I have some solid opinions on endgame combat now.
Blink Displacers are pointless. Instead of the cost of equipping every offensive unit with that, you can just send an Algorithmically Enhanced probe team to destroy any Tachyon Field in your way. It's easy to make those teams Elite by this point in the game, just with a Covert Ops Center and a Command Center etc. They can specifically target a facility with an 88% success rate. 75% if there's been a lot of previous probe team action against the city. Losing 1 team is definitely an acceptable expense as probe teams don't cost all that much to make.
Now in the stock game, units are cheapened in cost by bigger reactors. So, one "might as well" put a Blink Displacer on a unit, because the costs aren't so bad. In your mod, adding a Cost 2 Ability to a unit makes it very expensive. So there's just not a reason to do it, it's a waste of time. If nothing else changes, then in accord with your "removing clutter" philosophy, you might as well get rid of this one as it's pointless.
I always thought it sounded too much like Dungeons & Dragons anyways. I think I'm fighting a 4-tentacled panther.
With weapons vs. armor in the endgame, a strength 28 String Disruptor can always smash through a Perimeter Defense and strength 16 Stasis armor. Assuming an infantry attack on the city, equally trained units, etc. Do you want weapons to have this advantage at the end? In my mod, both weapons and armor go to strength 30.
I believe the problem with Algorithmically Enhanced probe teams (as with any quite sophisticated tactics) is that computer won't use them en mass.
Speaking about reactors I considered two options. One is removing them altogether.
We can surely give it away for free at the beginning so everybody starts with Fusion.
This makes reactor problem more bearable. I don't want to dive into this for now. It is a huge work and I have other things to look at now.
I have realized that the lack of Fusion or higher reactors in the game, has consequences for the benefits of the Nethack Terminus. It provides Algorithmic Enhancement for probe teams with Fusion reactors or higher. Since there are none, it doesn't happen. I have also noticed that the AI does not seem to be smart enough to make an Algorithmically Enhanced probe team. Thus, the Hunter-Seeker Algorithm actually has value in practice late in the game.
QuoteSpeaking about reactors I considered two options. One is removing them altogether.
When literally performed, it leaves an unattractive black hole in the unit artwork. The units will still have the same strength anyways. Maybe they're even still called Fission units, I can't remember. Anyways there is no advantage to this.
The main "problem" with your costs, is that some kinds of units are completely pointless to buy, because they are way too expensive for what they offer. For instance, high caliber battleships. A single cheap Sealurk will destroy them, so Sealurks rule the waves. I have reverted to rail and infantry invasion tactics because those are clearly more cost effective than any other method.
I have found that the cost=4 Empath Song is nevertheless worth using, if the enemy's mindworms are too tough. A unit equipped with this is going to cost on the order of 40..60 minerals, but in the endgame that's ok as lots of cities will produce even more than that.
I found Soporific Gas Pods to be pretty much unaffordable and not worth having in the endgame. Blink Displacers are what I needed to crack open the unsabotageable Citizens' Defense Force. I really couldn't afford that + Gas, and Gas alone doesn't do didly squat against walled bases. Gas might be useful in the open, but I was facing an enemy that was raging with mindworms and spore launchers. It has no effect on those.
I never bothered with Dissociative Wave. I was usually attacking bases with infantry, so none of the special ability buffs were applicable against my attacking units. Similarly, mindworms don't have special abilities, and that's the main enemy I was facing in the open. DW could be useful for Penetrators, but aircraft in general are prohibitively expensive in this mod and not much used by anyone.
There is not such thing as absolutely "unaffordable".
This is how valuable Blink Displacer is. Of course, you don't need it when enemy cities are not protected with defense but when they are you do.
Maybe I should remove High Morale from the game. It is quite unusable. There are plenty of other ways to raise unit morale.
There is not such thing as absolutely "unaffordable".
Sure there is, when you would lose the game if you bought those units.
Concrete example: in my test game of your mod, I had to limit my factory output to prevent global catastrophe. The world already flooded with my limits on industry in place, due to other factions going nuts with relatively early factories. If I had added fuel to the fire, I would have gotten even more flooding, plus big mindworm stacks to fight off. It's not pretty when things get that bad, you can lose games that way, so my limitations on minerals output were there for a reason. There's only so many minerals my bases can output in the real world and not lose the game due to flooding and mindworms.
