Whereas my mod adds more things for human player to do.
Alpha Centauri Thought Control mod
Alpha Centauri Thought Control mod
This one. If it suits you. It is memorable. It's also good enough to have become part of my avatar in this forum.
I think the odds checker, which I always have turned on nowadays, is completely lying to me.
It does not agree with Part 2 of your analysis.
I think a lot of combat systems could work, if the displayed odds were actually true. A player gains instincts over enough iterations, if the phenomena are consistent.
Ok I finally get it now. A reactor gives you slightly cheaper unit costs, but that's it. No other benefit. That puts beginning of game units much more at parity with end of game units. Why upgrade?
Still working on my massive DAR, so not free to test this right now. Got some other life concerns too. But when I have time, I'll look at it.
Judging on thinker.ini, you've included an outdated version of thinker mod, or is it just outdated version of ini file by mistake ?
Judging on thinker.ini, you've included an outdated version of thinker mod, or is it just outdated version of ini file by mistake ?
I checked it and it matches v0.9. Can you point specific things made you think so?
Not sure what you mean by parity. End game units are much stronger.
1) Have cost fixed and level based like in thinker mod and have the cost of each level match development speed to extend the research beyond 300 turns
2) Make AI agree to trade only equal level techs as baseline, +- 1lvl depending on diplomacy standing, +- 1lvl depending on how much more or less traded techs are weighted according to AI weights.
3) If trade would be not possible according to the above rule, AI should trade for money according to tech cost, adjusted by diplomacy, commerce and AI tech weights.
4) Make probe steal tech action have a cost like base mind control, it should cost half the cost of research as baseline, modified by probe rating like mind control.
If you have 1/3 *combat round* chance, then the chance of the whole combat is much smaller than that, since after each damage taken the odds tilt even more in favor of the defender.
I assumed the odds of each round are adjusted for damage taken in the previous one. It'd 1/3 only if odds were always the same as in the first combat resolution round.
If that is the case with the combat function, please let me know, it's years since I've looked into it, I may misremember it.
The goal of the design presented is to make actively defending against AI ( by attacking incoming forces ) more difficult, without changing AI vs AI dynamics much.
Keep in mind that AI vs AI defender can replace/repair looses much faster and with thinker most factions remain of roughly equal power.
In vanilla AI mid game can conquer anything, *mostly* only after it gains a reactor advantage.
If you take reactor advantage out *and* tilt defenders odds so heavily as you did, in my opinion AI won't be capable of conquering anything.
Does AI use artillery to purposefully drop defenses to 50% ? With Tachyon field odds are already more in favor of the defender than in the early game.
If you calculate the odds, my proposal doesn't change base conquering odds at all from vanilla, only makes aggressor faction units take less damage in the open, from human defender attacks.
In my experience AIs with thinker are in permanent stalemate, I'd rather like to see more decisive actions between them, not less.
I'd love to have combat resolution function disassembled and it's source code as a part of the mod to tweak.
Or, you could just make 4 versions with binary tweaks: with/without collateral damage from loosing a unit in the stack and with 50%, or 75% facility bonuses.
With access to such tweaks I'd be interested in doing playtesting and experiments.
Some tweaks to the existing source code is the extend of my ability, if it comes to coding, so I can't make it happen myself
Yes, vanilla game favor an attacker in the open so much, that you can keep destroying a stream of units from a few times bigger AI opponent with almost no loses with a pack of cheap rovers and clever tactics abusing predictability of the AI. By removing collateral damage and increasing armor to weapon ratio you could make it impossible.
But after you increase armor ratio, you should imo proportionally decrease perimeter defense and tachyon field bonuses, or AI won't be able to deal with conquering bases, since it usually won't prepare an attack with artillery properly. While we are at artillery, I'd reduce max damage from arty to 50%, and max damage in the base to 70%, for the same reason: AI can't use it to the full potential, by nerfing it you even the playing field a bit, while still keeping artillery worthy of using.
These are my ideas to make it more difficult for a player, to fight against strong AI opponent, while keeping dynamics between AIs mostly unchanged.
I'll see if I can find and expose defense values anyway.
changes that would allow AI wear down player's defenses even when he concentrates power in a defending base.
It's interesting, that we see an opposite problem with AI :)
In my opinion without reactor advantage, it's not effective in the conquest enough and you think it's too effective already.
The problem is that both of them being quite sloppy it is often happens that one side that somehow amassed numbers already just beat the crap out of other who cannot organize proper defense.
1) thinker AI can sometimes remain completely without army even into midgame, if it has peace with neighbours and it's threat level was never ticked, no amount of unbalanced defense bonuses will fix that.
It's equally easy for a player, to steamroll such defended mostly by formers faction btw.
2) AI won't upgrade units,
3) Support level that gives free units up to the base size, is completely overpowered in the early and early midgame,
Solutions:
1) Modify thinker production code so it always produces some units up to certain producion percentage dedicated to support, regardless of the threat level. I was thinking of making it configurable via thinker.ini for easy playtesting and tuning, I was thinking something like 35%( ini variable ) +- 5%* ai_fight ( so 30 - 40% depending on faction ). Tradeoff is 30% slower development, but AI would always be prepared for defense.
2) If 1) is implemented and player try to gain advantage by developing without any army ( more then 3x smaller army ), make *neighboring* ai_fight 0 and 1 factions without treaty change diplomacy status to vendetta ( with exception of early game ), or heavily deteriorate their disposition toward the player, if you could access this value.
3) Implement unit upgrade with money, in simillar fasion thinker implemented facilities rushing with money.
4) Modify SE settings and faction bonuses, so SUPPORT3 is not possible until MilAlg
It's not the combat odds that are real reason for a problem you've identified, and such significant changes favoring defender odds won't really solve them, but will introduce other issues of their own.
I was disabling human indestructible snowball army exploit by this.
I'll try to first give a shot to the values you've set and if I indeed encounter the issues I foresee, I'll start doing other experiments.
As for skipping collateral from defeated unit, there is a check to skip it if inside the base, it should be enough to modify its condition
I still cannot wrap my head around why you want to play with it? This one seems to be nicely designed and causes least problem. It is a natural defense against stack of doom when attacker can move ~100 unit stack of mixed attackers and defenders to the base and be sure none of their attacker will be even slightly damaged by preventive strikes from the base. Decreasing collateral damage from 100% in Civ 1/2 to 20% seems like a brilliant idea. Now you still can destroy whole stack but you need 5 successful attacks against it. If less then stacked attackers can still attack in their turn but with lower power.
I still cannot wrap my head around why you want to play with it? This one seems to be nicely designed and causes least problem. It is a natural defense against stack of doom when attacker can move ~100 unit stack of mixed attackers and defenders to the base and be sure none of their attacker will be even slightly damaged by preventive strikes from the base. Decreasing collateral damage from 100% in Civ 1/2 to 20% seems like a brilliant idea. Now you still can destroy whole stack but you need 5 successful attacks against it. If less then stacked attackers can still attack in their turn but with lower power.
For this reason I use only large stacks of speeders, or elite infantry, so I can move my stack and attack in the same turn with full strenght and without a risk of loosing from retaliation if I successfullly conquer the base. AI doesn't do this and their stacks are free game, so it's another nerf that should benefit AI much more than the human player.
It doesn't also makes sense, why should in lets say a 25 unit stack, killing 20% units completely doom remaining 80%
? It's not even necessary, with the way multiround combat works, even killing just 2 units in a stack renders remaing force completely useless for a base assault. It's a feature for a casual player imo, that prevents him from getting bored, evolution of which bacame 1UPT which ruined the CIV series. Of course such a huge change may break the game in a way that I can't foresee yet, but I always wanted to try it.
I hope you didn't loose too much time doing me these favors. I don't have any more of such ideas, so hopefully I won't bother you with more tasks ;)
[...] Real life works differently. But this is irrelevant to game design. Let's avoid such arguments.
[...] That is the whole point of any rule in the game - to counter some other tactics.
Sorry, I don't follow what ruined Civ series?1 UPT = 1 Unit Per Tile, from Civ 5 and onwards, introduced because of all casuals complaing about stacks of doom. Civ 4 is the last one I've played and I refuse to even try the new ones on that account alone ( there are plenty other reasons, based on online discussions ). I want to play a strategy game, if I wanted an abstract board game, I'd stick to chess. In a strategy game economy and logistics should win the war and tactics should be able to only trip the balance.
[...] With collateral damage I don't see a problem.In a strategy game of this scale, a confrontation between two stacks of units of equal power, resulting in a total destruction of one side with almost no loses on the other, being solely determined by which side happened to be the attacker is not acceptable to me and against AI, it'll almost always the player be an attacker and that alone kills most of the challenge in war part of these 4x games imo.
With vanilla rules, I can indefinitely hold off an AI faction of equal power to mine, by dedicating only 10 - 20% of my economy to it, while AI will burn all it's production on the same war.
I want rules that would put me under enough stress, to loose turns advantage against other uninvolved in war AI factions if I get attacked.
Sorry, I don't follow what ruined Civ series?1 UPT = 1 Unit Per Tile, from Civ 5 and onwards, introduced because of all casuals complaing about stacks of doom. Civ 4 is the last one I've played and I refuse to even try the new ones on that account alone ( there are plenty other reasons, based on online discussions ). I want to play a strategy game, if I wanted an abstract board game, I'd stick to chess. In a strategy game economy and logistics should win the war and tactics should be able to only trip the balance.
Casual player can't stand when he ends up in unwinable position, while giving him tools to save the day even when confronted with superior power, provides him a great satisfaction. This the design goal behind 1UPT, or stack wipes, which allow wins against many times stronger AIs. What is the point of playing with rules like that, if you are a competent player ? I instead want to be destroyed, if I fail at "build" part of 4X.
[...] With collateral damage I don't see a problem.In a strategy game of this scale, a confrontation between two stacks of units of equal power, resulting in a total destruction of one side with almost no loses on the other, being solely determined by which side happened to be an attacker is not acceptable to me and against AI, it'll almost always the player be an attacker and that alone kills most of the challenge in war part of these 4x games imo.
Of course I may not like it in practice, when I actualy try it ;)
Removing collateral damage helps AI attack human. However, it also helps human attack AI and in much greater proportions since human will exploit it better. You are solving one problem but creates bigger one at the same time. I am up for the challenge with my both hands but this one in particular is a questionable fix. Did you think about reducing it to 10-20% maybe? That would almost not hurt AI since it does not stack too much of them together but will still prevent human from humongous stacks of doom.As I explained, there is little that prevents me from safely using homongenous stacks of doom already and my stacks almost never suffer collateral from AI attacks, while I wipe enemy stacks quiet often. Removing them completely only removes this huge advantage from me, in return I gain an advantage of being able to use slower, but cheaper infantry units with +25% bonus on base assault, instead of only speeder chasis and that is only if I can't produce elite infantry anyway. Without collateral, a disorganised stream of AI units should have more chance of building up at my gates, into a stack that can overcome my defense.
Still you want some combat balance to provide you a cushion of protection from slightly stronger opponent.This is why I fully agree with increasing armor values, I was only worried that maybe you are increasing them a bit too much in mid-late game.
Maybe leave vanilla, except for "max damage" < 1, generate a random float (0-1), if it's smaller than "max damage" defender receive 1HP damage.
In your very extreme example, there would be 26% chance to deal 1HP damage.
I thought bonuses are additive ? Isn't it 1 + ( 2 + 0,25 + 0,25 ) = 3,5 ? In which case it'd be 33% chance for artillery hit.
In the previous post, aren't the axes on the graph mislabeled ? Shouldn't axis x be first round winning odds and y battle winning odds ?
I'm also excited to play your creation, so it's not only you...
Except you kept comming up with new stuff and I've kept postponing my playing, since I didn't want to burn my desire on unfinished product ;)
But since the last release, weeks of playing are guaranteed at some point and it's years since my last binge playing of SMAC.
> * Land and sea borders should be 8 and not restricted by shore.
That also always annoyed me, but the soultion is simple:
Just make coastal bases count as both, sea and land bases for the purpose of border spread, done. Inland bases shouldn't be able project influence over sea tiles imo.
Oh sure, I agree the radius on sea should be increased to 8, but as far as connecting the realms, coastal bases should be the bridge imo.
As for AI, the vanilla code already favors *very heavily* placement of coastall bases and it's already a part of the thinker source.
Except thinker currently uses it only to give an initial goto order for a colony pod and then overrides this code the moment the pod leaves the base radius, to pop a new base as soon as possible.
I, for a long time think, that this is a mistake, the original code for base placement could be improved and then allowed to guide pods to a bit more distant, but better destinations and the gaps of empty arid terrain should be filled last. Benefits could be numerous: faster growth, faster land grab denying human player terrain to spread on without conflict and plenty of coastal bases like in vanilla.
In fact it's on the top of my list of things I wanted to work on, but unfortunately I am too lazy to start ;)
Inductio's idea to make tubes on enemy territory count as roads and make AI build tubes again.
Land units should cost less for the same firepower, I've added 1 to the cost value of everything below hovertank.
That said thinker already doesn't build tubes anyway, so it doesn't matter and with all gameplay changes already implemented you could reenable tubes for AIs even without this feature and it'd already help them. Because each base assault costs many lost units now, and repairing damaged ones takes few turns, so unless you have few times units more then enemy, it's already impossible to take too many bases in a single turn and tubes would help AI to retaliate before you can repair your invading forces.
make tubes cost 1/6 movement point, instead of free.
There is no reason to stack more and more defense bonuses, you'll make it impossible to conquer anything.
If you get consistent 1:3 odds in SMAC, you'll make it impossible to conquer without 4:1 economy advantage, do you really want that ?
Also homeland defense bonuses already exist, they're called sensor array and children creeche.
You also need a lot of artillery to damage in the base and since you've made arty use defense rating in duels, attacking arty is at the same disadvantage during artillery duel as regular units during their base assault.
Just make AI mix in some decent proportion of arty units in later stages of the game, no extra bonuses required imo. The most important thing now, would be to make AI build enough units to dedicate around turn 40, something like 20-30% ( depending on AI fight ) of production to military support, even if not threatend and in later stages of the game it should be even more, also disband/upgrade obsolete units.
I've usually post on a gaming forum where people are edgy and annoying all the time for fun and needlesly carried some of this attitude here.
Regarding homeland security bonus it doesn't sit well with me, the main advantage of homeland is better logistics and there is already sensors array bonus.
So, I'd rather give 0,8 Attack disadvantage everywhere outside owned territory, due to supply difficulties.
As for defense, I'd introduce 1,25 Defense entrenchment bonus, to each defender that still has all its movement points ( was not moving, or attacking during its turn ).
As far as I'm concerned you've fixed the combat already, we are just exchanging loose ideas about minutae details, mostly for the fun of it, at this point.
So I'm not bothering you with trying to implement them, if they don't resonate with you.
Civ games have entrenchment, it solves the same issue as all other defense increases you've implemented, but in more interesting way, that adds some new tactical consideration, with one simple rule. But you are right again, because generally defenders on homeland territory would be entrenched, except for fresh reinforcements and with increased armor in this mod, it'd be still effective to sit in a base and let enemy entrench while he awaits his reinforcements and strike him back only after surviving his assault, so the end result would be very close to your more abstract homeland bonus and not worth the hassle of implementing. It would also probably benefit player more than AIs.
I have to stop trying to be contrarian this much, but at least thanks to this exceange, I've warmed up the idea of homeland bonus, because I've realised it serves the same main purpose as entrenchement bonus, which I always liked in Civ games.
Further playtesting is suspended until this imbalance is addressed. It is a dealbreaker.
What happens when I drop my own SMACX AI Growth mod on top of The Will To Power?
[..]
So here goes: The Will to AI Growth mod. Version 43 of Tim's, version 1.41 of mine.
consequence of the upgrade bit hack
My bogus ability bit hack, which is used to prevent game confusion for unit upgradeability, unfortunately makes a Clean Former ridiculously expensive.
- colony pods are more expensive - i like that - it stops base spam race somewhat. What i don't like is Rover colony pod and AI building it early.. Its more expensive and does more harm than good.
- terraforming - i think the best thing for AI would be to just give Centauri ecology to everyone at start of the game - its that important it would made AI much better overall. In cases where AI somehow skips the tech - they are cripped forever.
Forests: didn't play much yet - but i found them mostly useless for Gaians. Double nerf might be too hard on them but we'll see. Energy nerf really hurts + its 12 turns to build them. Gotta play non-gaians tho.. forests spread like plague so it could be deserved nerf. I planted few forests and quickly realized i don't need them (being gaians).
Fungus: seems maybe overpowered (playing Map of panet.. there's lots of fungus there) with Gaians and Manifold harmonics. With forest terraforming slowed and weaker.. i found using 2-1-0 fungus very atractive.. then energy ramp up quickly and these are quite good tiles.. with 2-1-2, 2-1-3 early.. then 3-1-2, 3-1-3 progress (gaians have +1 fungus). You get lots of them for free - weakness being mineral production and "plant fungus" action coming late. Thats good at this point its viable strategy. But then i saw Morgan building Manifold harmonics... and was surprised its that early - and its relatively cheap. Stole the tech and built it and its bonkers... Every tile is 4-2-5 (i'll see to add some screenshots later).. you can spam new bases in fungus areas and its quite awesome - that is once you switch to Green SE and +3 planet. Nice thing is Green has -2 Industry its quite a pain so it balances it somewhat. But anyway whole game my research is top and i have so much money i can buy fascilities all the time.
*Its plenty fun, but its broken a bit too early imo - i think Manifold Harmonics need to come later and needs to be a bit more expensive. Fungus also maybe gives too much energy too quickly. I like to see funguns usable.. so 2-1-2.. or 3-1-2 (with gaians) is good and fun.. but upgrades to 3-1-3, 3-1-4 should come a bit later - or better move later Manifold harmonics. Otherwise planet factions have no use for standard terraforming besides ocassional borehole or mine. I actually have big ecology problems with fungus bases only - and gotta spam centauri preserves.. (or tree farms without forests xD). Temple of planets is too expensive but i started building a few.. i probably should build tree farms they give nice bonuses anyway.
- unlocking resources techs at start - i think its a good move overall - its a bit unbalanced - i started near boreholes for example.. or Yang got into jungle areas. But AI without these techs is so crippled that it ruins the game. So i am good with that. Would be nice they start with formers as i said earlier.
- on probes - they might be too expensive early - it gets better with reactors a bit. AI starts using them more later and they are quite a pain. I actually built def infantry probes i n my bases.. otherwise AI mind-probe bases, steal techs and destroys stuff. Here i actually like that probe gets +50% def in base since it suits me : D. It would be interesting if probes could be modded that tech stealing is harder.. mind-probes also are often too cheap in far-away bases.
Command nexus - looks way too expensive. Took ages in my game - Morgan completed it eventually. I was on it for awhile but i decided to pick up different wonders.
Maritime control - don't mind that.. it comes late so production is better.. and relative value is less. It might be actually good to reduce cost of these fasciities to 60 and project to 600.. Considering also how much you buffed defense in the game. In my game i was most of the time in war - and i built command centers quite late due to how expensive they are. I also wanted Command nexus but found it too expensive. (I don't like crawlers to speed up projects - feels like exploit).
Virtual world - was always too strong project. I'd bump that from 600 to 800.. and really move it later to midgame. Should be on discover tech so Zakharov picks it up if possible. Its free fascilities SP and very strong once - Hologram theaters are not that expensive, but they are 3 maintenance which is important. Or nerf HT maintenance to 2..
Network nodes, Energy bank, Biology lab - I really liked that you reduced cost - looks appropriate. Energy bank - SP that gives energy bank in each base - i think you moved it way too far in tech. The problem is that player has Energy bank in every city - since build style is promoted in mode - so this SP comes late and its very expensive. I am in 2280 i think i might build it - just to scrap energy banks in base and get the money back.. and to deny AI. It would be way more interesting if this project came earlier so we can "calculate" to delay energy banks and wait for completion of project. That said its very strong SP so it should not come too early.
The Hunter-Seeker Algorithm - this is totally broken SP. Good that you made it more expensive. It just ruins AI.. i am not sure if AI will build probes with Alg. Ench. i think it might - but AI just suicides very expensive armored probes on me now. In vanilla they at least suicide cheap 0-1-2 probes and don't build them much. This project would be much more sane if it would just reduce AI chances for probe actions to max 50%. Is that possible? That or it should be removed from the game - or put to level 10 tech very late.
Lab doubling SP - should be 600 instead of 400 minerals probably.
It doesn't help that you actually made psi units more expensive - and brood pit comes late and reactors don't work on psi units. I learned to use cheap units to attack non-combat units and use worms to attack high-tech targets.. just not worth risking worms on non-combat units. If used like that it feels ok, but initial shock is.. well shock.
- I like that you removed those 3r, 3p armors. Good point there. Also it feels like there's too many armor and weapon techs - i felt forced to tech up all the time. Then its hard to build those units - Skunkworks - free prototype facilitie comes way too late. You might consider making prototypes 30% more expensive or just put this facility way earlier.
