] Escaped leaders in pod to restart on water (gives them some extra lore and space to redevelop).


It'd also give them horrible resources; I don't think it's a good idea.

Offline ete

Re: Questions to modders, what would you like?
« Reply #17 on: May 02, 2014, 03:18:53 PM »
Sensor city is a weird one. It's very likely a bug, but also one which MP guys use a lot. imo it should be at least disabled by default if not removed entirely, but it'd be good to have some MP feedback first. And I'd suggest it be at least a bit of a priority since it has a moderate impact on MP games.

Offline Sigma

Re: Questions to modders, what would you like?
« Reply #18 on: May 02, 2014, 03:21:49 PM »
[useless] Submarines could have bigger roles in combat, either äcting as spotters (sensor array), or being immune to air attacks on the whole.
This one would actually be really interesting, albeit potentially game breaking, which means it would fit better into a revamped Warfare mod rather than a general purpose mod. But it would be a good balance to the ubiquity of air combat.

Offline ete

Re: Questions to modders, what would you like?
« Reply #19 on: May 02, 2014, 03:39:06 PM »
Having it as an available modding option is a pre-requisite for a revamped warfare mod. And yea, would be an interesting way to nerf air.. though you don't want cloaked units being able to shield stacks.

Offline Nexii

Re: Questions to modders, what would you like?
« Reply #20 on: May 02, 2014, 03:42:08 PM »
Why would submarines be immune to air?  If anything, air is the counter to submarines.  It's probably more the standard foils/cruisers that need more anti air - to be able to protect transports and such.

Offline Sigma

Re: Questions to modders, what would you like?
« Reply #21 on: May 02, 2014, 03:47:33 PM »
Why would submarines be immune to air?  If anything, air is the counter to submarines.  It's probably more the standard foils/cruisers that need more anti air - to be able to protect transports and such.
At a far enough depth, assuming the aircraft could spot the submarine (which would happen regardless thanks to the fact that non-Pact units can't move into the same square), there'd be no way for the jet to actually attack the sub unless it had specialized weaponry.

The way to counter balance this would be for subs to only have this effect in Ocean squares, not Shelf squares.

Perhaps a compromise would be for Subs to have a combat boost in Ocean squares, similar to Infantry in Rocks or Rovers in Open. Which would probably be easier to implement anyway.

Offline kyrub

Re: Questions to modders, what would you like?
« Reply #22 on: May 02, 2014, 09:12:16 PM »
Thematically: I am not into military, but aircrafts without proper weapons cannot attack submarines, right?

The fonctional idea was to make water important even during the air wars. I know that water can be made more important by delaying air force in the tech tree, which still does not do the trick, since you compete either in water, or in the air, but not on both fronts, which would make war more interesting.
Anyway, this is not a key request, just an idea. Bonus in deep sea squares is less cool, I'd pass on it.

Offline Yitzi

Re: Questions to modders, what would you like?
« Reply #23 on: May 02, 2014, 09:21:37 PM »
Thematically: I am not into military, but aircrafts without proper weapons cannot attack submarines, right?

The fonctional idea was to make water important even during the air wars.

Once you have submarines, it's already important, as then you can base interceptors on submarines (assuming they also have carrier deck)...and we all know that the most effective interceptor is the one your opponent doesn't know the location of.

Offline Nexii

Re: Questions to modders, what would you like?
« Reply #24 on: May 02, 2014, 10:15:06 PM »
Militarily aircraft are a counter to submarines - usually spotting them & destroying with depth charges or torpedoes.  Hard to say if most weapons beyond Missile would be able to do this, but I'll say yes since they're all more powerful.  Submarines should function more like air - good for picking off solo transports or capital ships.  But on the downside more weak defensively.  Similar to how air is good at picking off units without AAA.  Would say that perhaps air and water sensors should be able to see subs.  I haven't tested them much though to be honest, since subs come fairly late in the tech tree.

I tend to mod armor to be cheaper, which helps balance sea a bit as there is no terrain to hide in for sea units.  Another way to make sea more relevant is to allow artillery to bombard 99% of HP of units in city/bunker.  Also I give foil chassis a 2x cost multiplier, and cruiser 1.5x cost, compared to 2x cost for all air.  This makes it so air has a window where it beats sea, but later on sea can more cost effectively counter.

Offline gwillybj

Re: Questions to modders, what would you like?
« Reply #25 on: June 13, 2014, 10:55:30 AM »
I was looking yesterday for a line that would let me make the cost to enter fungus 4mp, but there isn't one :(
Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying. ― Arthur C. Clarke
I am on a mission to see how much coffee it takes to actually achieve time travel. :wave:

Offline Yitzi

Re: Questions to modders, what would you like?
« Reply #26 on: June 13, 2014, 11:01:17 AM »
Militarily aircraft are a counter to submarines - usually spotting them & destroying with depth charges or torpedoes.  Hard to say if most weapons beyond Missile would be able to do this, but I'll say yes since they're all more powerful.  Submarines should function more like air - good for picking off solo transports or capital ships.  But on the downside more weak defensively.

Best way to do that is probably to key the cost of deep-pressure hull to armor cost, though that would make it free on armor-1 ships...

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Would say that perhaps air and water sensors should be able to see subs.

Can land sensors see them?  And that probably would be doable, though not such a high priority.

I was looking yesterday for a line that would let me make the cost to enter fungus 4mp, but there isn't one :(

Land fungus or sea fungus?  Because there's a good reason that land fungus is a chance to fail straight-out rather than just taking a number of mp; for sea it could be done at some point.

Offline gwillybj

Re: Questions to modders, what would you like?
« Reply #27 on: June 13, 2014, 02:10:14 PM »
I was looking yesterday for a line that would let me make the cost to enter fungus 4mp, but there isn't one :(
Land fungus or sea fungus?  Because there's a good reason that land fungus is a chance to fail straight-out rather than just taking a number of mp; for sea it could be done at some point.
I was looking for land fungus, but if it's more complicated than a simple mp cost, it's of course fine the way it is. Sea fungus I'm not really that concerned about.
Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying. ― Arthur C. Clarke
I am on a mission to see how much coffee it takes to actually achieve time travel. :wave:

Offline Yitzi

Re: Questions to modders, what would you like?
« Reply #28 on: June 13, 2014, 03:13:15 PM »
I was looking for land fungus, but if it's more complicated than a simple mp cost, it's of course fine the way it is.

If it were a simple mp cost, non-elite infantry would be unaffected (since if there isn't enough mp left, but is at least 1 and isn't into fungus, the move will succeed), which we don't really want.  So instead, it (except when it counts as roads or there's a road on the square) costs all remaining mp, and additionally has a failure chance.

Offline Linamints

Re: Questions to modders, what would you like?
« Reply #29 on: July 23, 2014, 09:56:36 PM »
I'd like to see customizeable reactors.
I was so excited when I saw tachyon particles mentioned in the game but later found no technology or reactors every really used it.

I've loved the idea of making a tachyon reactor for new units.

 

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