That was with highest PLANET rating I could muster at any time, to minimize damage. In 1.4 you also added -3 INDUSTRY penalty to Green, which I suffered through in the endgame. I took the tradeoff because I needed the +60% Psi offense to counteract the enemy's Neural Amplifier. The higher EFFIC also helped me make more money, although in practice, I didn't end up having anything to do with that money. Bases were far too expensive to subvert, and Cornering the Energy Market would have taken a million, not tens of thousands of credits.
With these strictures, I found that I could stomach units costing up to 150 minerals. I could get a 150 minerals unit done in 3 turns. I could use tactics, hold off Domai's offense, slowly make progress against his cities, and slowly gain a route to sabotaging his Ascent to Transcendence. 150 minerals per unit was realistically all I could afford, and I added some cheaper units into the mix, to do various jobs that didn't need as much production. For instance, suicidal scout hovertanks to destroy enemy Sensor Arrays.
Any units more expensive than 150, would have been suicide. I was fighting with only 9 bases and they didn't all have stellar high minerals production. Battleships and Needlejets were, generally speaking, suicidally expensive. 400 minerals for a String Distruptor Tactical, no thanks! You take such a thing out once, you kill 1 unit, it immediately gets killed by something cheaper. Now you are seriously losing the big battle of Attrition. You can't fight that way when you're not the industrial megapower of the game, it will lose you the game.
Fortunately these egregious costs gave the enemy pause as well. I don't remember ever seeing a well armed Cruiser in this game. They usually had pop cannons, which made it really easy to put a cheap Artillery piece on land and drive them off. I think I got attacked by a Needlejet maybe twice. Partly the enemy didn't have cities in range of my homeland, but partly they were too expensive to bother with compared to other things. The oceans were ruled by Sealurks, and the skies were not contested at all by anyone. You priced air combat mostly out of existence.
Why did I only have 9 bases? Because you made SPs cost so much that fighting those races crippled any other kind of empire growth. Domai got half of the SPs as is. And I had no idea that the Neural Amplifier would turn out to be the most strategically important race, that I lost. In fact, that I even conceded not realizing what the consequences would be.
If you say "just don't build something", well I say, how do I know this isn't going to seriously bite me in the ass for not having done it? So, I did as many as I could. Like, he got the Citizens Defense Force, probably way earlier than I could have done anything about. How was I supposed to know, that the unsabotageability of that, would have such a serious effect on the endgame?
Anyways the unit endgame came down to:
- String Disruptor Infantry: affordable, but will not penetrate a Perimeter Defense.
- Gas String Infantry: expensive, and won't penetrate a Perimeter Defense.
- Blink String Infantry: expensive, but will penetrate a Perimeter Defense.
- Gas Blink String Infantry: prohibitive. I only made 1 of these before thinking better of it.
and all of these don't do a good job against mindworms. There were almost always a few mindworms in the bases, which could cost me a few units. I found String Artillery to be effective against mindworms, it would seriously wound them in bases and almost kill them out in the open. But that's also an expensive unit, so I had a limited supply of them.
This combat made it clear to me why the concept of a Resonance weapon is actually useful. Defenders switch around to whatever is best for them, whether armor or Psi. Only a combination weapon that is adequate in both areas, and costs ok, provides a viable offense in that case. I noticed this when designing Empath units that merely had handguns. Instead of fighting the mindworm in the stack, I'm fighting the Recon Rover in the stack that only has 2 armor. So I made some variants that had a tougher main gun, although I honestly couldn't have killed much more than a Recon Rover with such guns. Too expensive to have Cost=4 Empath and a serious weapon.
I think the Resonance weapons in the stock game, are designed for circumstances that don't actually come up very much.
However, I consider sending hordes of probes an exploit based on low probe team cost.
Meanwhile, let's see how much minerals you need to destroy both perimeter and tachyon. With Algorithmic Enhancement versus highest security you need 4 teams for each = 8 teams total = 24 mineral rows.
My 1.5 strongest unarmored hovertank is 26 (don't remember about 1.4). So even with probe exploit double priced Blink Displacer hovertank makes sense!
Actually it is even better as Blink Displacer gives you certainty while probes not.
This makes things even cheaper comparing to probe team hordes. I don't understand why you complain.