Here's what i was saying about combat problem with worms and psi combat. The way PSI combat works it turns out that its really bad idea to attack anything non-combat in enemy land due to territory bonus. Worm is relatively expensive and it actually badly loses attacking cheap formers for example. On screenshot in attachment formers are in base.. and its double bonus - and they are unarmored. Foils are also problem.. probes probably - AI at least builds armored probes.
Territory bonus is kind of understandable for military units - they are "trained".. but it turns out that non-combat is real pain for PSI attack. I had quite a few situation where these units did way better than equivalent trained/experienced defensive units. I read about combat goals of the mod - and its ok i can see how you want for example to have 8 str attacker die vs former on forest in his land (having 2 str total)... so its like 4:1 and say 20% of cases attacker dies.
10x the facility cost for an SP is quite high. You're often better off just building the facilities at that point. What's omitted is the opportunity cost. It takes one base longer to make the SP than individual ones. Ok, a human player can do mass crawlers to circumvent this but can the AI? The bigger opportunity cost for many SPs is all the labs spent. SPs should be a reward for investing in labs over other things like facilities or units. Otherwise there's not much advantage to being ahead of the curve, which leads to conquer being more of a dominant strategy over build. Or simply tech stealing because the SP race is so long.
Command nexus - looks way too expensive.
The Human Genome Project, 30, 0, Cyber, Disable, +1 Talent Each Base, 0, 0, 0, 0, 2,
The Command Nexus, 30, 0, Poly, Disable, Command Center Each Base, 1, 2, 0, 0, 0,
The Weather Paradigm, 40, 0, EcoEng, Disable, Terraform Rate +50%, 0, 0, 0, 2, 2,
The Merchant Exchange, 30, 0, IndEcon, Disable, +1 Energy Each Square Here, 0, 0, 0, 2, 0,
The Empath Guild, 60, 0, HomoSup, Disable, 2x Votes; Infiltrate Every Faction, 0, 0, 0, 2, 0,
The Citizens' Defense Force, 30, 0, Subat, Disable, Perimeter Defense Each Base, 0, 1, 0, 0, 0,
The Virtual World, 30, 0, Brain, Disable, Network Nodes Help Drones, 0, 0, 1, 0, 1,
The Planetary Transit System, 30, 0, EnvEcon, Disable, New Bases Begin At Size 3, 0, 0, 0, 0, 1,
The Xenoempathy Dome, 50, 0, Eudaim, Disable, Fungus Movement Bonus, 1, 2, 0, 0, 2,
The Neural Amplifier, 60, 0, WillPow, Disable, Psi Defense +50%, 0, 1, 0, 0, 2,
The Maritime Control Center, 40, 0, DocInit, Disable, Naval Movement +2; Naval Bases, 1, 2, 0, 0, 2,
The Planetary Datalinks, 30, 0, OptComp, Disable, Any Tech Known To 3 Others, 0, 1, 1, 1, 1,
The Supercollider, 30, 0, E=Mc2, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
The Ascetic Virtues, 30, 0, Magnets, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 0, 2,
The Longevity Vaccine, 40, 0, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 2,
The Hunter-Seeker Algorithm, 50, 0, Algor, Disable, Immunity to Probe Teams, 1, 2, 0, 0, 0,
The Pholus Mutagen, 80, 0, AlphCen, Disable, Ecology Bonus; Lifecycle Bonus, 1, 2, 0, 2, 2,
The Cyborg Factory, 80, 0, MindMac, Disable, Bioenh. Center Every Base, 1, 2, 0, 0, 0,
The Theory of Everything, 40, 0, Unified, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
The Dream Twister, 100, 0, SentRes, Disable, Psi Attack +50%, 1, 2, 0, 0, 2,
The Universal Translator, 30, 0, Integ, Disable, Two Free Techs, 0, 0, 1, 0, 0,
The Network Backbone, 60, 0, DigSent, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 2, 0, 1,
The Nano Factory, 40, 0, IndAuto, Disable, Repair Units; Low Upgrade Costs, 1, 2, 0, 1, 0,
The Living Refinery, 60, 0, Metal, Disable, +2 SUPPORT (social), 0, 0, 0, 2, 0,
The Cloning Vats, 100, 0, BioMac, Disable, Population Boom At All Bases, 1, 2, 0, 2, 2,
The Self-Aware Colony, 60, 0, SentEco, Disable, Maintenance Halved; Extra Police,0, 0, 0, 2, 2,
Clinical Immortality, 100, 0, NanEdit, Disable, 2x Votes; Extra Talent Every Base, 0, 0, 0, 2, 2,
The Space Elevator, 100, 0, IndRob, Disable, Energy +100%/Orbital Cost Halved,1, 2, 0, 2, 2,
The Singularity Inductor, 150, 0, ConSing, Disable, Quantum Converter Every Base, 0, 0, 0, 2, 0,
The Bulk Matter Transmitter, 100, 0, Matter, Disable, +2 Minerals Every Base, 0, 0, 0, 2, 0,
The Telepathic Matrix, 150, 0, Thresh, Disable, No More Drone Riots; +2 PROBE, 1, 2, 0, 2, 2,
The Voice of Planet, 100, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, 2, 2, 2,
The Ascent to Transcendence, 300, 0, Thresh, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,
The Manifold Harmonics, 100, 0, SecMani, Disable, Bonus Resources In Fungus, 0, 0, 0, 2, 2,
The Nethack Terminus, 60, 0, HAL9000, Disable, Stronger Probe Teams, 1, 2, 0, 0, 0,
The Cloudbase Academy, 80, 0, Gravity, Disable, Faster/Stronger Air Units, 1, 2, 0, 2, 2,
The Planetary Energy Grid, 50, 0, PlaEcon, Disable, Energy Bank At Every Base, 0, 0, 0, 2, 0,
One thing I wasn't sure about was why Empath, Clean, Hypnotic, and Non-Lethal had such high costs. They might as well be disabled in that case?
If you're releasing a fork, you should update the MOD_VERSION #define accordingly. It's supposed to uniquely identify the version you are using while in game.
The tech cost formula in this mod is broken. It ignores the actual faction SE Research rating completely, m->rule_techcost does not refer to the same variable in social engineering. Actual variable Faction->SE_research is not included.
Did you do anything about the combat odds? I think they are fine as they are. Maybe they give a slightly too large advantage to the side with higher strength.
But for instance two Missile interceptors should be able to trade with one Chaos Interceptor.
Another potential problem is Fusion reactor. It both makes units cheaper and gives them huge power boost.
It doesn't appear to say what your combat formula really is. The example you give is a bit odd. A unit with 2-1 combat strength advantage should of course win with very high probability. However it should take damage in the process.
You still could have told me. From what I got from the other thread you do only two combat rounds and then randomly assign the damage of the victor within the window given by round wins. Is that correct? It seems extremely random.
Btw, I really do think vanilla combat has its upsides. It is very unique favoring sting operations and hit-and-run over normal combat since you essentially can't reasonably build a stack of more than 3-4 units.
Do you still have stack damage? Did you change self destruct damage? Sorry for asking so many questions but your readme is not as detailed as I would like.
It seems Centauri Ecology removes restrictions? I like that. You may have nerfed forests a bit too much. I'm not sure they are worth it at all anymore.
No problem ^^
Anyway by this point i solved most issues i had in the game - so it was mostly nice finisher tech to make the faction op. Worm spam + Locusts to finish the job.
I got other E10 tech (Secrets of Alpha Centauri) with Temple of Planet much earlier - at M.Y. 2358 - just took a look there. 30+ turns is huge difference this late in the game. Centauri Genetics is kinda hidden behind lots of discovery, build and conquer prerequisite techs so that delays it. Swap these two ^^.
Explore 77%, Discover 70%, Build 66%, Conquer 93%. It might be my crap RNG luck as i almost completed every conquer tech - some were likely very expensive. I have the feeling game has more conquer technologies than any others.
Lastly on topic of costs and maintenance. This late Brood Pit is very cheap with only 80 minerals and 2 maintenance.. its the cost of one mindworm. It could easily be 150 minerals, 4 maintenance - but it doesn't really matter too much. Temple of Planet is for example 220 minerals, 3 maintenance. At this point i had +560 energy credits per turn on 50% economy.
- I forgot to comment on Dream Twister and Neural Amplifier - there are obviously great and strong, but not too op. I got one, missed other and worms still die. They are ofcourse better but its no cakewalk - one must spam a lot of units to overrun AI.
I did read parts of your readme. Chatting with you is more fun though. :) The problem with your logic is that you compare desert tiles with normal terrain. (In vanilla bad land doesn't matter that much. In your mod it does.) If you have a rolling rainy tile a farm (4 turns) makes it a 3-1 tile with the option of adding energy yield. A forest instead is 12 turns for a inferior tile. My point is that you would not forest desert tiles. You would avoid the area in the first place.
Did you change self-destruct damage? Also I didn't say that the hit-and-run style combat in vanilla did not have counterplay. Of course it had. There were overpowered ways to go about it (helicopters) though.
This one?
#define MOD_VERSION "Thinker Mod v1.0"
What should I put there?
Self-destruct damage is one of the reasons you can't build a stack. Any unit can be self-destructed in the field (even worms I think :)) ). They damage any unit on that tile and adjacent tiles for weapon strength * reactor level/2 rounded down. Units in bases are not effected. So self-destructing two fusion needlejets or a conventional missile and a laser needlejet will wipe out anything on adjacent tiles provided same reactor level is used. This is from memory from years ago so I can't guarantee it is perfectly accurate but should be about right.
This one?
#define MOD_VERSION "Thinker Mod v1.0"
What should I put there?
Obviously, "The Will To Power mod v45" or whatever release number you're on. Unless you're trying to simulate / fool / exercise GPL freedom and have it appear to be Thinker Mod. ;lol
I don't have such difficulties, doing *.txt only modding of the stock binary. A player did ask me about displaying a version number the other day. I had to explain why I couldn't. It's to your advantage if you can.
Version 46.
Here you go with more expensive Brood pit. Didn't move it earlier yet. It is still L10 (78% in tech tree). Where do you want it? 50%, 60%?
Are you saying native warfare is too OP at the end game?No its fine i wouldn't touch it. Its strong if +Planet is stacked and its hard to stack. One must eat -2 industry AND -3 growth from Green and for example pick Cybernetic and eat -3 Police rating. Now police rating can be overcome, but its not easy pick - Cha Dawn for example has good police bonus and its a shame to ruin it with Cybernetic. He does have +2 base Planet so he can actually skip Cybernetic and have strong worms. It also means not picking Knowledge for example. Its fine i think.
Where it is displayed? Some credits or something?
More expensive Brood Pit is logical and it pays for itself quite quickly anyway. I am fine with that. Now the main reason why would i want it earlier is due to The Cult of Planet faction. Its like one of their strength that get used very late. Thats the reasoning - now i am not sure on balancing side. For example if it comes earlier and its on 150/4 costs that balances it. Still Cultist get it for free!! So that cost change practically balances Gaians (or anyone using Mindworms) and changes nothing for The Cult of Planet.
Maybe you can try moving it one level earlier - to level 9 techs - i don't know how you get those % tech values -78% in tech tree. It E10 tech.. there is no E9 tech, E8 is Adv. Ecological Eng - Superformers. E7 are Isle of The Deep. Its definitely strong facility don't move it much if you decide to make the change.
Brood Pit on its own is not game-breaking, but in every base is strong - once i got it i could spam experienced worms quite faster - thats op. Good reason not to move it too early.
It depends on the circumstances a bit. If you just have the missile self-destructing it will narrowly not kill anything adjacent. Also if you want to eliminate defenders of a base the self-destruct won't do anything. However, if you have two missiles you can eliminate any number of stacked units (or merely close) units. That was my point. Due to this, the way air power works and stack damage conventional warfare like in other civ versions is impossible in vanilla Smac. If you did not change the mechanic this still holds for your mod once weapon power reaches a certain point (Missile/Chaos weapons).
It is useful to be able to disband units, but they should not deal any damage in the process. If you have access to the executable you could just change the behavior.
Yeah The Cult could use the boost - they really don't have much going for them except relying on worm warfare and police. Move it earlier, just not too much - after Isles of the Deep, before Locusts. In that case 2 or 3 maintenance is plenty - 4 is a lot for every base. Somehow i thought Free means no maintenance.. silly me !? The cost can stay at 150 min, it gives +2 police + other goodies after all.
Let's remove it? Everybody agrees?
150 seems too much.
Nobody else will build it this way.
360/6 seems to be expensive.
Overnerfing things with inane costing is worse than letting them be overpowered. It takes choice/strategy away in a much less enjoyable way.
Overnerfing things with inane costing is worse than letting them be overpowered. It takes choice/strategy away in a much less enjoyable way.
It has two benefits: native units building and POLICE.
I dislike a bit the concept of making everything super expensive to balance, makes early game super slow and things are still OP later. Better to nerf OP stuff a bit instead, imo.I agree with this - but examples below are mostly not relevat to this mod ^^.
Max bonus without Aero Complex 1/4 base size rounded down and 1/2 rounded up with Aero, balances both satellites and Cludbase Academy.No need for this in will to power mod. Satellites come late and bases are big already - its just more needless drag of spamming satelites. For vanilla it would be logical.
1) Condensers only increase raininess, no 50% food bonus, already implemented in Ytzii's patch and 4,4 Boreholes,
2) 1,1,2 forests - wood is not a useful material in s-f setting, but can be burned for energy ( or you could nerf it even further to 1,1,1 but it'd be too much imo ).
3) Remove a mining platform bonus from EcoEng and give it as aquatic faction bonus from the start instead of the current OP one, it'd balance both sea minerals in general and aquatic factions.
Crawlers:
1) Gather resourcess with 1 point penalty, already in Ytzii's patch.
2) No disbanding for 100% minerals to rush SP, but make one crawler transport 4 resource points between bases ( or 6 ).
Probe teams:
1) Add energy cost to tech stealing ( like half the cost to research +/- probe modifiers ), hijack mind control function and dialogue window for that.
2) Give tech stealing/mindcontrol bases adjustable multipliers.
3) Do not grant a free prototype from stealing a unit, unless stealing faction has the required tech.
Natives:I don't like this one. Isle of the Deep are very expensive - i think they are 120 min, Locusts as well. Sealurks are offensive unit at 80 minerals - and thats expensive as well. Sea/coastal bases are not exactly mineral rich. They die to stupid thing like formers and foils and probes, especially in enemy territory. And they often die vs combat units as well - if they get hurt AI counterattacks and wipes them with sometimes much cheaper ships (due to reactors). I had Drones spamming tons of cheap 3-3-4 ruining expensive Sealurks - you just can't get numbers to win naval war. Its dumb to tisk Isle of the Deep in combat - they have one purpose here and thats transport in dangerous waters.
Make each additional lifecycle granted by facilities ( biology lab and brood pit ) cost one additional mineral row for worms, spore launchers and sealurks and 2 additional rows for locust and isles.
So that changes it:
The Citizens' Defense Force = 500 -> 400
The Maritime Control Center = 800 -> 600
The Cloudbase Academy = 1200 -> 1200
* Command Center cost/maint is 6/2.
* The Command Nexus cost is 40.
* The Citizens' Defense Force cost is 40.
I suspect that a very low popularity of this mod is caused by wild changes to vanilla tech tree and few other aspects and most fans would rather play more familliar SMAC but with more challenge.
Early game is awful with all these huge costs for everything and make people bounce, less brute force approach and more subtlety would make this excellent mod good imo.
As discussed in a thinker thread, nerfing advanced terraforming and crawlers would help AI compared to the human player who can alway abuse it better.Its not exactly that simple with Thinker AI I believe. The AI is so good with borehole, condenser spam that player has to use it -_-. AI also spams lots of forests. Induktio really did a good job there. AI also spams supply crawler a lot and uses them even better than player.
Forest 2 minerals are ridiculous, it's better than mine on a rolling terrain and it's a leftover from civ games, that didn't had boreholes and mining platforms, or that many rocky tiles for a good mine, to generate minerals. I think 1,1,2 would be perfect.
I want less minerals and other resources at play in late game which would slow down late game without issues in early game, like increased costs generate, or without the need to move interesting toys into a very late game tech tree levels.
I dislike a bit the concept of making everything super expensive to balance, makes early game super slow and things are still OP later. Better to nerf OP stuff a bit instead, imo.
Satellites:
Max bonus without Aero Complex 1/4 base size and 1/2 with Aero, rounded down, balances both satellites and Cludbase Academy.
1) Condensers only increase raininess, no 50% food bonus, already implemented in Ytzii's patch and 4,4 Boreholes,
2) 1,1,2 forests - wood is not a useful material in s-f setting, but can be burned for energy ( or you could nerf it even further to 1,1,1 but it'd be too much imo ).
3) Remove a mining platform bonus from EcoEng and give it as aquatic faction bonus from the start instead of the current OP one, it'd balance both sea minerals in general and aquatic factions.
Crawlers:
1) Gather resourcess with 1 point penalty, already in Ytzii's patch.
2) No disbanding for 100% minerals to rush SP, but make one crawler transport 4 resource points between bases ( or 6 ).
3) Do not grant a free prototype from stealing a unit, unless stealing faction has the required tech.
Natives:
Make each additional lifecycle granted by facilities ( biology lab and brood pit ) cost one additional mineral row for worms, spore launchers and sealurks and 2 additional rows for locust and isles.
Add 1 more row for each two "free" lifecycle bonuses granted by SP, SE, or faction bonuses for spore, sealurks and 1 row for every "free" lifecycle for isles and locust.
Brood Pits and Cover Ops Centers
I think cost should be no more than 3-4 turns in that stage for a good base - otherwise it won't be built. Its ok to build Command center 6-7 turn early on.. but on turn 200 there's no way i am using 6-7 turns in many bases building those facilities and still having to wait to build worms afterward. I can spam ton of worms instead from every base in those 12 turns and just finish the job. Police rating is not that valuable this late in the game - especially when you need to build police units as well.
So, that said, good bases in my last game at a time i got brood pits had around 50 minerals - i think i had one at 68 it was eco-damage cap at time.. many other weaker ones were 20 - 30. If you price BP between 100-150 minerals then it will get between 3-6 turns thats roughly ok - very best bases might get in in 2, weaker don't have to build it. You can probably go with 120 minerals if you find that ok, and no more than 3 maintenance. Its excessive to go over. Bvanevery wanted to move the facility out of use - i kind of don't like that argument, I'd like to see it used.
@tnevolin Maybe try putting it in Secrets of Alpha Centauri (L9) for start. It would be an upgrade and won't risk much being op.
I wouldn't put CoC in same bracket with BP. I built two in that game just to have stronger probes to win combat. Two bases can spam ton of probes and they don't cost support - worms do and you can't have them on fungus all the time. There's also no point to have CoC in many bases. One can have more expensive CoC in both minerals and maintenance.
About overpricing in the mods - there's no much point to it - you are both probably hurting AI. For example i find Aerocomplexes overpriced at 120/3 (for the time they appear) and just don't build them - or build them in 2-3 best bases eventually. AI wastes ton of time building them in most bases. Then i try to snatch Cloudbase or if i don't get it i don't really care. Its not that hard to spam more Food satellites or planes instead. I think its actually benefical for AI to have them cheaper as they are good defensive facility for them. Same goes for Naval Yard as they work as Perimeter Defenses.
For example overpriced special projects. The only really good reason to overprice something is that if you allow it early - but don't want to have it built early - like Command Nexus. If you put The Command Nexus at 1000 minerals and its so good - than the player will get it if he really wants it. I can just spam Crawlers and get any expensive special project - yes you made me invest in Crawlers but i get the op thing. But poor AI will waste tons of time on it and lose progress - Bvanevery said AI uses Crawlers to rush - but in any case they are not nearly as effective as player. For example Cloudbase Academy is expensive - that just means its easier to get for a player :D.
Special projects i can't get are actually cheaper ones - that AI builds before me. Thats important. Or one could teach AI to use multiple supply crawlers to rush very expensive projects. In that sense, 50 min base building special projects shouldn't take more than 15-20 turns. I wouldn't price later special projects more than 1000 minerals unless they are very best. The later project appear the faster it should be built. If its broken - then ok - but move it anyway to tech 10+. Very late best bases top 100 minerals.. and you won't be playing much with such power - its game over.
QuoteProbe teams:
1) Add energy cost to tech stealing ( like half the cost to research +/- probe modifiers ), hijack mind control function and dialogue window for that.
2) Give tech stealing/mindcontrol bases adjustable multipliers.
3) Do not grant a free prototype from stealing a unit, unless stealing faction has the required tech.
It would be interesting to nerf tech stealing - its op. At least AI is doing good work with probes, they defend and attack well. I would really nerf mind-probing bases its so obnoxious when you lose entire base + units in and around it. AI could actually spam less attacking probes - they seem crazy with it.