:)
QuoteMeanwhile, let's see how much minerals you need to destroy both perimeter and tachyon. With Algorithmic Enhancement versus highest security you need 4 teams for each = 8 teams total = 24 mineral rows.
Um, no, where are you getting that? The odds for targeted assault on a facility are 75% success, even with previous probe team actions. Assuming Algorithmic Enhancement and an Elite team
Err, are you sure about this? Destroying perimeter is 75% for Elite AE
against +3 PROBE?
First 2 options are not good ideas. Might as well just remove probe teams from the game. 3rd idea isn't good with your draconian PROBE penalties, and commits you to a binary patch at any rate. 4th idea is within your power but be careful with game balance. 5th idea is to increase the cost of Algorithmic Enhancement, since it's obviously cake.
One would worry about the cost of the Nethack Terminus as well, since it grants AE to all Fusion reactor or higher probe teams. Not an issue in your mod because no such units exist.
Modding with a stock binary in mind is not an exercise in idealism.
And I don't agree that defensive structures should have special immunity to probe teams. That's just you saying you don't like probe teams. Take them out of the game entirely if you don't like them, see if others agree with your decision and play your mod anyways. I think the only thing I like about probe teams is tech stealing.
So it looks like BD should be more much more efficient earlier in the game and lose to probes later. What do you think?
So it looks like BD should be more much more efficient earlier in the game and lose to probes later. What do you think?
I think that bypassing a base's walls, is a game mechanic from Civ II. It was embodied in the Howitzer unit. Making a pile of rails and blasting the heck out of enemy cities attached by rail network, was standard drill in that game. However unlike SMAC, I don't think you could instantly complete rails on the same turn. I think you had to start working on the rail this year, then it would complete next year, if you put enough Engineers on the job. Typically you would cover those workers with a strong defensive unit, such as a Mechanized Infantry.
Bypassing defenses is a strictly late game mechanic and under no circumstances should be put earlier in the game. Otherwise you get into this ridiculous pointless game of buffs and debuffs, your walls don't matter neener neener neener! You just have to decide when the "late" game begins in your mod. I find myself pushing "late" game earlier and earlier. For instance, I am experimenting with putting orbital insertion warfare much earlier, but still "late" game.
Also bear in mind that when you grant capabilities that a human knows how to use, and the AI doesn't, you're just making the game easier for a human. That's not something SMAC needs.
After extensive endgame combat experience, I've decided the Blink Displacer is going into the "baby game" section of the tree, Threshold of Transcendence. It keeps company with The Telepathic Matrix and the Transcendii. These should never, ever be in a real game. Rather than completely remove them from the game, I leave them as toys for people to contemplate in the endgame, when they've already won.
There is no point in having a progression of weapons and armor, going all the way up to strength 30, being blown by bypassing base defenses. It's like children playing the game of insulting each other. "Whatever you say bounces right off of me and sticks back to you!" That's a direct quote from my childhood, 6 year olds literally say that kind of thing to each other.
Practically any thing breaks some other thing.
Due to that enormous number of technologies and stuff they allow it is impossible to pre-plan and direct your research toward specific improvement/feature.
Breaking previously existing strategy/feature is not that bad by itself. It is an evolution.
You already have a best strategy/feature so far.
You just need to see how much proportion you want to keep for them.
QuoteYou already have a best strategy/feature so far.
So I win in the era of Marines. I'm ok with that.
Practically any thing breaks some other thing.
A game is in the writing. The game provides time windows when various actions matter, then they cease to matter. In the limit, all actions cease to matter when you win the game. You are Done. An abstract objection that "things break anyways" isn't valid. A game is about controlling when these things break. Or it is not a game, it is a childhood facsimile of a game with no consequence.
I think I was pretty clear that all the Blink Displacer accomplishes, is ruining the backbone of weapon vs. armor ratio throughout the game, grossly favoring offense. Let's say BD comes at the the same time as a strength 16 gun. Now you don't even need the strength 20, 24, and 30 guns. Might as well forget that final part of the tech tree. I prefer to forget BD and put it at the end of the tech tree.
I'm sorry man, I don't follow your logic. BD gives proportional strength increase. So with or without it going from 16 to 24 or from 16+BD to 24+BD gives you exactly same proportional strength increase. Researching new weapon still brings same exactly value.
You said it yourself you don't like impenetrable trenches.