QuoteNatives:I don't like this one. Isle of the Deep are very expensive - i think they are 120 min, Locusts as well. Sealurks are offensive unit at 80 minerals - and thats expensive as well. Sea/coastal bases are not exactly mineral rich. They die to stupid thing like formers and foils and probes, especially in enemy territory. And they often die vs combat units as well - if they get hurt AI counterattacks and wipes them with sometimes much cheaper ships (due to reactors). I had Drones spamming tons of cheap 3-3-4 ruining expensive Sealurks - you just can't get numbers to win naval war. Its dumb to tisk Isle of the Deep in combat - they have one purpose here and thats transport in dangerous waters.
Make each additional lifecycle granted by facilities ( biology lab and brood pit ) cost one additional mineral row for worms, spore launchers and sealurks and 2 additional rows for locust and isles.
Locusts don't really get extra combat advantage and they are expensive. They are good due to their movement/felxibility but thats about it - mindoworms are better and cheaper attacking unit. Locusts also get somewhat countered by AAA and interceptors.. mindworms don't - AI don't really spam trance units that much. By this time you also have magtubes for movement issues. If i spam locusts thats for micro convenience - i am too lazy to transport worms.
I would consider nerfing Command centers to +1 morale. It makes SE choices stronger and goes with logic of making morale valuable in your mod.
As for Naval Yards and Aerospace complexes they act as defensive facilites for AI. Player is not dumb enough to spam them - making them cheaper would help AI i think.
What are your thoughts on expensive projects - doesn't it make it just easier for player to get projects? That logic i mentioned in posts above - it gives more time to player to use supply crawlers.
a) making projects cheap enough that first who gets it has best chance to build it. that would often mean AI gets it - not the player. projects are all over the place so presumably zakharov would not build every project. he's a wimp anyway. and i think AI can be told not to build more than n projects at a time?
b) disable supply crawlers project rushing completely (and make projects reasonably priced for building
c) is it possible to teach AI to plan/use multiple supply crawlers to rush secret project?
d) is it possible to teach AI to rush secret projects with energy credits?
The goal of all of these would be to level the playing field. The thing is that player can pick up any secret projects at will in late midgame. Making projects more expensive is counter productive - it just makes it certain that player will get it.
It's very relevant since the primary tool it uses to deal with issues is to increase mineral cost. And exe modding is also very within tnevolin's capabilities.
Some of my "revolutionary" ideas became a staple of this mod for me, like no collateral damage for example.
I suspect that a very low popularity of this mod is caused by wild changes to vanilla tech tree and few other aspects and most fans would rather play more familliar SMAC but with more challenge.
Early game is awful with all these huge costs for everything and make people bounce, less brute force approach and more subtlety would make this excellent mod good imo.
As discussed in a thinker thread, nerfing advanced terraforming and crawlers would help AI compared to the human player who can alway abuse it better.
I want less minerals and other resources at play in late game which would slow down late game without issues in early game, like increased costs generate, or without the need to move interesting toys into a very late game tech tree levels. The ultimate goal is to make AI competent with the same rules as player, without heavy cheats, ideally to the point that it is competent at one level below transcend.
Mines on rolling are already fine early 1,2,0 mineral resource, but ridiculous 2 mineral forest is so good that it's absolutely pointless to build mines, especially on rolling.
It's a leftover from civ games, that didn't had boreholes and mining platforms, or that many rocky tiles for a good mine, to generate minerals.
It's secondary, but from a versimilitude perspective wood is not a viable production material in a s-f setting, unlike in medieval times, but energy rich plants can be burned for energy.
So I'd imagine forests here as mostly fast growing energetic plants plantations and I think 1,1,2 with 8 turns cost would be perfect.
Removing EcoEng platform bonus is suggested to balance proposed land advanced terraforming nerfs.
No need for expensive crawlers with gathering penalty and 1 mineral forest and it would hurt human player way more than AI.
Super expensive crawlers can be abused by human sniping, or stealing them from AI's making them waste resources this way.
And most importantly, huge costs for basic things are a true blight of early game in this mod.
On units side will to power might be slightly too expensive at times - but they can be rushed - later there is so much money available that you don't know what to do with it.
As for secret projects - i don't like that they are so expensive - it doesn't make sense. I don't think that fulfills reasonable purpose.
Crawlers:Quote1) Gather resourcess with 1 point penalty, already in Ytzii's patch.
2) No disbanding for 100% minerals to rush SP, but make one crawler transport 4 resource points between bases ( or 6 ).
1)
Crawlers are similar to mineral multiplier facilities. You invest in them once and then get return forever. The problem with crawlers is that the return from them is not limited comparing to facilities (which you have limited number). Reducing individual input won't cancel crawler rush as long as they are profitable at all. Same type of solution is to make them more expensive - thus increasing initial investment and reducing profit/investment ratio as I did in my mod.
The more cardinal solution would be just restrict total crawler yield for base same way as for satellites. This would put a stop on their unlimited spawning.
2)
Don't get why you don't want rush SP with them. It'll make you build everything in a single productive base which will be vulnerable to PB later on. Besides on highest difficulty you probably lose the race to AI 99% of the time.
Transporting resources between bases is useless. It is much more effective just to build crawler in highly productive base, then assign it to poor base, and then crawl resources for it.
Agree with Condensers. Their proportional bonus forces me to place them on nutrient resources and I don't think game should force their placement. Although, I'd still give them some bonus to compensate for inability to build solar there. Like +1 nutrient.
You defy its minerals focus. Would be a shock for many players. 😆
I think 1-2-0 in my mod is nerfing enough. Especially with longer terraforming time.
Less late game minerals, less builder micro, does it realy improve your game experience to have 20 - 30 units per base, as opposed to 10 - 15 ?
Also tons of minerals makes building facilities, a no brainer late game when you can build anything in 1-3 turns.
Balancing costs for mid-late game mineral surplus and stalling early game is the major issue for me with WtP.
1,1,2 forests are different from fungus, since they don't require planet rating and can be exploited while running free market.
And with 2 minerals forests, mines are completely pointless, you want an early game 1,2,0 tile ? You have it already, a mine on rolling.
1,2,0 forest is still way superior to mine, with potential future upgrade, and borehole is superior to mine on rocky, why keep mines completely useless ?
Thinker with few lines edited in the source code can be easily adjusted to build less forests and more mines to facilliate changes.
For exmple flat non rainy - forest, otherwise either farm+mine, or farm+collectors.
Thinker also already generates way more nutrients than it can utilise, crawled 4,0,0 condensers won't hurt it and it should just be adjusted to build them only when most nearby tiles are non rainy.
With 1 mineral forest an 1 point penalty and even moderate cost of 3-5 mineral rows, economically viable crwalers usage would be limited to a smaller number of condensers condensers, rainy flat low elevation farms and rocky mines. So it'd naturally limit the amount of crawlers on the map without artificial hard limits.
If the amount of reasonable crawling spots was very limited this way and crawler could transport 6 minerals between bases like it can from special resource rocky mine, then crawling resources between bases to speed up something would be viable and less micro intensive than building, moving and disbanding them. Penalty feature is for the taking from Ytzii's patch, the rest would be difficult.
Agree with Condensers. Their proportional bonus forces me to place them on nutrient resources and I don't think game should force their placement. Although, I'd still give them some bonus to compensate for inability to build solar there. Like +1 nutrient.
Why the forest should have mineral focus and be superior than mining in that to boot ? You have mines on rolling for 1,2,0 in early game, why change forest into something it's already there ?
You don't have the issue with mines being useless in this game ? 2 energy is not too much, it's average of what solar gives at the cost of nutrients, which in early game is no joke.
And I have a new idea: benefits of normal facilities are limited to the base, but with most SPs it's RoI grow with the number of bases. Maybe make the cost of them scale with a map size ?
They still count as soil enritcher so it's 2+2 and that is where vanilla 6 comes from, 4 +50%
I mostly compare my proposals to vanilla, as in what could be changed from vanilla and put into the WtP, insted of what is currently there ( which is cost increases mostly ).
Natives:
Make each additional lifecycle granted by facilities ( biology lab and brood pit ) cost one additional mineral row for worms, spore launchers and sealurks and 2 additional rows for locust and isles.
Add 1 more row for each two "free" lifecycle bonuses granted by SP, SE, or faction bonuses for spore, sealurks and 1 row for every "free" lifecycle for isles and locust.
I suspect that a very low popularity of this mod is caused by wild changes to vanilla tech tree and few other aspects and most fans would rather play more familliar SMAC but with more challenge.
Early game is awful with all these huge costs for everything
The more cardinal solution would be just restrict total crawler yield for base same way as for satellites. This would put a stop on their unlimited spawning.
Forest SHOULD NOT have mineral focus. But it is how it is in vanilla!
Oh i built tons of probes - i actually think i build hundreds in single game :D. CoC is good i like that - its really worth it. One has to build ton of probes or you are dead on transcend. I actually think AI is doing itself a bit of disfavor by building too many armored probes - but thats hard to change. AI is using tons of probes to attack mine - they use expensive armored cruiser probes and suicide into 0-1-1 cheap infantry probes. Defending probe has +50% territory bonus. So in that sense it hurts them badly but the do apply constant pressure.
But i must say armor probes come great against other units - and AI is bated to attack probes so they work great AI vs AI.
Note: armored probes have one great stupid weaknes - if they are under another unit - and they are not main defender. If unit dies probes are dead. I killed multiple times 2-3-4 neutronium armored probes this way - its ton of minerals wasted. Poor AI.
Btw i have a question:
Why does AI can subvert my bases when i have +4 Probe rating? I understood you have Scient patch in your mod - and its supposed to fix this issue - as i understand it. I checked AI did not have ench. probes (yet) - they should not be able to do that. They had Hunter-Seeker but thats irrelevant as far as i know. Its quite a big pain not to be able to use +Probe rating to stop mind-probes. (i have save games i could double check this if its needed)
ps. I'll try to make my case about secret projects - i see the logic in your reasoning - it has pluses and minuses. I will describe what happens in my games in new thread and why i think that super expensive projects beat the purpose. There's no need to change anything quickly we can discuss and see where it ends.
Oh i built tons of probes - i actually think i build hundreds in single game :D. CoC is good i like that - its really worth it. One has to build ton of probes or you are dead on transcend. I actually think AI is doing itself a bit of disfavor by building too many armored probes - but thats hard to change. AI is using tons of probes to attack mine - they use expensive armored cruiser probes and suicide into 0-1-1 cheap infantry probes. Defending probe has +50% territory bonus. So in that sense it hurts them badly but the do apply constant pressure.
But i must say armor probes come great against other units - and AI is bated to attack probes so they work great AI vs AI.
Note: armored probes have one great stupid weaknes - if they are under another unit - and they are not main defender. If unit dies probes are dead. I killed multiple times 2-3-4 neutronium armored probes this way - its ton of minerals wasted. Poor AI.
Btw i have a question:
Why does AI can subvert my bases when i have +4 Probe rating? I understood you have Scient patch in your mod - and its supposed to fix this issue - as i understand it. I checked AI did not have ench. probes (yet) - they should not be able to do that. They had Hunter-Seeker but thats irrelevant as far as i know. Its quite a big pain not to be able to use +Probe rating to stop mind-probes. (i have save games i could double check this if its needed)
ps. I'll try to make my case about secret projects - i see the logic in your reasoning - it has pluses and minuses. I will describe what happens in my games in new thread and why i think that super expensive projects beat the purpose. There's no need to change anything quickly we can discuss and see where it ends.
Could you attach the saved games with a couple notes about which base(s) get subverted by who? Doesn't have to be anything detailed. I'll have a look and see if there was something faulty with my patch or something else at play. Thanks!
Most SEs don't technically update until your next turn. It's a bit confusing because POLICE, ECON show their effects in your cities right away. I guess it's more manageable that way. Still it's much less harsh than Civ2 with its Anarchy period of no government
It's a bit funny because I had the same thing occur when I was testing COC and MC immunity. I set Data Angels to get +2 PROBE using the campaign editor free switch. Apparently even changing it that way doesn't take effect until the following turn. Something I came to learn is that if you look at a faction's SEs in social engineering (next turn) it can differ from the diplomacy screen (current)
# Version 49
* Condenser does not multiply nutrient yield.
* Soil Enricher does not multiply nutrient yield and instead adds 1.
* Borehole yield is 0-4-4.
I can update my current v. 47 game i presume and continue with save? I was gonna test a bit forests and morgan and some other stuff. Gonna be interesting to see how this nutrient and borehole thing affects the ai and game pace.
I can update my current v. 47 game i presume and continue with save? I was gonna test a bit forests and morgan and some other stuff. Gonna be interesting to see how this nutrient and borehole thing affects the ai and game pace.
Btw you have now couple of errors in readme file - I noticed Command Center is 60/1 in game, Brood Pit is 120/3 (like that more than 120/4).. you wrote here and in readme its 60/2.. you also have mistakes in readme with new special projects saying its 60 x 10 bases = and right side is 800.. there are 3-4 of these typos now.
Thus eliminated the exploit of switching to higher INDUSTRY at the very end to build it faster.I didn't count mineral boxes its kind of hard - i presume it works. But rushing edge/exploit is still there that i checked. If you switch to +Industry - and rush it then its way cheaper. Switching is -40 energy and rushing saves much more.
Tube movement rate is a multiplier of road movement rate
* Set borehole to 0-6-4.
* Fixed Condenser and Enricher calculation and display.
I didn't count mineral boxes its kind of hard - i presume it works. But rushing edge/exploit is still there that i checked. If you switch to +Industry - and rush it then its way cheaper. Switching is -40 energy and rushing saves much more.
QuoteTube movement rate is a multiplier of road movement rate
What does that mean? ^^ Good to have tubes.
Quote* Set borehole to 0-6-4.
* Fixed Condenser and Enricher calculation and display.
Good borehole change - like that one. I'll check condensers and enricher. I was looking a bit at it last night AI really spams them a lot everywhere. They will certainly influence AI growth significantly.
You can think of it as another benefit of INDUSTRY.This is what i call mental gymnastics ^^. Ah well ok I suppose i can stop myself from switching to industry just to exploit that - it should be self-rule.
I thought to let artillery duel uses armor as well. However, I don't think it is too relevant. Making artillery armored is still important to protect from direct counter-strikes from air and helicopter, for example.
Same for interceptor duel. No need.
* Make ECM to affect sea units as well.I was thinking at first ECM works vs ship.. btw tooltip said somewhere it works against missile attacks? I thought it affects Missile weapons (there's weapon called like that). Anyway... EMC working vs ships is just yet another way to make player better than AI as AI won't be able to use it as well. So we might be better without this one.
I've seen these in your todo list, but didn't think much about it - on first look it looks cool.. But it makes some sense to have these units unarmored - they are supposed to be vulnerable to damage. So I don't know would it be good to make them armored.. maybe better not.
I am also not sure that i like idea of armored formers (AI don't build them), Crawlers (AI builds them) and Probes (AI spams them).
Why?
- these units are non-combat but actually quite strong if armored.... looks stupid
- you get more often than you should spearman kill tank scenario.. Needlejet (or any strong attacking unit for that matter) should have 90% chance to kill Crawler.. not 50% or 30%..
* I think its not issue on transcend WTP - you can't just raid trascend AI in his land (Copters maybe being somewhat exception) you get killed if you stay in their land due to 50% territory malus. Copters also get killed by interceptors btw.. but they are much more deadly than other units when there's no interceptor defense. One can more easily raid weaker AIs.. It would be actually interesting to limit possible armor on NON-combat units to some lower level. Is it even possible?
- probes... its gamey and it takes some getting used to and it mifgt hurt AI a lot in the end
How do you play against mass probe spam? Took me a bit to figure it. AI likes to attack with 0-10-2 probes in midgame. You don't attack with military units - this is stupid units die. You bombard them a bit and attack with your 0-1-1 or 0-1-2 probe and kill it. If its in your lands you get +50%.. one can just let them attack you - you get 50% def. In their land its harder, but one can bombard more. Also Probe dies when military unit on same tile (or in base dies). There's risk unit will attack probe.. one can attack with probes to remove that 0-10-2 defender and then attack with normal units afterward.
What AI does is attacks them in panic - I've seen multiple times AI emptying his base suiciding into 0-10-2 probe on rough terrain. It would be often much better to have these units defend the base instead of attack.. but there's risk of mind-probe. I did not actually try this tactic - but usually when you have probe under strong defender AI suicides into defender trying to kill the probe. Its not that bad because due to +50% they often manage to kill defender in few attacks and probe beneath dies. But one can, i think, just bring unarmored probes and bait AI into attacking. I might experiment with this more.
Basically it hurts AI in the end. It also hurts AI badly to create ton of 0-10-6 cruiser probes that die to 0-1-1 defenders. These probes are protected from unit attacks - that works AI vs AI mostly.. and it helps them on sea.. player would need to build expensive foil probes - but its just easier to spam 0-1-1 defenders and ignore probes on open waters.
So.. armored probes have one advantage - they are not easily countered by units. But they are huge drain on AI and once player figures it out - they are easily countered with unarmored probes. Armored probes likely do more harm than good to AI.
Same goes for example for that Rover Colony Pod - AI just builds more expensive colony pod when cheap is good enough. AI can't reason when is better to build more expensive one. I suggest removing that design - player can create it if he wants.
I started the game with Morgan. After some turns my bases somehow got a Talent each. I have no idea where those are coming from. (Also I am not sure how I would have managed happiness without those Talents on Transcend.) Do you know why they are there? I build Recycling Tanks and researched Progenitor Psych around the time they appeared.
The start with Morgan is quite slow. It is difficult to build Formers, guards and those expensive colony pods, Morgan's -1 support makes it worse. I nearly lost a base to wildlife for cutting corners. Managing the early game was however quite fun which is a good sign.
I started the game with Morgan. After some turns my bases somehow got a Talent each. I have no idea where those are coming from. (Also I am not sure how I would have managed happiness without those Talents on Transcend.) Do you know why they are there? I build Recycling Tanks and researched Progenitor Psych around the time they appeared.
I picked up police state for awhile with morgan. And you have 0-4-0 mines from beginning in the mod to help with support. Then i got Living Refinery : ). I actually lost a colony pod in my game darn worms ^^ It gets easier when you get Fusion reactor - should be able to get to it quickly - its important to meet AI for trading.
Planned, everything else on default. I also installed Pracx over the mod executable.
Yea. As I said I don't have any preference on boreholes. This is more of fans suggested change.
I thought to let artillery duel uses armor as well. However, I don't think it is too relevant. Making artillery armored is still important to protect from direct counter-strikes from air and helicopter, for example.
- these units are non-combat but actually quite strong if armored.... looks stupidIn the stock game, a unit that is armored is a combat unit. It does not suffer the non-combat defense penalty. There's nothing stupid about such units. In WW II for instance there were armored mine flayers that were used on the beaches of Normandy. They had a job to do in combat and they did it. Laying down roads or land bridges to kill your enemy can easily be a front line siege activity. And if you're still allowing your game to build Bunkers, that's something a Former does for you. I don't allow it because the AI is so stupid about building them, but if you do, that's something that Formers do under fire. Formers get attacked by mindworms and that's another reason to armor them, if you're so inclined. Sea Formers get attacked by enemy ships all the time.
Needlejet (or any strong attacking unit for that matter) should have 90% chance to kill Crawler.. not 50% or 30%..
Planned + seems very strong. +1 Industry and +1 Growth are already quite powerful.
Frankly though, I have to wonder about the wisdom of nerfing the energy bit, when it's called a thermal borehole. It's not called a lava flow.
Changed free market is also very good. Similar powerlevel to Planned+. I don't quite see the point of Green though. Seems only useful for a worm war.
I was able to stay in Police State with without Efficiency being much of an issue. Is there a effective second drone control (or Psyche facility) next to Recreation Commons? Do Children's Creches still increase effiency? From what I read they don't give Morale bonuses anymore, right?
I was comparing Green with Planned+ and Free Market which are in the same category. Planned+ and Free Market both have their place depending on the situation. Green, however, is +2 Planet +2 Effiency -3 Growth -2 Industry. So some very pedestrian advantages and utterly horrific downsides. I can see two situations when Green might be useful. If you attack someone with worms or when knocking out the last few techs before trancendence. In any other situation, switching to Green is approximately equal to retiring. :)
I really really don't like Power.. 2 Supp, 2 Mor, 1 Probe, -2 Industry everything is ruined by industry.. 1 Supp, 2 Mor, 1 probe, -1 Industry; .. or +2 Supp, +2 Mor, -1 Ind..: or something like that would be much more interesting.. What's the point in picking it when it makes producing everything so hard.. i'd rather have more units.
EFFIC is more of a nice to have IMO. Unless you're playing on very large maps then it gets more valuable
It's only 3 less drones in your empire per 2 EFFIC on a normal map. On a huge map, about 5 less drones.
It has fairly quick diminishing returns, as it's a 1/x function. Creche gives +2 getting you over the worst part of the curve.
However being at negative EFFIC is crippling for the same reason, how the function curves.
EFFIC means less in the late game because specialists contribute directly to econ/labs/psych
Overall the first +2 EFFIC is good to have but it's nothing compared to +2 ECON or +2 GROWTH
It's true I haven't been in a late game situation yet. However, then you also have stuff like Cybernetic and Eudamonia. Moreover, there is Democracy for effiency. There is also the option of going specialist-heavy.
As lolada pointed out, the planet going to hell in a handbasket is another situation where Green is good.
I really really don't like Power.. 2 Supp, 2 Mor, 1 Probe, -2 Industry everything is ruined by industry.. 1 Supp, 2 Mor, 1 probe, -1 Industry; .. or +2 Supp, +2 Mor, -1 Ind..: or something like that would be much more interesting.. What's the point in picking it when it makes producing everything so hard.. i'd rather have more units.
SUPPORT is 2-3 times better than INDUSTRY at the very beginning. Each level of SUPPORT saves you 1 mineral. Whereas each level of INDUSTRY saves you 10% of ... 2-4 minerals early bases produce, which is ... 0.2-0.4 minerals. Figure it out yourself. SUPPORT declines quickly as average production grows but it stays on par with INDUSTRY until bases reach 10 minerals production in about early mid game. If you managed to grab faction with bonus SUPPORT or if you crank it up by some other means (SE, project) you will have an extreme boost in first 100 turns. That is big impact. However, I can go with 1 Supp, 2 Mor, 1 probe, -1 Industry; Should be no biggie.
and after some time armor doesn't make it more expensive
- base builds it in same number of turns anyway.
Its useful when arty gets attacked - it happens sometimes.. unarmored arty is very vulnerable to needlejets for example.
+2 SUPP +2 MOR +1 PRO -1 INDThis could be good.. I would definitely like to keep +2 Morale and i hate -2 Industry.. Probe can be gotten from other sources as well so I didn't mind losing it if Power proves strong. Power has another issue its coupled vs Wealth (great in peace-time) and Knowledge (3! RESEARCH 1 EFFICIENCY -1 ECO -2 PROBE.. great always.. Probes are weakness but that can be dealt with.. and ECO is often no big deal.
-1 Eco on Knowledge makes it borderline unusable until future societies. Of course, Morgan can still use it.
I think Knowledge is too good.
Why - i think thats not correct? -1 energy in HQ at -1 ECO is nothing.. -2 ECO is not bad either its only -1 energy per base.. thats a small penalty. Unless you play every game with +2 Eco so you would lose that -1 energy per tile.. This basically means you pick up Free Market in every game - and then you don't want pick up Knowledge because you lose that energy.
@tnevolin Movement is bugged in last patch with magtube changes Infantry can move more than 3 tiles.. movement points state 9/9 and it decreases by 2.
Is there a way to disable techtrading? I have started to make a diagram showing the tech paths in the mod since I had a hard time making informed tech choices. Does anything like that still exist? I don't want to duplicate effort. The tech paths really make no sense anymore from a lore perspective. I understand that gameplay is more important but that is a bit of a bummer.
I still fundamentally disagree about Knowledge. I think it is quite weak in its current form.
Environmental Economics being dependent on Silksteel Alloys is really, really odd.
An example: level 1 Conquer techs Applied Physics and Industrial Base are prerequisites for level 3 techs Industrial Economics and Field Modulation, respectively. That would immedialy make much more sense if you swich them around.
That being said I think FM > Planned > Green in your set.
It's hard for me to compare my version of knowledge because Wealth is much more powerful, it had to be boosted even more.
The biggest flaw I had right now was that weapons overtake armor in the midgame. 13-3 units are rather common. Then there's kind of a weapons stagnation as armor goes up to 8. The silksteel-photon-probability armors probably need some side economic benefits. Mag tubes are nice but the AI is probably right Drop is better a lot of the time
I found the tech tree in it's current form jarring flavourwise. There is a progression of armor and weapons techs but otherwise prerequisites that make some intuitive sense are the exception. Most prerequisites appear completely random.
On another note, armor should not be as strong as weapons of the same tech tree depths. You have better modifiers for defense. Having unkillable units can be extremely unfun.
I think the starting point would be to come up with themes, techs that are similar to one another. The Centauri techs are probably the most obvious. Those had a progression that made sense to me. Although there were maybe some flaws.
Some themes might be
Terraforming
Weapons/Armor
Genetics/Pop Growth
Economics
Research
One thing to note is that about half the tree is military techs. So military could be subdivided. Movement, Weapons, Armor, and Abilities perhaps.
Yeah it feels like there's way too many conquer techs.. but i don't know if that affects anything. Maybe factions with conquer focus have it harder to get non-conquer techs.
My first impression was there's too many weapons/armors but i got used to it quickly. One doesn't have to build latest variant, especially not the armor. Equality means its hard to conquer anything - I played Miriam and overrun Deirdre with 10 bases with Particle, Missile and Chaos weapons - all early. I didn't play Yang, Santiago or usurper Aliens i presume they can go to war early. Other factions look to me to be better at builder style. Once you go builder style it seems to me its hard to conquer anything before Fusion laser (10) or Shard Weaponry (13). Worms are no solution also because its hard to amass them. This is ok in general - different playstyle and its fun to play in lategame or endgame.
About SE choices - i must admit i am surprised by your logic, i rated 30% science + 1 EFF highly and Free Market lower partly because it goes into negative planet. So one can't use fungus - power of all these vary with time tho. I'll go experiment a bit and revisit my choices. Maybe i am taking some wrong things for granted. Gonna also see if i can crunch some numbers in few of my saves and see how it turns out in real game.
ps. i reverted to v.54 but i'll see to reproduce that road movement bug
Having the the Conquer techs interleaved with builder techs would be fine for me. But they should make just a tad more sense. A fig leaf like Industrial Automation having Silksteel Alloys as a prerequisite would be OK already. Most of the current ones do not even make as much sense as that.
+2 Eco is substantially superior to having high effiency and research.
Having the the Conquer techs interleaved with builder techs would be fine for me. But they should make just a tad more sense. A fig leaf like Industrial Automation having Silksteel Alloys as a prerequisite would be OK already. Most of the current ones do not even make as much sense as that.
They had to. You cannot make both prerequisites from the same group. You need to cross pollinate. When we are talking about themes these are just single chain of similar techs. Each one of them takes some random prerequisite as well.
+2 Eco is substantially superior to having high effiency and research.
Friend, I understand you feel this way. Can you prove it? Not to yourself but to others? I am not saying your understanding is incorrect but without proof the dialog is impossible.
Just propose the change instead and we'll vote.
I already made a suggestion. I will think on it some more.
Do you value the system where each technology has one prerequisite from the previous tier and one prerequisite from the tier before that?
What do you say about the weapon armor balance? Weapons should be a bit ahead of armor, not as much as in vanilla maybe.
What do you mean by same group? Is this a requirement in the game or a rule you set for the mod? How important is the position of a tech in the tech tree (type of prerequisites, type of following techs) vs level of that tech for you?
I was just discussing SE effects with lolada. I didn't propose or intend to propose a change.
I already made a suggestion. I will think on it some more.
Do you refer to this?
http://alphacentauri2.info/index.php?topic=21359.msg125498#msg125498
Sorry, I didn't get what model you want to change and how.
What do you say about the weapon armor balance? Weapons should be a bit ahead of armor, not as much as in vanilla maybe.
Why?
No, I meant the Applied Physics + Industrial Base switch.
No, I meant the Applied Physics + Industrial Base switch.What do you say about the weapon armor balance? Weapons should be a bit ahead of armor, not as much as in vanilla maybe.
Why?
Disregard this for the moment. I don't really have enough experience to say for sure. (Purely from calculation there seems to be no reasonable way to get a entreched defender out of a fungus field near your base or out of a base with perimeter defense. As I understand it, the combat power of units weakens when they get damaged. But I'd guess a defender behind a perimeter defense can easily kill several attackers in a row which means that combat becomes a fairly static affair.)
Here movement bug in v.55. - you can move that infantry 9 tiles in gaia start thanks to river.
Let me repeat in hundredth time. There are so many different technology flavors that is impossible to make all prerequisites sensible.
Besides it almost never sensible for one color to be dependent on other color.
Yet you have to do it.
Were you able to quickly memorize whole tree?
I never was and it never bothered me.
Were you able to memorize Civ 1/2 tech tree even if it was supposedly reflecting a real technological progress?
Was everything sensible to you then?
How the hell you can develop Medicine from Trade + Philosophy? 😲
How the hell Space Flight was possible without Plastics in Civ 1? Oh well.
For one we can just darn rename them all and repaint tech tree from scratch!
As it doesn't affect game play I don't pay attention to it much. You are welcome to team up with me on it. I hear a lot of critics on this specifically but nobody volunteered yet.
😉
Let me repeat in hundredth time. There are so many different technology flavors that is impossible to make all prerequisites sensible.
I think I managed it in my latest mod version 1.43 tech shuffle.
How the defender is entrenched if there are no bunkers anymore? Is it just staying on fungus? If so then it is about 2.25 times stronger than attacker with equal weapon strength. So? It'll take one artillery and one attacker. No casualties.
In base with PD it is about 3 times stronger than equal equipped attackers. This is little bit more challenging. One artillery to wear it down to 1.5 and then two attackers, one dies. So 1:1 losses. Not bad for defended base attack.
Regarding artillery. Did you change that too? Artillery damage on an equal tech level on a unit in Fungus should be 0.Yes its changed - artillery has a chance to deal damage even when weaker - its in readme file. I suggest highly to keep artillery at max weapon it really helps. 2-3 units are enough usually - 2-3 turns of bombardment and then attack.
Let me repeat in hundredth time. There are so many different technology flavors that is impossible to make all prerequisites sensible.
I think I managed it in my latest mod version 1.43 tech shuffle.
Is it published?
Doctor, +2 Psych
Empath, +1 Economy, +2 Psych
Transcend, +1 Economy, +2 Psych, +1 Labs
Technician, +3 Economy
Engineer, +3 Economy, +1 Labs
Librarian, +3 Labs
Thinker, +1 Psych, +3 Labs
Regarding artillery. Did you change that too? Artillery damage on an equal tech level on a unit in Fungus should be 0.
QuoteHow the defender is entrenched if there are no bunkers anymore? Is it just staying on fungus? If so then it is about 2.25 times stronger than attacker with equal weapon strength. So? It'll take one artillery and one attacker. No casualties.
In base with PD it is about 3 times stronger than equal equipped attackers. This is little bit more challenging. One artillery to wear it down to 1.5 and then two attackers, one dies. So 1:1 losses. Not bad for defended base attack.
Tim is right here - i just broke Drones Neutron (10) defenses - behind Perimeter Defense - with mostly 13-1-1 / I have also some 16-1-1 attackers (protected by some armored units). I bombarded them 2-3 turns and just smacked infantry in - out of 4 attackers only 2 died.. sometimes 3-4 die, but its still about equal and you get the base. Without bombardments its tougher. First few bases can be tough to take, but it eventually snowballs. I'll post save in attachment if anyone is interested to take a look - terraforming is interesting too. Its M.Y. 2367 so you can have fun with lategame wars - i recently became Planetary Governor and passed double trade agreement - its money galore now.
Let me repeat in hundredth time. There are so many different technology flavors that is impossible to make all prerequisites sensible.
I think I managed it in my latest mod version 1.43 tech shuffle.
Is it published?
No, but I think it is feature complete and I am beta testing it. If you want early access, I can make it so. I will publish before the end of the month anyways, unless I run into an unexpected disaster. Like separating Planet Busters from spaceflight somehow being deeply bugged. I don't think there's a reason to expect that, but it's the sort of thing that does require a playtest before final release. I suppose I could run an AI vs. AI game to speed up my confidence in that.
Empath, +1 Economy, +2 Psych =
Transcend, +1 Economy, +2 Psych, +1 Labs
Technician, +2 Economy
Engineer, +2 Economy, +1 Labs
Librarian, +2 Labs
Thinker, +1 Psych, +2 Labs
Doesn't it make Engineer and Thinker too weak? Their revenue is nothing comparing to working a tile. Nobody would like to use them.
Part of the reason is that High Energy Chemistry -> Synthetic Fossil Fuels -> Air Power is intuitively understandable.
I just want to look at your fixed tech tree if you have it completed already.
QuoteDoesn't it make Engineer and Thinker too weak? Their revenue is nothing comparing to working a tile. Nobody would like to use them.
Hm whats the goal? I don't consider using specialists in general unless the base is working really weak tiles like 1-1-0 or 2-0-0 then i choose one thats good. If we want them to be used instead of tiles then we should determine some yield and balance around that.
I am fine with your numbers as well if you think mine were too weak. I presumed you wanted to nerf Transcens (they are op). Just then place Transcends at Tech11 thats enough to have them used to some effect - but keep them as superhuman ;cha;.
Specialists are a fine choice for factions that have problems with Energy/Research from tiles (like Yang). They need to be decently strong to remain an option.
Attached is the WTP tech tree.
Observations:
- I like a lot of the early tech progression from a gameplay perspective.
- Tech progression is consistently illogical from a flavour perspective, the late game in particular is a hot mess. ;)
- The alien technologies serve no purpose, make techprogression illogical (ie. Field Modulation grants Aqua Farms for some reason, it also makes no sense as an early tech) and worsen the problem that advances are spread out a bit too thin. (That's an issue with Smax not the mod.)
- A lot of overpowered advances seem to have been nerfed out of existence by placing them two seconds before Transcendence.
Yeah, that was my point. I'm not criticizing the mod here. Aqua Farms should be granted by some Former or Centauri tech. The were put with Progenitor Psych because Progenitor Psych needed something not because it made any sense. Progenitor Psych is a completely superfluous doubling of Social Psych and the game would be better without it. Almost all of the alien technologies are like that.
I wonder if some of the overpowered mechanics can be salvaged.
Attached is the WTP tech tree.
(ie. Field Modulation grants Aqua Farms for some reason, it also makes no sense as an early tech)
I have now posted a .zip of my mod 1.43 beta (http://alphacentauri2.info/index.php?topic=20959.msg125539#msg125539) for those interested in my tech tree, or other aspects of my mod.
First of all, do you have your lore explained somewhere or you just feel it is right? If latter, then I would refrain from arguing about it as, obviously, everybody has their own feeling what is right.
I cannot yet absorb how anything industrial may stem from ecology.
That is by definition a force opposing any industrialization.
Flexibility, in its turn, is a military doctrine.
There is kinda far leap from military operations to industrialization.
There is no definitive say whether some connection is good or bad.
So either some non-conquer techs need to give military benefits OR we accept conquer having the most techs.
So with that approach Centauri Ecology felt "explore" to me knowing nothing else about what it does. However you're right, formers aren't "explore" in their function. They're definitely build foremost. So perhaps Centauri Ecology shouldn't be the tech to get formers.
Maybe then it should be the most simple sounding "build" tech. Which would be Industrial Base.
So with that approach Centauri Ecology felt "explore" to me knowing nothing else about what it does. However you're right, formers aren't "explore" in their function. They're definitely build foremost. So perhaps Centauri Ecology shouldn't be the tech to get formers. Maybe then it should be the most simple sounding "build" tech. Which would be Industrial Base. So something as simple as the very first techs can be debated
Also, I liked to pair every free facility SP with its facility.
why is more tech required to build a superproject for all bases?
When using the stock tech tree, I found I had more the opposite feeling. That there were more techs than useful things to give them. Especially in the back half of the game. I guess I can see how pushing SPs later might reverse that.
Also, I liked to pair every free facility SP with its facility. The ones that didn't felt odd to me. It was the feeling of your new tech being negated by the possibility of a future SP that you couldn't even start yet. Which didn't even make sense, if you can build it individually in each base, why is more tech required to build a superproject for all bases? The only place this strictly can't be done is Virtual World. But as long as VW's tech allows holo theatres, and NN comes before, I have less issue with it
Such SPs give just pure economical advantage.
I considered making the armor techs and defensive unit ability techs DISCOVER. CONQUER would get the weapons techs, chassis aside from Foil, and the offensive abilities. EXPLORE and BUILD have a lot more units/facilities/etc.
I think you are bit defensive about this, Tim. ;) Of course, there will always be tech progression that makes little sense or is hand-wavy at best. The original tech tree is, however, much more reasonable than the current one of the mod. The majority of the prerequisites is plausible in vanilla.
This is nice talk in theory, but in practice we want AI to be good and for that AI needs access to good facilities and weapons. If its so directed that one AI goes for explore and almost never gets any weapons.. it could be piss poor AI that dies.
Also these conquer aggressive AIs are already quite terrible at infrastructure building.. or teching economy..
So the tree should be somehow setup to help AI get good performance.. player can manage.
Or you could give Conquer factions access to earlier stronger weapons in their tech path and add some weaker and later options for builder.
This is nice talk in theory, but in practice we want AI to be good and for that AI needs access to good facilities and weapons.
It is kinda difficult to conquer with contemporary weapon and [poopy] armor.For the human player it's trivial. Build rails. The AI doesn't know how to do rails based conquest, so it's at a disadvantage. Rails is a tried and true method as far back as Civ 1.
Practical gaming shows there is no isolated development. Everybody trades about half of techs.
I would yet to see a tree designed with paths in mind. It would be interesting to study it.
People talk about research paths as if they want to give one player all weapons and another all facilities.
Designing a tech tree is really hard with your requirement that each tech is prerequisite for one tech in the next tier and one in the tier after that. Each tier of techs has a one-to-one relation to 4 other tiers. That is amazingly restrictive.
defense is discover,
This is of course my mod, since forever, since the very beginning. In 2 years you really haven't checked it out in any great detail? The differentiation between paths has only gotten stronger in the past year.
I looked at it but didn't study. Can you tell me some of your paths besides weapon and armor?For instance nowadays there's a pretty strongly differentiated "indigenous life forms only combat" section of the tree. If you're not studying Explore, you're not getting up it. It's long. It goes all the way from E3 Centauri Genetics to E8 The Will To Power. Then continues with D9 Secrets of Alpha Centauri and D10 Secrets of the Manifolds.
Weapon and armor techs are clustered too much in the early game. The consequence is that you have something advanced like Probability Mechanics too early in the tech tree.
Orbital Spaceflight is not such a high level concept for example. If satellites should remain out of consideration they could be assigned to some late game tech instead.
You mentioned that these things were discussed.Can you link a thread? I am curious why Bio-Engineering and Non-Lethal methods are so late among other things.
Since there are armor techs missing in the midgame it would be possible to make Photon/Wave mechanic armor 6 strength, push Probability Mechanics back and make the corresponding armor 8 or 9 strength. Neutronium Plate could be 12. That also comes too early narravitely atm.
Early weapons look like they could be spaced more - or maybe 1-2 removed but its not necessary in any case.. spacing a bit would work.. armor the same. Then one could add maybe armor 12 to fill the gap a bit.
4d facility - energy Biology lab Progenitor Psych
2 ability Hypnotic trance Secrets of the Human Brain
4a facility - military Perimeter defense Doctrine: Loyalty
4b facility - drones Hologram theatre Polymorphic Software
4c facility - misc Children's creche Ethical Calculus
1 unit types Mind Worms Centauri Empathy
1 unit types Spore Launcher Bioadaptive Resonance
4j facility - size limit Hab complex Industrial Automation
6 secret project The Virtual World Planetary Networks
1 unit types AAA Tracking Advanced Military Algorithms
3 terraforming Thermocline transducer Adaptive Economics
6 secret project The Planetary Datalinks Cyberethics
4f facility - minerals Genejack factory Retroviral Engineering
6 secret project The Citizens' Defense Force Intellectual Integrity
7 weapon Fusion laser 6 Organic Superlubricant
4e facility - ecodamage Hybrid forest Planetary Economics
1 unit types Hovertank chassis Nanominiaturization
2 ability Carrier deck Nanometallurgy
4h facility - prototypes Skunkworks Advanced Subatomic Theory
1 unit types Copter chassis Mind/Machine Interface
4a facility - military Flechette defense system N-Space Compression
4b facility - drones Paradise garden Sentient Econometrics
You could make some armors prereqs for weapons and vice versa. That might solve the "armor too far ahead" or "weapon too far ahead" problems
I don't see "armor too far ahead" or "weapon too far ahead" as problems.
I don't see "armor too far ahead" or "weapon too far ahead" as problems.
Weapon too far ahead leads to a cakewalk, a colonial style slaughter.
Armor too far ahead doesn't lead to much of anything. Territory remains more static.
Weapon too far ahead leads to a cakewalk, a colonial style slaughter.
Armor too far ahead doesn't lead to much of anything. Territory remains more static.
They both will have strong weapon and weak armor.