Actually, I have a strong suspicion designers introduced BD for the same exact reason: just to cope with too powerful tachyon! :)
QuoteActually, I have a strong suspicion designers introduced BD for the same exact reason: just to cope with too powerful tachyon! :)
Nope. It's this game's version of Civ II howitzers, which bypassed city walls. There wasn't any 2nd layer of walls in Civ II. Whenever you are wondering where a game mechanic came from, most of them came from Civ II. Howitzers came late game, exactly the same as Blink Displacers.
I didn't know Civ II walls were that strong, but we're not speaking different languages. I said debuffing city walls comes from Civ II. The unit that could do that was called the Howitzer. All that SMAC did is make that an ability you could throw at various units in the Workshop. Lots of things in SMAC can be a 'Howitzer'.
Debuffing a city wall wasn't invented in SMAC. It wasn't implemented because of overpowered Tachyon Fields. It exists because debuffing walls was an endgame mechanic in Civ II.
Combat in the real world is not weapon vs. armor. Combat is all factors combined. Base defenses are necessary to hold off assailants, armor alone won't do it. Thinking of things orthogonally and in a vacuum, is not a game design virtue. This game is about taking over cities. There are already abilities that debuff weapons vs. armor: Soporific Gas Pods, Dissociative Wave, Psi combat. Ground units escorted by a Needlejet escort are impossible to counterattack, unless you shoot down the plane. Offense doesn't need yet another thing seriously favoring it.
Something to note about your 1.4 is you had the strongest armor at strength 16, and the strongest weapon at strength 28. Yet I still needed either SA+PD+TF gone, or SA gone + BD, to kill defenders in a base. This is even with the +25% infantry attack bonus.
In my own mod, armor and weapons both max at 30. I don't really know what happens with a BD in the endgame in my own mod. I've always stomped the AIs. They do better but I am still ultimately a human being that plays better than they do. They've never had gratuitous flooding to protect them, nor excessive Secret Project costs to sap any other kind of development I might engage in.
I believe I changed SA back to +25%.
So you are saying even 16+25%(SA) is stronger than 28?
QuoteSo you are saying even 16+25%(SA) is stronger than 28?
Yep. In a base.
No, it was an infantry attack against the base. 28 to 25 isn't enough to ensure victory, you're going to lose units. Real world experience is you're going to need 2:1 odds to be sure of victory. Close to 1:1 often results in your death.
25, ; Combat % -> intrinsic base defense
25, ; Combat % -> Infantry vs. Base
Soporific Gas Pods, again if you don't like it, take it out of the game. I have all but taken Blink Displacers out of the game.Why do you need infantry vs. base to be negated? You can take those out of the game if you don't like the mechanic.Code: [Select]25, ; Combat % -> intrinsic base defense
Soporific Gas Pods, again if you don't like it, take it out of the game. I have all but taken Blink Displacers out of the game.
25, ; Combat % -> Infantry vs. Base
I used to make Gas Whatever units all the time. Lately I don't. I feel like it's just another gewgaw and I'm bored with it. I'd probably start using them if I was having trouble killing some enemy, but my games are often getting decided by more strategic factors anyways. As a default I feel like it's more "breadding", superfluous design, the disease of the game trying to convince me there's something important that has more play value, when it doesn't. It's very easy for me to diss Blink Displacers because it's exactly the same thing. Plus I got to see some late game consequences for how it affects things, which usually doesn't happen in my own test games.
This can be said about any feature in the game.
Like with Gas ability its non-native focus is a widest one among them as non-native units are majority. This is not the reason to disable it, though. Even if it is a most toyish toy of them all. Let it be. Some players may like it.
2, +1 Morale (+2 on defense)
Yes, I thought about the same. Not both things combined, though. It would effectively add 50% to defender in undefended base. Seems pretty harsh for me but still may be worth trying.
Otherwise, it would make no difference sending infantry or speeders against bases.
Pure attacker infantry is more than twice cheaper than speeder.
stronger base defense |
wimps vs worms |
a modest invasion |
I've decided in my mod, Soporific Gas Pods are out.
Now we need to distinguish human vs. AI and AI vs. human and AI vs. AI combinations.
What's up with choppers, man? With your weapon and armor equaled they don't present such a threat.
:)
I don't think small changes matters much. Player ability to knock out an opponent are enormous.