I went through all the techs and re-read their quotes. I think a big reason the tree is confusing is that for many techs, their quote/speaker doesn't really match the priority (conquer, build, discover, explore) it had been assigned. Prime example is Superconductor. Has Morgan as a speaker about the economic criticality of superconductors. But it's somehow a conquer tech? I ended up re-categorizing a lot of techs into different priorities. Only problem was a few too many ended up in the discover pile. So a couple have to be moved over.
Technology is a box to place features. It means nothing by itself. Superconductor enables weapon. Thus it is a conquer technology so conquest oriented faction can get to this weapon. It doesn't matter what Morgan said about it. This is just a scenery.
I agree it does sound more scientific or maybe science-industry application related. So we can repurpose it for some other feature and keep research instead. That's all.
(Retroviral Engineering -> Genejack factory, supposedly they engineer viruses to jack genes)
There's no 'reason' that Superconductor has to grant Gatling Laser unless I'm missing something in the lore?
It will probably make a lot of sense to me but perhaps not others.A lot of your Discover techs are not going to make sense. It's not about armor, it's about faster research. There's no more reason for Discover to be about armor, than for Explore or Build to be about armor. Why should I be forced to study Discover to have a viable defense in the game?
I have made a tech tree up to level 6 with your restrictions. Some techs had to be shifted by one level. I also spread out weapons and armor a bit more on purpose.
My tree also ended up being 7 per level (up to level 11) and n-1 / n-2 prereqs. It has to narrow a bit at the end with more n-1 prereqs and less techs at level 12 and onward
Did a similar thing too so that I wouldn't hit the same branch for the second prereq.
A lot of additional work in matching up the techs logically to all the benefits. I think it's in a pretty good place although the order might only make sense to me lol. It's going to feel like playing a new game I think. It was very hard to place some technologies especially closer to the end. I used the lore and tech shorts to some extent as well.
My categories ended up being:
Explore: anything PSI, pop growth, pop control
Build: terraforming, energy, minerals
Discover: armor, defensive abilities, labs/research
Conquer: weapons, offensive abilities, chassis
Unfortunately no, I did all the planning in Excel. There is the in-game graph you can click through but it doesn't really give a 'big picture'. I changed what many techs grant also, not just the ordering.
I wish there was a way to programatically graph the tree. Drawing it out would be a lot of manual effort.
Best bet to view it probably is in-game, just have to back your alphax.txt up first
I agree this is a lot of work. Especially, when you keep changing versions. I don't think there is a need. What one can get from this "big picture"? I use it to track a development to a single target technology. And, to be frank, it is not really such a big help in it. I always can check immediate prerequisites in game and 99% of the time this is what I only need. When I plan the tree I only need to know which level each tech is to make sure I place them right. Plus I make sure they are do not cluster too much. I.e. there is no easy way for some high level tech. However, the latter is impossible to catch visually, anyway. So I have a program for that.
Not talking about AAA tracking. You need that too and it would be excellent on Optical Computers. I meant the SAM ability needed to attack flying targets. If you do not have that you just die vs needlejets even with AAA tracking mainly because you can't attack land units under a needlejet so they can just walk up to your bases with infantry or probes and there is absolutely nothing you can do about it.
If I could relax the n-1/n-2 to sometimes allow n-2/n-2 or n-1/n-1 (all techs still retain 2 prerequisites) that would already help a lot.
I see what you mean. It would need to be n-1/n-1 and n-3/n-1 one level above as a variant to keep the structure.
@tnevoling
Movement is still bugged in v.58
first save:
Unit seems to be able to move diagonally on river tiles for < 1 movement point. In std game it can go so along the river, no shortcuts.
second save:
Somehow that Colony Pod in Halls of discipline can move 4+ tiles. Its weird like its rounding ?! on some tiles it spend 2/9 on other 3/9 points.
Ok. Where there's just a # that's for n-2. For n-1 I wrote it out.
Had to redo it but your way was better for visualization.
One key aspect of balancing out Needlejets is to put Air Superiority well before Doctrine: Air Power so that factions without Air Power can fight Needlejets.
It's set in #TECHNOLOGY section of alphax.txt
Biogenetics, Biogen, 0, 0, 0, 1, None, None, 000100000
The highest numbered priority of the 4 will be what kind of tech it is considered. I believe if you set equal priorities it takes the last. The order is conquer, discover, build, explore. The numbers can be greater than 0 or 1 to fine tune beelines or make the AI prefer key techs more.
If I could relax the n-1/n-2 to sometimes allow n-2/n-2 or n-1/n-1 (all techs still retain 2 prerequisites) that would already help a lot.
Yea. I know how it works. I am curious how you specifically divided them in groups? Did you set yourself a rule to use certain gap between different values to make sure it is well aligned with the color like if you set Discover value to be 4 other values cannot go near it to not spoil the grouping? Or it is completely arbitrary? Meaning in conquer you can have equally any of 4333 or 4000 or 1000, etc.?
Looks pretty colorful. I assume this straight line of red techs in the middle is the weapon path?
One key aspect of balancing out Needlejets is to put Air Superiority well before Doctrine: Air Power so that factions without Air Power can fight Needlejets.
Here the proposal.
Air chassis cost same as speeder.
Also note that war in Smax is rarely profitable anyway.
Could try allowing artillery ability on air units ;PI actually tried to create one but couldn't :( Overpowered?
Also note that war in Smax is rarely profitable anyway.
If you are referring to vanilla SMAX then I beg to differ. I found it the most profitable endeavor specifically because attacking is very economically effective. Even in WtP it is still profitable against weak or unprepared opponent. Even if you managed to conquer only 1/3 of neighbor territory by throwing everything you had on them and then forged a piece with them you already have twice more bases and will overpower them sooner or later. The problem is that it spoils your relations with others. So you likely won't meet any other unprepared faction.
I actually tried to create one but couldn't :( Overpowered?
Some observations - this is Pirates at -2 efficiency ruining lots of their lead ^^. Did you maybe consider modding a bit efficiency formula so its not that evil on negative side?
Here is much closer city to HQ.. quite inefficient, but we know that i guess. Here Pirates are ruining themselves with - Support. I looked at other bases as well - their production is really crap. AI with good support is much better, like Miriam - guys in SE choices are discussing this. Going light with support minuses would improve AI a lot (Thought Control is -3, Democracy -2).
I also posted this screenshot due to AI using 1-0-0 tiles or 0-1-0, 1-1-0, this would be nice to improve if possible. Its maybe for Induktio? AI could use specialist - Engineers are quite nice and available now for example and they are using these crap tiles.
Basically its just that -2 efficiency is strong - you could come up with some formula/function that scales linearly in negative values, current one is very punishing. Aliens do the same they like to pick Planned and they tend to lag a lot in tech by late midgame. You SE choices are fine, imo, you have at two places -1 efficiency its nothing.
Same with Support - its great stat to have - the thing is that dumb AI does not know when to stop producing useless units. Go through Pirate bases their production is sad - three bases next to my continent have 9/10/11 pop and total of 4 usable minerals eghm.. its hard to balance them - pirates are leading the game from beginning. Looks like they could use some +support..
Specialists are great if you have drone or efficency issues. Otherwise working tiles is better. It would be preferable to fix AI working bad tiles by improving its terraforming.
Same thing with support. The core issue with the Pirate base in the picture is not support cost but that the resource input is low.
I had a better EFFIC formula in mind in the Thinker thread.
Here saves.. posted two if you want to have some fun trying to win war vs Miriam ^^ she's brutal, but its quite fun. In later save i have pact with pirates so you can peak into their bases.
Basically its just that -2 efficiency is strong - you could come up with some formula/function that scales linearly in negative values, current one is very punishing. Aliens do the same they like to pick Planned and they tend to lag a lot in tech by late midgame. You SE choices are fine, imo, you have at two places -1 efficiency its nothing.
Can you share a link? I am lazy to read it all over again.
Btw @tnevolin Pirates are really awful with production - you should give them back that +1 mineral on sea at some point earlier. It takes ages for them to get that tech for +1 mineral platforms, they still don't have it. They have strong start, but midgame and later they are terrible. I'll submit the save if you want to take a look.
Yea that's another aside. Econ and labs from specialists shouldn't avoid EFFIC penalties. Psych I suppose has to avoid it or bases could riot forever.
Perhaps going to 0% energy is a little much. Creches could get you back to some given %. And those far bases would still produce minerals. IMO it's the only way to curb ICS.
This is really ugly system - reminds me of civ 3 corruption, nobody wants useless bases.
I suppose it's a subjective thing. I don't really feel that effic/b-drones really slow down ICS all that much. Between minerals and specialists being exempt. Plus most bases don't suffer that much inefficiency since it's by distance. As long as you don't run low EFFICYes I agree it does not really slow down ICS that much / it nerfs it ofcourse, after a while even pop 1 cities start with a drone. It kind of forces player to keep EFF in positives. Thinker AI for example spams bases similar to player - but is not as smart to keep away from -2, -3 EFF. In that sense changing negative EFF effects to be not too punishing is a good idea.
I reallly dislike the added randomness in the combat system. The armor/weapon equality in early game had the effect I anticipated. I had Roze's heavily armored units sitting next to my forest/sensor for 10+ turns. Neither side could attack so we were just staring at each other.
So The Ascent to Trascendance cost 3000 minerals and Pirates are building it in base with 11 mineral per turn.. And rush it 106 turns to completion.. for approx. 4000 gold.
I had it way more completed and it costed 14000 to rush.
Looks like it would be a good idea to somehow limit AI rushing ^^. Would it be possible to limit SP rushing only when project is 50% complete with minerals..? So one cant rush like this. AI transcend has big discounts - that could be changed as well if first suggestion doesnt work?
Hmm, 3% energy per effic isn't too bad. It might need a little more than that. Not much though any more than 5% would be overkill
It would fix the EFFIC scale. Right now my SE set doesn't allow for lower than 0 for that reason.
75% efficiency at any distance from the HQ at +4 EFFIC is a lot. I do think Thinker AI and various speedruns demonstrate how strong ICS is. That horizontal development (base count) is more to blame for the energy/research explosion than vertical (facilities, SPs).
Rather than hammer far bases with terrible energy or mineral production, I do wonder if dynamic colony pod costs would work. That is the cost of a pod goes up by some amount of minerals for every base & colony pod you have...to match how citizen costs go up in nutrients
Combat outcomes felt completely arbitrary. (I understand they aren't really.) By giving the winner of each combat round a bonus you inreased the volatility of combat. You can easily see the same moderately close fight won by each side taking hardly any damage. It also has the effect that you have a hard time wearing down units. I lost 2 Empath rovers vs the same 1 HP fungus tower since my planet rating was low.
The armor issue is a matter of taste. I don't like the way you can't remove units sitting in your territory. On the other hand, it does give a boost to Morale as experienced units are worth more than in vanilla and it forced me to build more units.
We probably just need to remove whatever AI restriction left to let human win and this should do the trick.Not appreciated you need to take comments more seriously. Ok maybe its me - i need to better explain it - i presumed you would know what i mean.
Based on numbers above it seems that they rushed it way past 50% completion. Did they?
I don't understand why you want to limit this again after you just proposed it. This is the last project. You should be able to overtake AI by far by this point as you did in previous games.
In the current form of the game of course you buy the Ascent to Trancendence in one turn. I appreciate why you don't like it but that is true for all Secret Projects. The way you can use your whole faction to pre-build them is somewhat silly.
Regarding the combat. I don't mind unpredictable combat winners that much. It's the way the winner often takes low or no damage that I really dislike. As I said you can for the same battle have the attacker win and take no damage or the defender win and take no damage. It's very hard to plan for and early game with few units it can screw you over. Overall, the current combat implementation is worse than the vanilla one.
Not appreciated you need to take comments more seriously. Ok maybe its me - i need to better explain it - i presumed you would know what i mean.
This is about the argument bvanevery used - players have expectations. This is violating it ***heavily***, you can only go so far. Now there's some tolerance, we get used to something, so it takes a while to accept change, and we get used to that and its ok.
Now... Do you want to force player to always insta rush The Ascent to Trascendence or risk losing the game? I presume no.
Do you want players to delay and bank 15-20k ducats before completing Voice of Planet.. so they can insta rush The Ascent on turn 1 to deal with insta loss?
Is it ok to expect from player to have to rush last project? Personally i really don't like it.. its like saying to win you need last tech +20k gold or you lose.
Some backwards AI with pathetic production instantly completes the game winning project for 4k gold. That is not good design... there are many things wrong here, here's some:
- AI gets access to project it shouldn't have (vanilla allows everyone to build this project once Voice of Planet is done)
- AI heavily cheats with rushing.. like i sad he rushed 90+% production with 4k gold... while the player needs many times more
The Ascent to Trascendence breaks these rules:
- no tech requirement: anyone can build it.... eghm its ok for vanilla for its terribad AI
- yeah AI needs to have energy but it cheats its ass of.. and at late endgame there's ton of energy
- no consequences.. insta win button
So The Ascent to Trascendence needs to be somehow dealt with differently to be reasonable thing. Some suggestions:
- require tech to build it.. then its fair game if player wants to risk AI rushing it.. (fine by me.. its easy solution)
- disable rushing it completely (its 30 ish turns or less fine by me)
- limit rushing it (fine also..)
- or limit rushing every project if you want.. (my original suggestion, fine by me..)
- nerf transcendence AI rushing cheat _significantly_ (i wouldn't do this.. AI needs help for getting lategame projects)
- you can leave it be - but thats lazy thing (i really wouldn't like this)
Why not fix it properly when so much other things were already improved?
Colony pod cost would be something like
30 + X * MAPFACTOR * (# of bases + # of colony pods)
Re: Ascent. It was always kind of broken but few games went so long due to imbalances that it was never a huge concern.
I think it's more fitting with the lore to have no tech requirement. As essentially all factions 'ascend' you just become a less dominant part of the ascended entity if you don't win the race. So probably no rush for Ascent makes the most sense. VoP IMO should have granted some bonus to Ascent production - Space Elevator/satellites kind of idea.
In the current form of the game of course you buy the Ascent to Trancendence in one turn. I appreciate why you don't like it but that is true for all Secret Projects. The way you can use your whole faction to pre-build them is somewhat silly.
Regarding the combat. I don't mind unpredictable combat winners that much. It's the way the winner often takes low or no damage that I really dislike. As I said you can for the same battle have the attacker win and take no damage or the defender win and take no damage. It's very hard to plan for and early game with few units it can screw you over. Overall, the current combat implementation is worse than the vanilla one.
I'm sorry but you really don't understand the problem I have with the combat. It's not that you can win or lose unexpectedly. It's the way the damage dealt to the victor is so volatile. The bonus for winner of the last combat round makes combat outcomes more extreme, making results that should be extreme outliers (like the weaker unit winning without taking damage) commonplace. If you are attacking with weaker units this is particularly problematic. If you attack say with 2 vs 3 odds you can easily lose 3 units in a row without making a dent or the first one can win without problem. It's too much.
What do you mean? AI built AtT before Voice of Planet is done? Then this definitely a bug and need to be looked into. Please send me a save.No I mean i built it.. AI doesn't even the tech. But it then happened that AI rushed complete AtT at 90+% for
I was genuinely excited by your test results. No sarcasm was intendedHaha well i considered that.. shortly lol. My bad.. i thought you just glanced over it like its nothing. its kind of important imo.
This looks like another bug. I didn't understand first the completion percentage. However, you said 11 production * 101 turns to completion = about 1100 minerals. So it should cost about 4k credits. Please send me a save to look into it.Now I am confused ??? Ah I'll see later to check saves again and i'll upload them. The project is 3000 minerals.. I don't remember what Pirates Industry was... they might have used several crawlers and then rushed with energy.. maybe they rushed it multilpe times -_- weird. I don't understand now how they could even get to 1000 mins to completion their production was so crap. I though Transcend AI can rush cheaper?! Oh crap.. gonna take another look at saves.. something doesn't add up here.
What do you mean? AI built AtT before Voice of Planet is done?- No.. I meant now in your mod it is not ok anymore to give AI access to AtT, like in Vanilla. But maybe scratch that.. need to check saves again.. i thought AI can rush-buy SP for cheap. If AI pays 4 gold per mineral its a fair game..
1. Generally speaking, do you expect to certainly win on highest difficulty all the time? If not all the time then what percentage?
2. If not at highest level, then what is the difficulty level you expect to win all the time?
3. Do you expect win the race for The Ascent to Transcendence all the time? If not all the time then percentage or times?
4. Do you expect AI to get to the level when it competes for AtT? Do you prefer it to compete but still get it to yourself?
Let's say two units with relative strength 2 and 1 are fighting. How badly do you want weaker unit to be damaged if it wins? 80-90% all the time? What if they both have 1 HP left?
No I mean i built it.. AI doesn't even the tech. But it then happened that AI rushed complete AtT at 90+% forcheap(i am not sure anymore) and won the game. What this mean is that if player wants to win - you delay Voice.. prepare crawlers.. money and have to rush it on turn 1.. or you really risk losing the game.
Didn't get your MAPFACTOR. I though you proposed to make them more expensive with time. Which is a great idea in my opinion.
borehole = nutrient/energy. Also unique yield combination. In its 0-2-4 form it is not completely superior neither to forest nor mine nor farm-solar. It is still comparable to mine if we convert energy to minerals 2:1. They both will be equivalent to 4 minerals. So borehole will be better if you want to shift focus from minerals to energy.
mapfactor is just scaling by the size of the map. By # of bases+colony pods makes more sense than time. Time means they get expensive whether you have a large empire or not. And it would force players to do all their expanding early on.
re: on combat - well i didn't change any factors - i guess i can try with 2.0 and see if it "feels" less volatile.. i got used to 3.0
I saw boreholes as more as a replacement for mines.
Here sample progression for turns 0-100-200-300-400.
Colony: 6-8-10-13-17
Former: 4-5-7-9-11
Transport: same as former
Speeder Probe: same as colony
Supply: 12-16-20-26-34
With that in mind some non combat unit cost could be lowered down a little to make them bearable at the beginning. Like supply can start from 8 or 10 instead and then grow up.
And river impact - they ruin river flow.
Yeah they are competitor of mines, but you can for example take a look at my saves there and see i have lots of mines and basically 1 borehole per base. There's not even 1 borehole in new bases. Whats the problem with borehole > mine as long as there are restrictions and eco damage?
QuoteHere sample progression for turns 0-100-200-300-400.
Colony: 6-8-10-13-17
Former: 4-5-7-9-11
Transport: same as former
Speeder Probe: same as colony
Supply: 12-16-20-26-34
With that in mind some non combat unit cost could be lowered down a little to make them bearable at the beginning. Like supply can start from 8 or 10 instead and then grow up.
I'll put up stop sign here ;stupid :D What do we want to gain with these changes??
Now I will remove myself from this discussion hoping you'll forge some agreement with Nexii.
Thanks for adjusting the combat formula. I will finish my current game and then give the version a whirl.
Are you able to fundamentally change mechanics like support and eco-damage to make them less ICS-friendly? Sounds tricky.
Here - thats 1 turn before they rush Att. 106 turns to go.. 11 minerals per turn. Pirates are at +1 industry (fund + planned + power + thought police). If you click next turn they will fully rush it.
Well forcing a bigger space between bases does solve a lot of the ICS. And it makes EFFIC more relevant
I think a 100% distance formula could be fine to retain for EFFIC. Here's idea #2 for a simplified efficiency:
EFFIC = 1 - (4 - EFFIC) * HQ DISTANCE / 200, min of 25% max of 100%
-4 EFFIC would lose 4% efficiency per 1 distance (8/200) from the HQ
0 EFFIC would lose 2% efficiency per 1 distance from the HQ
+4 EFFIC would have 100% efficiency at any distance
The 200 factor could be adjusted by map size, but it's probably roughly what it should be for a normal sized map.
Perhaps for SPs they can't be rushed with anything till 25% complete with minerals. I do think that was sort of their intent with the 4x rush cost till 4 rows are complete thing. Only problem was it still allowed rushing the early part, and it didn't really scale up for the more expensive SPs.
Say facilities are x2, units are x4, and projects are x8. And, of course, VoT doubles all the above numbers. What do you think?
Rushing
On topic of requiring x% amount of minerals before being able to rush SP. It makes some sense since it guarantees one can't snipe them in single turn and the faction with better production can win the race. For example this AtT thing would not happen. And there would be a race - 1 turn rush is not a race.
There's Crawler rush thing - but it is for most of the game quite an investment to dump crawlers into SP. I'd ban crawlers from rushing SP just because i find it unfair to AI. But its not too bad, in current implementation player can snipe some important SPs with crawler+energy, but there's enough projects and tech disparity that AI gets lots of them and thats quite nice.
Terraforming
I'd say it should be #1 priority to improve AI terraforming - they need to have enough minerals or they are really really bad. Got to teach them to remove fungus and terraform if they don't have PLANET > 0. Even then AI should know that each base needs at least x amount of minerals. For example 5 - 10 - 20 early, mid, late.. thats the way i think about it at least - in general each base needs to have a minimum amount to complete facilities in reasonable time. Then AI needs to know when things get worse to re-terraform terrain.. once fungus pop everywhere i don't see them removing it. Fixing eco-damage would help them a lot, i've seen them doing 60+ eco-damage thats worm-pop every turn until the base is ruined.
Mines: if mine would not reduce output of food by 1 it could be decent on rolling tiles for some bases. Civ3 had that.. AI still needs to know not to build mine on every tile ^^. Low altitude Rainy rolling tile could be 3-2-0 or 4-2-0 later.. solar would add just 1 or 2 energy (with economy or mirror).. while on hill tiles one could build solar collectors. You can maybe teach AI to prefer solar collectors on higher altitudes, mines on lower rolling tiles.
Yeah. It's all makes sense. The only thing that rocky tiles do not harvest any nutrients and on top of that mine reduces the nutrient output confuses me. What is the purpose of it? Some historical reason from Civ1? Well now it makes rocky mines pretty pathetic comparing to forest and boreholes. Don't know what to do with it.
On topic of boreholes.. they are in weird place. One thing to note - they are awesome solution for flatland bases with no rocky tiles.. coastal ones especially. Easy quick 6 minerals.. energy doesn't even matter, its just nice. In that sense they compete away for example mineral sea platforms. So if you remove boreholes you will give way more space to forests certainly - otherwises bases can't get minerals. Not sure if its possible to make sea tiles useful for minerals. So here - boreholes are op certainly. Farm/mines combos might be used here if you remove that -1 nutrient.
- Borehole with 0-2-6 yield hm seems quite awful to me honestly ^^. Not sure i would build them.
- Removing boreholes completely would help with eco-damage.
- Another idea is - since they are cool - just moving them to something like tech 10. So lategame one can use them a bit its fun.
Well you can remove the -1 N for mines in alphax.txt. I have for awhile as sea mining platforms were very bad compared to tidal harnesses. Let's see, 1 M and -1 N, or 3 E...not a hard decision. I even gave mining platforms +1M. But I also reduced kelp by 1N. I might go back on this one yet, sea has to be considered for mines I guess is all I'm saying. I've also tried 3-0-2 and 3-2-0 for sea tiles. Right now I have sea at 2-3-0 and 2-0-3 (plus any facilities).
I think boreholes do need to produce M, otherwise M ends up being very scarce. Alternatives could be to boost the M of forests, mines, or fungus.
Looks like opinions are more or less around 1) nerfing borehole and focus it on more of minerals/energy but not both, 2) nerfing energy flow past mid game.
Short term plan.
Solar collector energy yield limit is 4, including altitude and mirror effects, excluding bonus resources and SE effects. This wont affect tidal harness as its max energy output is 4 already. This will render combining land raising and building mirror fields useless. They still will be useful separately. Preferably mirrors will be cheaper option.
Borehole is 0-2-6. This is kinda artificial attempt to balance them instead of completely removing it. This way they are formally not superior to rocky mines and not inferior to farm-solar combo.
Looks like opinions are more or less around 1) nerfing borehole and focus it on more of minerals/energy but not both, 2) nerfing energy flow past mid game.
Short term plan.
Solar collector energy yield limit is 4, including altitude and mirror effects, excluding bonus resources and SE effects. This wont affect tidal harness as its max energy output is 4 already. This will render combining land raising and building mirror fields useless. They still will be useful separately. Preferably mirrors will be cheaper option.
Borehole is 0-2-6. This is kinda artificial attempt to balance them instead of completely removing it. This way they are formally not superior to rocky mines and not inferior to farm-solar combo.
Update.
1. Borehole stay nerfed like that.
2. No touching collectors/mirrors.
3. Moving mineral multiplying facilities a little bit earlier to give players a chance to beef up mineral intake in case they found it insufficient. They are still expensive so no use to build them everywhere. Also there is still ecodamage that strikes back early production centers.
Sounds good to me. I'd not even make them so expensive. The opportunity cost of building a facility over formers/colony pods is always considerable. I would hardly build any in the early game if they were not so cheap to rush-build.
I'm playing an older version. However, when I researched Quantum Power the game asked me to upgrade my units. The upgrade costs were negative and I made a ton of money, almost 1000 credits. Is this intended? :)
Hit end turn on the save file to replay it.
# Version 65
* Merged with Thinker 2.0.
A lot of changes. Proceed with caution.
Terraroming AI
I have started to work on terraforming AI to give computer some boost. Induktio has already done a lot on unit movement in Thinker. I hope to extend this a little in terraforming part only for now.
I use the computer worked tile placement algorithm to determine which changes will be accepted by base. For that I actually change map modeling future improved state and then recompute base to let it use these new improvements. Whether modification will be accepted or not depends greatly on base needs and governors settings. In this regards this algorithm lets AI decide which improvements they need based on their current model and base settings. Of course, it may accept more than one possible improvement options. In this case I weight them by each resource. Currently I set nutrients = 1.0, minerals = 1.0 and energy = 0.5. For nutrients and minerals I count additional surplus. For energy I summarize total economy, labs, and psych. This approach allows to automatically account for any multiplying factors as well as corruption. So essentially I project the net worth of given improvement.
Observed that they build farms a lot and but not always second improvement on it. Maybe it is just not enough formers and they got distracted on other priorities or bases grow fast due to lot of farms?
*one thing you can do is value energy slightly more - then they build solars more often on good tiles (+2/+3 energy) before moving to another food tile - not sure if it is a good idea overall - but it makes them move less work more
I am also thinking to take base needs for example and emphasize on preventing disasters. For example, start valuing nutrients more when it is close to starvation, minerals - when it is close to support limit, energy - when it is close to maintenance limit. I don't know if AI does this too but anyway algorithm can help it.
Can you mod what tiles governor choose to work?
Probably. However, The logic is more or less good already and it is so complex that I am afraid I won't be able to do anything better in observable lifetime. Do you have a specific complaint against vanilla governor?
Then you can teach AI governor some of these tricks/tweaks. To work minimum x minerals if possible, or to avoid/reduce growing if using doctors/empath and focus more energy/production instead. And terraforming AI can improve tiles according to base needs. These two things are quite connected.
Borehole construction time is now does not match its reduced output (0-2-6). I am thinking to either cut the construction time or increase energy output a little like to 0-2-8 or 0-2-10. It should be still relatively strong improvement for that time investment but should not compete with rocky mine in minerals.
That was my first reaction as well. I though Boreholes would be ruined, but there's still usually a crappy tile for them so they are quite useful. That said due to how multipliers work I wouldn't go over 6 energy, its quite unbalanced. Once you have 8 or 10 yield with energy bank/ network nodes for example the faction that gets a tech runs away quickly.
On the other side terraforming time is really long, its as long as secret project build! I'd reduce that number maybe even to 16. Other improvements are built much faster except Aquifier i think. That one could be shortened as well.
Fix version 69.1.Kudos for coming up with a fix so quickly!
Thank you for opening the multiplayer for me. I never knew it existed. It stares at me from the main menu but my eyes slip over it for 20 years. It would be fun to play. 😊
I agree that Thinker-WTP are designed for better human vs. AI experience. However, I'd say vanilla is also slow game from the mid game on. So either way it'll be a 400 turns bouncing back and forth.Eh, not really. From what I've seen, most multiplayer games end well before 2300. Once you unlock cruisers and air units, you can really seize the initiative and start rolling over people. The challenge lies in getting to that point without being rolled over yourself.
We should probably design a specialized fast game mod for multiplayer. Everything is cheap. Terraforming is short. Units move far. Total probable 50-100 turns whole game.
Although it will be a challenge to balance it. With far moving units one can bite a big piece of neighbor before they can retaliate.
Wait a minute. I know such fast paced game - chess!
🤣
Eh, not really. From what I've seen, most multiplayer games end well before 2300. Once you unlock cruisers and air units, you can really seize the initiative and start rolling over people. The challenge lies in getting to that point without being rolled over yourself.
Nevill wrote a nice mod that was more geared towards multiplayer, which I found reasonably balanced. Part of the reason we started playing WtP was actually to see if we could combine the two somehow. Maybe he'd have something to say about such a project.
EDIT: There is also the question of distribution of techs. In most games, you're very unlikely to see anything past level 9. Granted, this is an issue in singleplayer too; dunno yet whether WtP addresses this. The other question here is how much a faster base and territory development will contribute to faster techs.
I'm playing Civ4 as my other 4x game and it has fairly efficient mechanics for avoiding snowballing. One is a (very) roughly quadratic increase in city maintenance, the other is an enormous defenders advantage in warfare.
As for vanilla Smac multiplayer, the only serious MP game with reasonable settings I played ended by resignation of all other factions in turn 121 due to overwhlming military and economic dominance of the leading facction (he was Morgan with Cloning Vats, Helicopters, Monopole Magnets, probably also Satellites (would have to look that one up)). The serious MP game with unreasonable settings ended by resignation in turn 67. I would be very surprised if MP games between competent players last past 150-170 turns. WTP probably increases turn count by delaying the broken stuff way deep in the tech tree.
The decrease in early development speed your mod introduces is fundamentally a bad idea.
My take on the nutrient requirements for growth is that your numbers are still way to high. I would revert growth to level 2 to 2 rows of nutrients and keep it at 2 rows until size 3 or 4 and then increase it to 3 rows for the next 3 (or 4) levels of growth , then 4 rows and so on.
without addressing the real causes of snowballing which is not early expansion speed but rather a bunch of broken mechanics (pop-booming, Satellites, +2 Eco kinda) and secret projects (Weather Paradigm, Planetary Transit System, Cloning Vats).
To change the balance of horizontal growth vs vertical growth it is sufficient to increase the efficiency of facilities, especially drone control facilities.
What I personally would like from your mod is balancing out some of the overpowered options.
Interesting trade offs between a variety of options in terms of base development and social engineering would be even better.
Yes, I would like to see Colony Pods reverted to 3 rows and early base growth to 2 rows as well. I think formers at 2 rows is also better.
I will probably finish a game not before the weekend.
That's interesting. Did you leave growth at 4 rows then?
It doesn't add up. I have +2 psych which should lead to 2 citizens, one default on Transcend, one from the +2 psych. I get what is going on there but the +2 psych from Lal's ability is wasted in this situation.
Did you change tech costs to be fixed, or dependent on tech level in some way?
Get it to at least 1-1-0 yield relatively early in the game to allow minimal support for barren land and sea bases.Well, this is false. No tech gives fungus +1 minerals, they give it +food or +energy instead.
Focus on energy yield in the mid game to compliment forest instead of competing with it.
Use green/alien technologies for fungus production to streamline research priorities for green/PLANET factions.
Technology | Fungus production effect | Comment
---------- | ------------------------ | -------
Centauri Ecology | +1 nutrient |
Progenitor Psych | +1 mineral | reassigned
Field Modulation | +1 energy | reassigned
Bioadaptive Resonance | +1 energy | reassigned
Centauri Psi | +1 nutrient |
Centauri Meditation | +1 energy |
Secrets of Alpha Centauri | +1 energy |
Centauri Genetics | +1 mineral |
Here are my two saves. My password is "worm". I do not know Tayta's password, he'll have to chime in if you want to play those turns yourself.
The game is slow as molasses compared to vanilla. I can't decide whether it is a bad or a good thing. It's different, that much is certain. Perhaps too different from the original to comfort. Colony pods priced at 60 put a dampener on expansion, and they are easy to lose, so you need to build and support escorts overloading the already low support.
On one hand, I feel your pain about how much ICS poisons the well and skews the gameplay towards it. On another, I think it went too far in a different direction as of v66. I haven't started expansion until I reached Fusion tech, and that was because the price of CPs got lowered to 50 and the formers to 30 which I think are the sweet spot for the kind of changes you intended. You reverting the cost of CPs back to 40 seems to support the notion, although I have not played later versions of the mod.
The problem with ICS is that the game incentivises low-pop bases. A high population base has no benefits over a bunch of low-pop ones early in the game. And it can't even build Colony Pods very efficiently because the time needed to reach high pop gets higher the more pop you already have. The fastest way to pump CPs is still a 2-pop base sitting on 2 rocky mines and switching to a 3-food tile (Nutrient+forest) every other turn.
I can't say I have a solution ready for this; will have to see what you are proposing with alternate growth formulas. In absense of those, though, I think capping CPs at 50 would be a decent move.
Formers at 40 is a much more drastic change. We have less bases resulting in lousy support and meaning we have much less minerals to play with with every new former. I don't know what your design philosophy on them was supposed to be. If you wanted to reduce their number to 8-10 when before we had 50, then congratulations, you did it. I am just not sure why. It... reduces the micromanagement I guess?
Losing a former can set a faction back by ages, and it slows an already slow game to a crawl.
Also, the mine decreasing food production by 1 in a tile is one of the original's design decisions I could never understand. Farm+mine take 12 turns to terraform, and the result is still hideous. Why build a mine anywhere but on a rocky tile?
The decision to move EcoEng to a tier 6 tech and tie all of the advanced terraforming options to it means that for half the game you can't even do anything interesting with terraformers.
Reducing energy in forests... while I understand how it came to be (hybrids are really overpowered), now they are a weak choice. I played Gaia, and I produced my first forest in 2160s. I think delaying the Hybrid forests could be a better solution.
Absense of condensers means that population growth is very hard in absense of pop-booming, meaning the factions that lack it (Morgan, Hive) are gimped.
Absense of Echelon Mirrors (never thought I'd say anything good about them) and raise/lower terrain options means that energy production options are really limited. Boreholes are not available until later... and when they become available they instantly obsolete all other options. I settled a borehole cluster halfway across the map and the base at 3 pop produced 27 energy (~8 lost) with all the trade. My 7-pop HQ produced 15.
Sea bases are gimped. Well, they were gimped in original, no big surprise there, but here they are crippled extra hard. How do you produce minerals in them? Subsea Trunklines are 6 level tech, cost a ton (and you don't have minerals to build them), and mines giving -1 to food production means that you have to build an aquafarm to make them semi-viable. In essense, sea bases leech resources off land ones, because it is impossible to build anything in them. Maybe very late in the game things change due to additional +1 mineral, I don't know. For now they are just a tool to deny enemy territory and cheat your way into victory at sea with subpar units. Just build a base where you want to win your battles. Cheaper than building up the military.
Fungal production is... lacking. From the readme:QuoteGet it to at least 1-1-0 yield relatively early in the game to allow minimal support for barren land and sea bases.Well, this is false. No tech gives fungus +1 minerals, they give it +food or +energy instead.
Focus on energy yield in the mid game to compliment forest instead of competing with it.
Use green/alien technologies for fungus production to streamline research priorities for green/PLANET factions.
Technology | Fungus production effect | Comment
---------- | ------------------------ | -------
Centauri Ecology | +1 nutrient |
Progenitor Psych | +1 mineral | reassigned
Field Modulation | +1 energy | reassigned
Bioadaptive Resonance | +1 energy | reassigned
Centauri Psi | +1 nutrient |
Centauri Meditation | +1 energy |
Secrets of Alpha Centauri | +1 energy |
Centauri Genetics | +1 mineral |
Since I am playing Gaia I can say that a good fifth of my worked tiles are fungus since it produces 3-0-2 (at Bioadaptive Resonance ATM), and there are no better options for food available, since there are no condensers. Sea bases definitely aren't getting anything out of it.
Maniford Harmonics is going to be OP, I can tell. It's why Zakharov's cheating prompted me to post, I was so incensed.
Projects and their evaluation from a MP standpoint is another matter, for another long-winded post.
Also, a design choice I don't really get is the balancing of POLICE around -1 as a new center. With the explanation given that... Brood Pits will give you +2 later? When are those Brood Pits due? And while we are at it, shouldn't it mean that Broodpits are the ones that need fixing, not factions?
As it is, it just looks more than a bit ugly... and unnecessary, I think? Look at what it means for SE... you get +1 Police with Police state, -2 Police with Wealth, and 0 Police with them both. No other changes for other SE (up until Cybernetics/Thought Control).
Well, why not give Police State +1 POLICE, and Wealth -2 POLICE, and have essentially the same result but without every faction looking same-ish? Then you can mod Brood Pits to only give +1 POLICE and have everything work just as it does in v66?
SE changes is another big topic I want to touch on later. I think I found them very questionable. I am Gaian, and I can't think of the circumstances when I'd run Green. Maybe (maybe) with Manifold Harmonics, but I wouldn't count on it. It is a SE for lategame energy production, and your mod doesn't have nearly enough options to produce energy up until mid-game and boreholes. Kinda a weird combination, boreholes with Green economy. :D
But I find myself missing some of the things I really got used to in the original. Research Hospitals were too close at Gene Splicing, which was only nominally a Tier 3 tech as it only required 2 tier-1 and 1 tier-2 as prereqs. 120 minerals was too much investment for too little gain at that point. You have reduced its cost... and then moved Gene Splicing to tier 6 tech, removing facility out of the player's grasp. As it is, I can build Genejack Factories sooner than Researh Hospitals. I pop-boomed to 7 pop before I reached there. And... one can get used to that, but then why did you reduce the cost if you consider them mid-game tech?
Cost of units would be a reason for another rant. Generally, I find war to be impossible to wage now. Oh, I can steamroll an AI just fine, it can't really do anything. But investing 100 minerals into a cruiser only to see it die against a +50% territory-enhanced bonus out of nowhere? It is more expensive than most structures.
I know the game was ridiculously skewed towards overwhelming offense, but this swings it too far in the opposite direction. I kinda want the balance to be in favor of defenders at a base, and a parity in the field if one utilizes the terrain correctly. Meaning a 3-to-2 att-over-def advantage, brought to 3-to-3 with the help of terrain and/or abilities (ECM, forests, fungus, rocky tiles), and 3-to-4/5 at bases with Perimeter Defences and sensors. As it is, war is all but impossible in the early game without crippling yourself... and midgame against a human who has even halfway decent scouts it will fail as they can resupply much faster and can catch enemy units in their territory with a flat +50% bonus. Losing a state of the art 6-armor unit to a much cheaper horde of 4-weapon ones is not very fun.
Native life. You wanted to make it more dangerous, but now that I can't hunt them down they are more annoying than anything. They still can't get past trance units, so what they do is eat an occasional former which sucks because losing formers sucks that much harder now. Native life for players... yeah, no. No one uses NL in multiplayer (with the exception of Locusts as an air unit that can capture bases with no ground support) precisely because they get countered by a trance scout and an empath rover. Dependence on Life Cycle facilities which are few and far between, not to mention expensive, makes them a really situational choice when others pump out cheap units with +2 Morale upgrades. Sure an IotD can both attack and transport troops, but attacking with 1:1 odds is a good way to lose those troops, and even if you win you are slowed down by damage, so the next cheap ship will pick you off. I've found the worms' price point to be decent at 4 mineral rows, and I gave them ECM to protect them from rover harass. I still don't use them as anything but guerilla fighters since once the enemy wises up to it artillery makes them go splat really easily. Conventional units are oftentimes better. But then military is generally more expensive in your mod.
I can't think of why I'd use anything other than locusts with the way you priced them.
There are some changes I can't do anything but laud, though. The INDUSTRY exploit has finally, FINALLY, been fixed. I don't even begrudge it that I found it out the hard way by switching to +INDUSTRY civics and failing to complete the project I wanted. Or the reactors not giving additional HP, or the combat not being centered on a per-round model that takes the attacker's advantage and whack a defender over the head with it.
1a) Some techs come in well past the time when you could make use of them. Research Hospital is one, but advanced terraforming, Subsea Trunkline and others come to mind.
2) Not enough variance in terraforming caused by moving EcoEng to midgame. Could be spread out better among different techs.
2a) Not enough options for energy production. Boreholes still superior to everything.
2b) Minerals are hard to get in general. If you don't have a lot of rocky tiles, you are out of luck as forests are your best bet.
2c) Not enough minerals in fungus. This even contradicts the readme?
2d) Default -1 food on mines exacerbates this. Sure I can change it on my end, but I wonder about your reasons.
3) Sea bases are useless for early to mid game. No minerals, high cost of improving facilities.
4) POLICE rating centered at -1 clogging faction displays when the same effect can be achieved with different means. General uselessness of Police after moving NLM away.
5) Extreme cost of combat units coupled with massive defender's advantage make war against humans infeasible. Territory rules are exploitable, turning Colony Pods into semi-combat support units.
Oh, would it be a good time to mention I don't undertand ability costs? At all. The readme mentions streamlining this, and I am just not seeing it.
What does it mean to have "cost 2"? In original it means to have the cost be 50% higher with ability than without it. Here, a 5-1-1*1 unit (50 minerals) with AAA costs 80 minerals, and 6-1-1*2 (50 minerals) with AAA costs 70. Same base costs, different result. I guess it's because of reactors reducing the cost after abilities come into play, but it makes it hard to predict what the cost is going to be without the workshop.