When one faction put all their efforts into conquest and their neighbor put 0% to defense - no amount of defensive bonuses saves them. I observed it quite often.
At hardest level they all have inherent +3 INDUSTRY and this allows them to build massive military at will.
QuoteWhat's up with choppers, man? With your weapon and armor equaled they don't present such a threat.
:)
I don't yet trust the tech in this tree. I think human players will find some way to design a unit that overcomes any defensive strictures I've put in place. I need to see playtesting evidence. If people howl about choppers being gone, then I'll have to think about what to do. But over the years I've mostly heard howling about how they're overpowered.
QuoteI don't think small changes matters much. Player ability to knock out an opponent are enormous.
Hasn't seemed enormous to me lately. Some combo of my mod and my personal play style.
I'm playing on Huge maps where factions don't necessarily even get into military contact for a long time. Such a setup implicitly prioritizes defense. It's defense in depth, like trying to conquer Russia.
QuoteAt hardest level they all have inherent +3 INDUSTRY and this allows them to build massive military at will.
But in the stock binary, they misuse all that material. They don't concentrate force, they just have it all wandering in the wilderness as some kind of scouting trip line. Human player zings up to a base, wipes it out, throws a ton of units out of SUPPORT. Eventually as more cities collapse this way, units just die for lack of SUPPORT.
With weapon-armor equalizing I cannot even imagine how much attack advantage you need to achieve that on top of Airspace Complex and AAA tracking which already quadruples defense.
I meant potentially deep resources. When one faction is very determined to throw everything at enemy they overcome the defense anyway.
With weapon-armor equalizing I cannot even imagine how much attack advantage you need to achieve that on top of Airspace Complex and AAA tracking which already quadruples defense.
AIs in the stock binary do not achieve that with regularity everywhere. Many cities have no AC. You will see AAA units but not necessarily piles up on piles of them. When a city is stacked full of units, it's usually not full of AAA units but something else.
QuoteI meant potentially deep resources. When one faction is very determined to throw everything at enemy they overcome the defense anyway.
When an AI tries to do that to a human, it often doesn't work. They will move in a big stack, and the human knows how to exploit that, wiping out vast quantities of AI units in 1 stroke. I've had some truly horrific waves of enemies thrown at me in the past, that I just weathered and shot a lot of 4-1-1 and 5-1-1 units at, until the AI wore itself out. Then finally moved up the road for the kill, after many years of waiting.
I did all that / tuned all that. Happy with the results. In my regime of expensive SPs, you really have to choose which of the big ones you're going to go for. At least by midgame, the AIs are going to get the others. If you survive and prosper in the late game you'll surely be the winner IMO, so everything becomes more of an honorarium / sandbox. However I am biased by being too good at the game, and not representative of all players who will try my mod. So maybe they'll still have difficulties late game for all I know. I haven't had enough playtesters verbalize their experiences to know for sure, but one recently did seem to be getting challenged for a longer period of time, when I would have summarily won the game by then.Thanks for reply. Nice to know. I'll examine your SP costs and see if I can use them as insight. Do you have any rationales about SP appearance time as well? Would like to synchronize on this too. Maybe in you readme or version changes description?
expensive SPs
> Conquering same technologically developed opponent bases should cost triple to invader in economical loss.
I think that premise needs nuance. It seems to assume that an empire is comprised of equally valuable cities, all at an equal level of development, all equally well defended, sitting on equally valuable resources.
> Indeed, if you are 4 levels ahead you should be able to beat the crap out of anybody.
You have to actually manufacture this stuff. You may not be 4 levels ahead in minerals or factories. Advanced units are expensive units.
> Same thinking about choppers.
Game mechanically, a unit that can fire every move, and has a high number of moves, does not belong in the game. It is overpowered. Many modders have said so, and have taken action to nerf it. I tried reducing moves for awhile. I eventually decided this made the unit unpleasant / unrewarding to consider building. So then I removed it from the game entirely. Game mechanically, I do not regret this. Artistically, I regret the loss of the unit artwork. I haven't come up for any answer to that, because I'm not interested with messing with art assets or other file hacks. I seem to have a legal right to mod the *.txt files I actually did, and expanding that might nullify my rights. For the amount of work I've put into my mod, I'm a bit conscious of those rights. Feels like I should protect them, "just in case", unless there's something major to be gained by fiddling with more stuff.