...and I don't even know what the cost factors of 16 and 32 are. I assume it's 1 mineral row and 2 mineral rows, respectively?
Oh, and speaking of territories.
I think you might be interested in this pic.
Somehow Hive got an 1-tile enclave in the middle of my territory. Are you sure this is supposed to happen?
Here's the screenshot and the save. The password is the same as in the above post.
I don't either. Most likely because designer valued minerals a lot. You can see it in any other themes throughout the game. All mineral improvements come last and they cost more. There is also another restriction - rocky tile does not produce nutrients from farming at all! That is even harsher.Do you want these restrictions removed?There is a parameter in alphax.txt that removes this feature. I was wondering if you had something in mind when you left it unchanged, because you made your own adjustments to alphax.txt.
Not by much comparing to vanilla. Originally EcoEng is discovered approximately at 30% of the whole tree. In my version it is 40%.Not in MP where people beeline to it. One thing Thinker did that changed things significantly was introduce tech tiering. Now beelining to Tier 6 out of the box is impossible. So it is 2220s when I can finally get my hands on the tech I used to get in the 2150s in vanilla and... I think in 2170s in Thinker?
Vanilla forest is immensely OP. Decent output, shortest terraforming time, expands by itself.Yes, but only a decent output. Increase the terraforming time, and condenser+farm coupled with a rocky mine is a comparable option, giving 4-5-0 to 2-4-2 (or with modded 0-2-6 boreholes and Tree Fams, 4-3-6 vs 4-4-2). It's really only the Hybrids that make forests too much.
Not following you. Are you talking about complete absence of them in a game or delay?A delay that I find a bit unreasonable.
They are pretty much the same as in vanilla. I may just move some Subsea Trunklines tech earlier or later.Yes, the same as in vanilla, and maybe even a bit worse, what with Aquafarms and Trunklines being made more expensive. And it caused me to never build one in vanilla because it was more cost-efficient to raise a sea floor and put a land base instead.
Let me know if fungus desperately needs minerals.I think having 2-1-1 on a non-terraformed tile would be decent for early midgame (tier ~5-6 techs, so by Centauri Meditation?) when other, much better choises are available if you have former turns to spare.
Define fun. Not losing units?Stronger defense is a cornerstone of this mod. And I doubt you can steamroll an equally developed AI just fine. Of course, AI has appalling war tactics but you still sacrifice units to god of randomness. That is a price for free bases.Nah. It's getting to play with a lot of them.
Pardon me. Are you saying native life feel less dangerous that in vanilla???I am saying NL is absent from player-to-player combat. I don't build them, even though my -4 Morale and +1 Planet would suggest otherwise.
If you are talking about boreholes mineral output then I reduced it for reason. Otherwise, with them minerals will be too easy to get in general as you can drill them left and right. Rocky mines at least restricted to rocky squares. So one should cherish them. I think it is fair. Land base covers 20 workable tiles. You are saying not having a single rocky tile is a common situation? I never saw that.If you think there is still not enough minerals - let me know how can you fix it (with boreholes or otherwise) without overdoing it.Boreholes I actually agree with you on. I'd even probably lower their energy output, and make them a bit faster to build. 0-2-6 at 16 turns sounds reasonable... but maybe it's because that was what I set it to in my own mod. :P
Are you serious? Unit cost is so broken in vanilla I don't even want to start this discussion over again.In vanilla hovertank goes from 1-1-3 = 2 rows to 30-12-3 152 rows (not counting reactor discount). At the same time vanilla infantry goes from 1-1-1 = 1 rows to 30-1-1 = 11 rows. This is beyond the unfair.What is the problem with extreme cost for units? Does everybody gets the same price? If so, what is the fuss about absolute unit value?Did you have this discussion before? Could you link to it?
Keep mentioning this in the thread periodically to outweigh too much of nonconstructive criticism.I am not sure how to take that. Do you think I am being nonconstructive?
One thing I'll say in advance, is that you often compare things to vanilla. That's not what I mean when I give my feedback. Vanilla does a lot of things wrong; that's why you made the mod in the first place.
Re: mines give -1 food:
There is a parameter in alphax.txt that removes this feature. I was wondering if you had something in mind when you left it unchanged, because you made your own adjustments to alphax.txt.
It's the first thing I remove when given a choice because it limits terraforming options with no good reason.
QuoteNot by much comparing to vanilla. Originally EcoEng is discovered approximately at 30% of the whole tree. In my version it is 40%.Not in MP where people beeline to it. One thing Thinker did that changed things significantly was introduce tech tiering. Now beelining to Tier 6 out of the box is impossible. So it is 2220s when I can finally get my hands on the tech I used to get in the 2150s in vanilla and... I think in 2170s in Thinker?
It wouldn't be so bad if I had anything to do with formers in the meantime.
Personally, I am coming around to the idea of not having a fleet of 100+ formers just to drill boreholes (yes, MP games can get stupid when it comes to seeking advantage). I think high cost formers (i.e. low number of formers) could work with reduced terraforming times and earlier access to advanced options. Not sure if this is where you want to take it, though.
QuoteVanilla forest is immensely OP. Decent output, shortest terraforming time, expands by itself.Yes, but only a decent output. Increase the terraforming time, and condenser+farm coupled with a rocky mine is a comparable option, giving 4-5-0 to 2-4-2 (or with modded 0-2-6 boreholes and Tree Fams, 4-3-6 vs 4-4-2). It's really only the Hybrids that make forests too much.
I've been around for most of the discussions about how OP forests are, but I think one can find a balance between advanced terraforming and forest-and-forget.
Re: sea basesQuoteThey are pretty much the same as in vanilla. I may just move some Subsea Trunklines tech earlier or later.Yes, the same as in vanilla, and maybe even a bit worse, what with Aquafarms and Trunklines being made more expensive. And it caused me to never build one in vanilla because it was more cost-efficient to raise a sea floor and put a land base instead.
Subsea Trunkline isn't even that much of a good building. It means that the base would either be unable to take full use of the facility, or unable to produce energy. It's just that without it, sea bases can be written off for much of the midgame, and it would be a shame, seeing how they are made available from the start. I think it should be made much cheaper and available earlier for me to consider colonizing seas.
As of right now, sea bases make for decent outposts due to them projecting territory which the mod converts to combat advantage.
QuoteLet me know if fungus desperately needs minerals.I think having 2-1-1 on a non-terraformed tile would be decent for early midgame (tier ~5-6 techs, so by Centauri Meditation?) when other, much better choises are available if you have former turns to spare.
But fungus is just something that is nice to have. Nothing crucial about it. It's something you mine when you have nothing better to mine.
SMAC is a game of snowballing, and right now I have a choice of building a cruiser, or a couple of facilities, or a top-tier one that would allow me to snowball harder. And when I see the opponent building those facilities, and then sinking my top-of-the-line cruiser with trashy foils two tech levels behind, I don't bother.
The army is slow to build, and even slower to resupply.
I know, this seems to be a design decision. If I wanted to play Binary Down I'd play it. But building a unit for 10 turns to have it destroyed in one is different from building 10 units per turn and throwing them away to die.
I don't think I can afford building a massive army at this point in game, and we seem to be entering midgame with Tier 6 techs.
I am leery of suggesting what they should cost because... well, right now they are in tune with "war is super-expensive" design philosophy. I am just saying everything costs too much, and I am much better off not going to war at all.
Assuming condenser take 12 turns, and forests are 1-2-1 at 8 turns...
Condenser + Forest*2 =(6, 5, 2) vs (farm+mine)*2 + (farm+solar) = (6-9, 5, 1-3) with 28 vs 34 terraforming turns. Sounds reasonable?
QuoteAre you serious? Unit cost is so broken in vanilla I don't even want to start this discussion over again.In vanilla hovertank goes from 1-1-3 = 2 rows to 30-12-3 152 rows (not counting reactor discount). At the same time vanilla infantry goes from 1-1-1 = 1 rows to 30-1-1 = 11 rows. This is beyond the unfair.What is the problem with extreme cost for units? Does everybody gets the same price? If so, what is the fuss about absolute unit value?Did you have this discussion before? Could you link to it?
Vanilla is far from perfect, but I don't think it was ever intended to not count reactor discounts. The costs went up until chaos units at 6-8 mineral rows, then a Fusion reactor would have the unit costs roll back to 3 mineral rows. Somewhere at the point of Shard tech the costs would go up again, and the quantum reactor would have it roll back once more, except the game was over by then and nobody got to see it.
The fuss about absolute costs is that it is far more convenient to sit back and build up, and watch your opponent in case they build a military, then build up a (smaller) defense force and build up some more. You are never in a hurry against AI, but you need to keep developing to stay ahead of competition when it comes to human rivals, and the economic/opportunity cost of war seems too much.
The point at which you can invade is a point at which you are already winning by a wide margin.
Eh, we'll see. I like some of the changes, like how you made armor cheaper so an armored unit would cost you less than 2 separate ones, or the different price rules for combat units and modules. But the pace of the game is not something I am used to.
P.S.QuoteKeep mentioning this in the thread periodically to outweigh too much of nonconstructive criticism.I am not sure how to take that. Do you think I am being nonconstructive?
I mean, there isn't much else to say when I happen to dislike one of the aspects of the core idea behind the mod, except to try and explain why I think that. It doesn't even mean I dislike the entire mod.
My experience with the combat system is the AI declaring war on me and then sitting on my periphery with artillery/armored drones such that dislodging them is cost-ineffective due to the defender having a large combat advantage. Granted I play a very passive builder style. But I still do not see what to do about that.Why, use the offensive outposts (TM)! Fight fire with fire; if they are skulking around at the edges of your territory, expand your territory just before you attack them. They lose their +50% buff, and you get one. Sensor arrays and their puny 25% on defence, eat your heart out!
My experience with the combat system is the AI declaring war on me and then sitting on my periphery with artillery/armored drones such that dislodging them is cost-ineffective due to the defender having a large combat advantage. Granted I play a very passive builder style. But I still do not see what to do about that. Thinking about it in a 1vs1 scenario you could probably have a very slow, very strategic war which could be interesting. In SP the inability to control my factions boundaries is frustating.
The combat is the one thing I dislike most about the mod. It seems excessively random due to having so few units with high combat volatility. I would also like to see combat unit costs reduced substantially.
Regarding energy input, I agree that boreholes have no competition. (You can do something like raise land + crawled solar collectors/echelon mirrors later but that requires The Supercollider special project to be reasonable.) Early on, if you have no river your energy input is extremely low. Reducing solar collector build cost would be an option. Perhaps reduce mine construction time also.
SMAC has a problem in that it is almost impossible to recover from a blow dealt to one of your production bases. Something you invested in for decades can be taken away in a matter of turns, and even if you retake the base, rebuilding it requires a disproportional investment.
As such, multiplayer games for the players tend to be over once the first base falls. The players are rightfully desperate to hold on to their bases, and unless it was a surprise attack the fall of a base means that all resources have been exhausted.
There are no tales of heroic resistance in SMAC. It can be pretty frustrating to play and develop your faction for months without contact, and then lose it all in five years when the militaries clash and the victor emerges.
That is a rather disappointing ending to an otherwise tense game.
QuoteMy experience with the combat system is the AI declaring war on me and then sitting on my periphery with artillery/armored drones such that dislodging them is cost-ineffective due to the defender having a large combat advantage. Granted I play a very passive builder style. But I still do not see what to do about that.Why, use the offensive outposts (TM)! Fight fire with fire; if they are skulking around at the edges of your territory, expand your territory just before you attack them. They lose their +50% buff, and you get one. Sensor arrays and their puny 25% on defence, eat your heart out!
Would you, as assailant, prefer defender to be able to "recover" from any of your attempts to destroy their economy so the war never ends?I don't think it's possible in the current engine.
The quote was about WTP.
You linked that video before. I do not understand what it's supposed to say. I am not talking about randomness in general. I am talking about your mod in particular. I already explained once how the combat formula you invented makes extreme combat outcomes more likely than they should be. That in itselves would still be OK if you did not have so few units.
QuoteWould you, as assailant, prefer defender to be able to "recover" from any of your attempts to destroy their economy so the war never ends?I don't think it's possible in the current engine.
The question was somewhat provocatively phrased, so I tried to expand on it by listing my grievances.
I don't want an opponent to be able to shrug off any attempts to harm their economy. But I find the current meta - the one where an empire folds like a house of cards the moment a couple bases fall - unsatisfactory.
In a dream game the most intense phase of war should come after an initial invasion.
I have never played Civ1 but I do play Civ4 regularly and have absolutely no issue with the the randomness.
And extreme volatility is bad whatever the video says. If I lose a 4 vs 3 combat strength fight that's OK. Losing two 4 power units against that 3 power defender should be exceedingly rare and losing three 4 power units against that 3 power defender should be about as likely as winning the lottery. The advantage of this above avoiding making people feel miserable is that you can properly plan. This is suppose to be a strategy game after all. Civ4 ensures this by scaling combat power with unit health. So if the 3 power defender wins but is heavily damaged it will be cleaned up by the next unit with near certainty.
Even more I don't understand why such grievances apply to this mod which on purpose designed so this said house of cards falling much less likely to occur comparing to vanilla where it happens all the time.They don't. I was talking about SMAC in general, and I even said as much:
I try to keep an open mind about what the new changes mean for the game.
Losing a developed base is a massive setback for the owner, and taking it doesn't inconvenience the victor any. So in that sense I get what you are trying to do.The usual 1v1 game logic goes like this:
QuoteEven more I don't understand why such grievances apply to this mod which on purpose designed so this said house of cards falling much less likely to occur comparing to vanilla where it happens all the time.They don't. I was talking about SMAC in general
The way I see it, you make an attacker undergo massive economic setback to mount an invasion, so even if they succeed in taking a base the game is still somewhat even. This is what I tried to tell Hagin0.
...there is no need to be defensive all the time, surely?
Rather than everyone getting a big defensive boost, maybe a boost to both attack and defense but only for battles in your territory.
Later on pure expansion is not that profitable anymore. B-drones activity in all bases require drone facilities, etc.It is something that is less relevant for Transcend. B-drones start popping up after 6th base on a Standard-sized map, and after that all your citizens are drones no matter how many bases you have. All the b-drones affect is the Psych slider because it takes 50% more energy to convert a superdrone to a talent, and the base can only make use of pop*2 psych points.
I didn't like the base tile yield increase to begin with. In particular, if you want to reduce ICS a bit it seems wrong to increase base tile yields.
What incentivises base spam is not the cost of colony pods. They are not that cheap to begin with costing 30 expensive to rushbuy minerals and one population. It's the way support works which means that more bases means lower support costs, growth past size2/3 requiring prohibitive amounts of food and and the issue of drone control. Growing even to size 2 on Transcend requires a police unit and growing to size 3 is heavily discouraged.
The MP game is wrapping up. The Manifold Harmonics broke it over the knee like I thought it would. There are no terraforming options comparable to 5-1-5 tiles, and the fungal production techs are clustered together so closely I increased my yield by 3 resourse points in 10 years.
It's 2230, and I research level 7 techs in 2 turns. It takes Zakharov 12 turns even with all the cheating he gets up to.
MH is a late game project that should be built at a point when bases get most of their yield from satellites and are fully terraformed. By then it doesn't matter as much if your tiles are producing 5-1-5 or 6-2-7. It sure matters when the alternatives are 1-2-0 or 3-1-2 (forest and farm+solar, respectively).
Not sure if anything I have to say about the tech tree is relevant, since the new version seems to shuffle things around. I did not like the v66 implementation, because abilities/facilities I could use got moved up the tech tree, and I had almost nothing to play with for 100 years; the game only opened up with Genejack factories and me being able to build things faster, which got me to increase my park of formers and build more improvements so I would actually need facilities with multipliers... and then I started researching techs at a rate faster than I could implement the discoveries. Currently my highest weapon in Chaos gun at 6 power, but I expect to have Quantum weaponry at 16 in a decade.
Oh, and I think Naval Yards I got from the Maritime Control Center fixed my ships in 1 turn. I definitely recall a probe ship at -90% skip a turn and be repaired the next. I thought that wasn't supposed to happen?
Incentivising vertical growth doesn't require anything extreme. You'd need to reduce nutrients required for growth and buff drone control options a bit maybe. Increasing the economy buildings multipliers would have serious unintended consequences. I can almost guarantee that. (One that comes to mind is building super-economic bases with crawled energy.) If you want to buff facilities in general why not abolish maintenance costs? This would also make drone control better.
Is there a way to play with the cost formula?
There are the following strings in thinker.ini:
reactor_cost_factor_0=100
reactor_cost_factor_1=80
reactor_cost_factor_2=65
reactor_cost_factor_3=50
And this is from the readme:
unit cost = [PI cost + (SI cost - 1) / 2] * reactor factor * abilities factor + abilities flat
reactor factor = reactor cost / Fission reactor cost
I assume it takes reactor factor = 100% for fission, and then applies discounts according to the values above.
However, changing reactor_cost_factor_0 to anything other than 100 does not actually change the cost of fission units, but changes the cost of units with other reactors.
What do these numbers stand for then?
Personally, I'd like to test the game with the values of 70/60/50/40 from what the current costs are, but I am not sure how to go about it.
However, I can change formula to use absolute reactor value and not relative to Fission if you like to test that.If it wouldn't be too much trouble.
Probably just more tech for what it does.
Wait, what? You are blaming ICS on RecTanks?
I know my ICS, and I'll say that nobody has time for them.
So you can either build one colony per 40 turns or build RT and then build them one per 20 turns = it pays itself off in 40 turns and then doubles your production speed for free.It isn't free, is what I am trying to say. For these minerals you can pop out a Colony Pod and truly double your production by building another base, which would grow and pop more Colony Pods. It's an opportunity cost.
It takes one worker out of the producing base. So its negative benefit in addition to colony cost itself. This negative benefit lasts until colony travels to destination. Say 10 turns roughly. With regular 2-1-0 (undeveloped) square its about -3 * 10 = -30 FOP loss.A regular square is 1-1-0 (you'd have to luck out for rainy-rolling tiles), and the extra worker eats 2 food it produces. So the raw benefit of an extra pop is 1 mineral per turn, if that.
Not sure what you mean by the same game, but I've played a lot of multiplayer games. Does that count?
Tayta was the one who did the RecTanks start (being Lal), and he came worse off, though there were a lot of other factors, of course.
6 seems too high. 5 is probably the highest you can go without crippling the early game too much unless you drastically change mineral yields.
Haven't played any games with 4 mineral rows yet.
Oh, and I think Naval Yards I got from the Maritime Control Center fixed my ships in 1 turn. I definitely recall a probe ship at -90% skip a turn and be repaired the next. I thought that wasn't supposed to happen?
I hate cases when an ally keep transferring units to me and they all get assigned to the closest base and every turn they all die because base support is exhausted already.Isn't this a case of a dysfunctional mechanic?
1) Is it possible to make minerals work like food (if you get negative income, wait until you have exhausted your current supply before you start losing pop/units)?
2) Do you have an example in mind when you say you'd distribute support "proportionately"? As in, it will always be a fraction of the current mineral production?
I think Civ IV did have a system like this, with all units funded from treasury. It's a cool idea, but I'd like to see some numbers to better understand how it compares to what we have.
Since turns resolve from the oldest bases to the newest, a bunch of new units on smaller older bases might cause a SP delay on a more productive base, with no way to plan around it.
Is it possible to do "support reassignment" after production orders for the turn complete on all bases?
By the way, since you counting every brick, would it be beneficial to add an exact cost/produced numbers in contribution popup? Maybe also estimated number of turns, etc.? Would it help much?Well, it needs to be somewhere.
So whatever surplus you see in base screen is what is going to be added to production. It won't be affected by newly produced units. At least this is my understanding. Is this what you worried about? This can also be tested to make sure it works as needed.That's how it works in vanilla, yes. A newly produced unit can't detract from production at the base it was produced on.
What does this mod change exactly? I'm a bit late to this party.
Right now it's impossible to see anything in the base screen (the mineral bricks are too small for expensive facilities), so I have to resort to hurrying up, dividing the cost by four to get the number of minerals left, writing it down (in the base name), and doing the same thing next turn to calculate the difference with the raw base production. That's how I find out the amount other bases are contributing.
I don't know what you can do with the tools you have. Having a breakdown available at the beginning of the turn would at least help eyeball it, but if you could make this popup come up at anytime the player wants and calculate the projected contribution amount for the next turn, that would be swell. I need to know when my project finishes every time I reassign workers.
Sometimes you really need that project, and can afford to let some bases starve for that final push... but you have to know it's worth it.
I was worried about what happens mid-turn with the new proposition of assigning support proportionally. Base production resolves one by one, so if a base produces a unit and support for it is assigned to a different base further down the list, the first step of the algorithm you listed will count the new unit among existing ones, reducing the surplus in the space between the end of the last turn and the beginning of the current one.
Are you asking what it has changed? If you just want to skim it - read changelog. 😊
Otherwise, I can answer specific questions.
I just don't know how to explain user why surplus doesn't match base yield in base screen. Maybe use one of these notification lines when they say something like "production boom" in right top corner?On the base screen, would it be possible to simply extend the minerals surplus readout, adding another component for minerals inbound from other bases?
Well I'm tying to figure out how it changes the game. Like how it changes the AI.You can always keep multiple versions of the game floating around and just label them by which mods are installed. They're only like half a gig each.
It looks interesting but if I want to change this back I'll probably need to reinstall
from GOG.
QuoteAre you asking what it has changed? If you just want to skim it - read changelog. 😊
Otherwise, I can answer specific questions.
Well I'm tying to figure out how it changes the game. Like how it changes the AI.
It looks interesting but if I want to change this back I'll probably need to reinstall
from GOG.
On the base screen, would it be possible to simply extend the minerals surplus readout, adding another component for minerals inbound from other bases?
So it would read +X+Y, where X is local surplus and Y is minerals from other bases.
This format could also be extended to other mechanics, like how Cloning Vats work now, where the base receives its regular nutrient surplus X and also the minerals-to-nutrients surplus Y. There is certainly enough room on the base screen for it currently.
On the base screen, would it be possible to simply extend the minerals surplus readout, adding another component for minerals inbound from other bases?
So it would read +X+Y, where X is local surplus and Y is minerals from other bases.
This format could also be extended to other mechanics, like how Cloning Vats work now, where the base receives its regular nutrient surplus X and also the minerals-to-nutrients surplus Y. There is certainly enough room on the base screen for it currently.
There are many changes. Which one you are referring to, specifically? If all of them then sure, clean GOG install is the way to go. For most of controversial changes I also make a configuration parameters. So you can switch them off.
I'm trying out your mod now. Very oddly even though I changed the alpha file I can use my custom factions.
The penalties for some of the economic choices are a bit extreme -4 Police for FM. Green has -3 growth and an Industry penalty.
Factions are controlled by their own files. I didn't touch them. So that customization is up to player.No I mean they worked without me altering the alpha file at all.
-4 Police for FM is extreme for you? Err, how about -5 in vanilla?
Police specifically has very long negative spectrum. Anything but -5 is quite tolerable.
QuoteFactions are controlled by their own files. I didn't touch them. So that customization is up to player.No I mean they worked without me altering the alpha file at all.
Quote-4 Police for FM is extreme for you? Err, how about -5 in vanilla?
Police specifically has very long negative spectrum. Anything but -5 is quite tolerable.
I always considered it to harsh. I always modified it.
Tech seems to come faster in this mod by quite a bit.
You are confusing me. When was it different? They are supposed to be completely independent.
Are you saying FM doesn't deserve that much penalty?I always thought the FM penalties were much too harsh.
QuoteAre you saying FM doesn't deserve that much penalty?I always thought the FM penalties were much too harsh.
Planned was overpowered for its penalties in the base game.
Just like Democracy.
I'm to the point of removing most if not all penalties to make life easier for the AI
in my games.
How do you want to change it?
Free Market is powerful enough. There is absolutely no need to make it even better.
The whole game has a left wing bias. Free Market and Planned is a good example.
It does? As a Communist, I don't exactly find the extreme stereotypes of Yang and the Hive to be a particularly flattering or fair portrayal of my own ideology. Brian Reynolds needs to try a lot harder to cater to me.
Free Market means every tile you work gives +1 energy, a great boon. To work a tile, you need population. To keep the population happy, you need police (tiny mineral investment and maybe support) or psych facilities (larger mineral investment plus maintenance fees) or specialists (so you give up a tile) or some combination. If you're raking in the energy and it's easy to keep your population pacified with a less severe Police rating, what's the downside?
Communism produces corpses and oppression. It's worth noting that any society that ever existed under Communism hates it like poison.
Planned is pretty much the best choice in the game. Growth and Industry for and Efficiency that Democracy cancels out.
Free Market also has ridiculous penalties attached to it. Sure you get more money but with the police penalties you'll be spending most of it just keeping the population from rioting. If anything Free Market should get the Growth and Industry bonuses representing the people actually having opportunities.
You can fight wars in Free Market if you reassign your units to a all specialist base (or a base with a Punishment Sphere but that is less elegant) that pays support via crawled minerals.
Though sometimes I just remove all the penalties from all the choices.
Though sometimes I just remove all the penalties from all the choices.
Well that is much more unorthodox than anything else. How would you make SE ratings go to negative at all?
NO TOLERANCE TO FLAMEThe management would like to officially endorse this post...
I had to remind everybody that this is a game and mod discussion thread. Please refrain from touching any sensitive topics unrelated to the game itself. Stay away from it by a large margin. If in doubt whether your post is going to hurt ones feelings - DON'T. Also do not respond to any such post. Just ignore it.
I've never liked the super specialized economic systems with only one good for money and so on.All of them help you to make money, though. Planned lets you invest for the future by building infrastructure and expanding your tax base; Free Market lets you reap the rewards of that investment by effectively giving you money based on your population (since 1 worker = +1 energy from the tile they work); Green starts to shine once you've built a sprawling empire and make most of your money from facilities and trade (and in this mod, can even be more profitable than FM, thanks to fungal yields). They're tools to manage your faction, not an entire idealized system in themselves.
All of them should be good at making at least some money. Thats why I give all of them at least one point
of economic rating.
Wealth should be where the real penalties lie.
However, I'm not sure I fully understand your explanation on how the mechanics work. Does this mean that building a project will cause production to slow down at other bases?
@Nevill and all.It took me a bit to understand because the time to completion is exactly the same 2 turns with contribution (9 +14 out of 16) and without it (14 + 14 out of 16).
Does this seems clear enough? Additional info at the mineral surplus row and in production completion turns.
It took me a bit to understand because the time to completion is exactly the same 2 turns with contribution (9 +14 out of 16) and without it (14 + 14 out of 16).
What I wanted is an estimate of how much production will be contributed to the project in total. Unfortunately, now that I understand the mechanic, this is impossible to count as SPC are not added consistently (they are only added if the base does not complete production and has minerals to contribute). So I am no closer to understading when my project is going to be built, though it helps to know what is going on on the rest of the bases.
I think it could be an interesting feature if one could "Stockpile minerals" as one stockpiles energy right now. This action could direct half of the base's minerals to the SP.
The benefits:
* Only bases that are designated to contribute would contribute. I don't want certain bases to contribute minerals away from completing drone quelling facilities, because if those aren't finished on time those bases won't be contributing at all.
* The output is consistent and predictable. 3 bases produce 60 minerals, come hell or high water I will get 30 minerals extra out of them.
The drawbacks:
* AI won't be able to use this.
* Since the mechanic is absent from vanilla, there are constraints in implementation. Can't choose a project to contribute to, can't choose a base if multiple projects are in production (always goes to the 1st one) etc.
Overall, it's an interesting experimental mechanic, but it feels rough around the edges.
And then we run into another aspect, namely, contributing too much makes project races non-existent. It's most noticeable with crawlers - the first to research the tech builds the project on the same turn by disbanding crawlers into the project. In fact, crawlers are projects built on multiple bases. Instead of building a 600-mineral project, build 5 crawlers. Then choose a project, 1 turn, done. Up to and including Transcendence.
Do we want people to build projects even faster?
Personally, I'd prefer removing all options for factionwide building of Secret Projects.
I sure can subtract from surplus directly making it (a little) more stable flow. However, you are forgetting the main purpose of this is to help AI. And AI doesn't care about exact number of turns as long as it is relatively easy and quick. I can turn this option for human off to not confuse you at all so you'll resort to stockpile crawlers as before. Do you prefer that?Ah, you mean, a separate toggle for AIs/players? Perhaps.
Once again - it is not primarily for human player. I think we can even switch it off by default if you think it is too confusing and distracting.I didn't consider that.
I also think you exaggerate this. One can sure save and rush build one project to demonstrate the technique. However, I don't think it is possible to stockpile that much to rush build every project one can. This is too much burden for faction even in vanilla even less in WTP. Just for argument sake play Zakharov to get all projects earlier and try to build them all. Then tell us how it was.Vanilla or modded?
You keep misunderstanding that. This feature does not give any free minerals just deliver them quicker to destination comparing to crawlers.I am not, I just heavily dislike crawlers, which tends to color my views of this feature.
What other race you want to reduce it to?SPs should be a mix of tech, production and economical race.
Edit:QuoteWhat other race you want to reduce it to?SPs should be a mix of tech, production and economical race.
Someone has money, so let them use that. Someone has a lot of minerals, let them use that and pray they fend off all the worms. Someone has industry. And someone has tech and gets a headstart.
1-turn building reduces all of that to a simple question of whether you are 1st to the tech.
So it is a cheap project price that reduces it to tech race not the ability to use crawlers.No. It's crawlers, specifically.
Btw, you can rush projects using other units as well at a 50% discount. That's still a bit much.
The Planet Buster is a issue but that is more a problem with Planet Busters themselves.
However, wouldn't it force faction to use their strongest base for all projects? Thus concentrating them in a single base. Vulnerable to planet buster. Is it bad or fine?Since I ban crawlers from most of my MP games, I can actually answer that.
Ability to help SP turns one base built mechanics into whole faction build mechanics which is different by order of magnitude production power.This is the most breaking feature, I find.
Yitzi made crawlers cost extra support.
...can it simply be disabled? Just commented out or something?
Crawlers are unique units that I'd rather try to fix than ban; it's just that it's beyond my capabilities to fix them.
Don't bother. They are unique in a way that they are from some other game. They break so long and hard polished balance since Civ1. I honestly don't see anything strategical about them.
Crawlers:
1) One resource point penalty from Ytzi's patch, eventually regular support: so it's not worth it to put them on 2 resource point tiles and even 4 point tiles are debatable if you have enough population to work all tiles.
2) No SP rushing, just disband for 50% minerals like every other unit: so there is no point in building more then you need and park them on [poopy] tiles until they can be used to rush SP
3) 5 rows cost: with nerfs above it'll very often be a subpar choice compared to colony pod, or many facilities.
That's it imo, crawler use would be limited to a very situational high yielding tiles and even that not always.
Secret Projects prebuilding and cooperative building:
It should all be allowed, but at 50% penalty:
1) No crawler rushing, just regular disband.
2) 50% retool penalty like every other building, no retool penalty was there mostly to not frustrate casual gamer. No risk no fun and it'd be optional anyway.
3) Cooperative building was already there: just stockpile energy in other bases and rush with money, 50% minerals wasted though, but if you really want SP, then you really want it.
Your cooperative building is adjustable anyway, so I'm fine with it too.
Population growth and countering ICS:
Pop-boom was a mechanic that made growing large bases a bit more viable compared to ICS. Without it it's better to just go all forest, boreholes, mines and not bother with larger bases. Since growing the same population in large bases costs like 4 times more nutrient resources. I'd try middle ground, keep changes to popboom, but stop increasing nutrient rows after certain adjustable base size treshold, I'd try a cap at 5 nutrient rows. It's still much slower then pop-boom, but with colony pod cost it makes resource cost of growing pops in large bases comparable with growing them through ICS.
* [bug] Base screen population incorrectly shows superdrones those are not on psych screen. They do not affect drone riot. This is fixed.Thank you! This is one of the most irritating bugs forcing me to micro more ^^.
* AI tries to kill spore launcher near their bases.
Worth asking: does Will to Power do anything about the awful faction placement algorithm?
Basic concept is default population growth would be much higher but, correspondingly, new colony pods would cost an enormous amount of resources. Much easier to expand a base than found a new one!
What mechanic did you implement for faster base growth?
unit and facility costs in Will to Power seem much higher than they used to be. Seems to force the player towards the new version of recycling tanks.
Four turns to construct a solar collector in alphax:
Solar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, S
But, in game, it takes 6 turns. Is that value hardcoded?
# Version 70This was a cool idea on paper, however it turns the SP into a net detriment for the player.
* The Planetary Transit System fixed. See Readme for details.
Okay, I want to give my 2 cents about this:# Version 70This was a cool idea on paper, however it turns the SP into a net detriment for the player.
* The Planetary Transit System fixed. See Readme for details.
First, it is much easier/faster to grow a base from size 1 to size 3 than it is to grow a base from size 3 to size 5. Taking two citizens away from developed bases is taking away 8+ rows of food to save time collecting 5 rows of food. Developing vertically instead of horizontally already is a pain than leads to a bunch of size-2 bases, there is hardly a need to make it more difficult.
Second, the biggest bases are likely your Project bases. The ones you are building a Secret Project in, and where you can't easily adjust or fix production. Taking citizens from there and causing a massive delay without you having a say in it is rage inducing.
If the intention was to demonstrate how it becomes easy for people to move around... how about new bases starting with the average number of citizens across all bases, but no greater than 3? That way if your bases are underdeveloped, you will gain no new colonists, but if you have a solid backbone of size-4 and size-5, then a fraction of these people bands together to settle a new size-3 base. You don't have to take pop away from any single base, but there still has to be some extra pop in the empire to take advantage of the project.
The biggest exploit of the project in vanilla is giving pop out of nowhere, and allowing a faction to quantiple in size near instantly. And I have the games to prove it (going from 27 to 150 pop in 20 turns). Requiring your Empire to have some meat on its bones should limit this behavior. Of course, you can probably game that by growing your bases to size-3 and then settling a bunch of base which would also be size-3, but getting there won't be quick and by that time you might be focused on developing existing bases rather than settling new ones.
I'd also like to restate my idea of just making PTS give a faction-wide +1 GROWTH bonus, similar to what Cloning Vats does now.
Sure, it's a bit boring, but it's also a decently balanced benefit for an early game Secret Project that isn't going to break the game while still being worth pursuing. It also means more now that the bar for pop-booming got raised even higher.
Meaning it'll have the same effect as in vanilla somewhere after past mid game.And that is not a problem.
QuoteMeaning it'll have the same effect as in vanilla somewhere after past mid game.And that is not a problem.
The problem with this project is going from 30 pop to 150 pop in the blink of an eye relatively early in the game, but that is just going from 30 size-1 bases to 50 size-3 bases. 30 +120pop.
Past midgame the same 20 extra bases (are there enough places for them past mid-game?) would give you +60 to your 200+ pop. Nothing groundbreaking.
Plus, the value of new bases decreases sharply as time goes by. In 2230s you want an already developed base churning out units and buildings fast; it takes too long to catch up the new one to the same point as the game speeds up significantly. Nor do you want to build Colony Pods on your developed bases that take a long time to grow.
The timing of the effect matters.
One other project that I felt was mistimed as of v66 (don't remember where it is now) is the Universal Translator. 2 techs are worthless in the beginning when you can steal/trade them from other factions, or research them in just 20 years. They are absolutely priceless when those techs are tier-8/tier-9, as having a few years on your opponent can give you a big advantage in the mid-late game, giving access to another reactor, or a high-tier Future Society, or some important facility, or letting you get a headstart on a project.
20 years in early game is ~60-100 minerals; 20 years in midgame is 600-1000 minerals, and you could do a lot more with those, which is why the project is only meaningful in that phase of the game - that's when you can take advantage from it.
I have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.
Absolutely fine with me. When do you want it and what should it cost?I'll have to check the new tech tree, but in general the later it comes, the more valuable it is, unless it comes too late to matter.
QuoteI have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.
Plus it runs into the problem of the contribution mechanics in that a base should be a self-contained, independent entity. All effects should be evident from looking at the Psych tab and should not depend on situations in other bases.
Maybe just keep PTS as original, but reduce bonus pops to 2 ?
QuoteI have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.
Plus it runs into the problem of the contribution mechanics in that a base should be a self-contained, independent entity. All effects should be evident from looking at the Psych tab and should not depend on situations in other bases.
Yeah. I feel the same already. Too complicated. 🤔
I guess, we'll go with your average base size approach for now.
QuoteI have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.
Plus it runs into the problem of the contribution mechanics in that a base should be a self-contained, independent entity. All effects should be evident from looking at the Psych tab and should not depend on situations in other bases.
Yeah. I feel the same already. Too complicated. 🤔
I guess, we'll go with your average base size approach for now.
A very intriguing idea, if you mean a mechanic that lets the player manually redistribute his citizens across his bases. You've reached your population cap? Send excess citizens to smaller bases. Nutrient failure? Evacuate half the base. Captured enemy territory? Move the inhabitants back to your own empire.
In scenario editor, you can manipulate population with - or +. Imagine, after you build PTS, you select a base window and press either - or + (doesn't matter which.) Another window opens, showing all of your bases and a field to enter a number. If you enter the number 3 and select Gaia's Landing, 3 citizens will be sent from whatever base you were looking at to Gaia's Landing.
Might add a check to keep this from breaking population caps. Might not.
AI would have a hard time handling this. Perhaps it could have a different effect for them, closer to what Nevill has in mind.
Oh huh, that was you who wrote that? I quite enjoyed it the first time round. I even tried using the suggested changes themselves, although they didn't really gel with me at the time.
Might be good to include the before and after SE configuration lines, so we can see how the numbers correspond to the changes, if you aren't already doing that.
AI likes to build land formers in sea bases. You having the same issue or did I somehow cause it by tinkering with the txt?
Sent locusts to bomb Lal's boreholes. He never attacks my locusts with his ground units but when the AI sends locusts to attack me, I can attack them with my ground units.
Actually, when we are on the topic you, guys, may help me with this a bit. I found that most important SE effects can be reduced to either mineral intake or energy intake. I do not worry about PROBE or non combat PLANET benefits. Their weights can be adjusted by eyeballing and playing experience.
The conversion between energy and minerals - that is what still bothering me. Even though it seems that I have established energy reserves to minerals conversion ratio it doesn't correctly describe relation between RESEARCH and INDUSTRY. With time I hardened my view on this that all major effects can be reduced to either RESEARCH and INDUSTRY (or combination of them). However it is quite difficult to devise clear relation between these two. I don't mean a direct ratio like 1 RESEARCH = 0.5 INDUSTRY. As you can see in the article, all my formulas include a lot of other factors. And that is completely fine. Effect values varies greatly with various factors. The purpose of this exercise is to understand how the relation between different effects vary based on these other parameters.
So the big question here is what do you think relation between RESEARCH and INDUSTRY? Feel free to throw different ideas.
Reworked my SE weights article. Made it more concise and to the point. Also added some contemporary WTP examples.
The formulas and numbers I came up with are disputable but I found them a good first iteration estimate to evaluate OP/UP SE models.
http://alphacentauri2.info/wiki/Social_Engineering_Mod
Apparently, Fundamentalist is a complete waste of a SE slot, which is also corresponds to community opinion.
Power seems to be under-powered as well especially later in the game when SUPPORT value deteriorates.
I find that in practice Industry > Research and its heavily skewed. Research is important up to a point, you have to get those key techs.. for example resource unlock, advanced terraforming, probe teams for example. But once you get that many techs are actually not important and unit/facilities spam takes over to win. You can research a lot but not have industry to build those expensive units and get overrun by military industrious AIs like Hive.
Another huge thing is Probe teams - AI builds tons of them, so does the player - and tons of techs get stolen. So factions with weaker research have excellent catch up mechanism. There's no good industry catch up mechanism.
One observation is that industry AIs are doing excellent (Hive, Drones) while research ones like University tend to get first to die. There are other factors, but in general it seems to work this way. One can argue that Zakharov does not die due to Research bonus.. but look at it this way - his bonus is not good enough to make up for his weaknesses. Meanwhile industry AIs are usually able to get enough techs and spam tons of secret projects, units and facilities to overpower other factions. Santiago for example tends to perform badly crippled by -Industry. Miriam with -Research is often very strong AI.
I would not underestimate Probe and Planet rating they matter a lot especially for AI. Player can ignore these and with good play play around the minuses, but AI gets ruined. Worms often ruin -planet factions and Probe teams are significant investment. Its not just random worms around - which can deal huge damage in right circumstances - but also later fungus blooms and worm spawns which ruin terrain and then kill defenders and base facilities.
Having high probe rating really helps and negative is really really bad. One of the reasons why University is so pathetic in the mod is due to AI probe team spam.. Uni is just easy to subvert and steal tech from.
Growth
I think you had 2.0 rating all the way in prior article ? Not sure, its now rated 2.0 1.4 0.7 over time.. i guess in general that's good, but it bugged me earlier. I would emphasize that ratings could be judged differently for player and AI. So what's the deal.
For one, AI can grow much more than player on Transcend (drones issues).. so player does not need to rate growth highly for long period of game. Its actully a bit binary for the player if optimized.. Secure room for the growth (for example build Holo Theaters everywhere.. grow quickly.. turn back SE to something else).
QuoteApparently, Fundamentalist is a complete waste of a SE slot, which is also corresponds to community opinion.- In general, but its great for early rush/war as temporary pick. Can be game decider.
QuotePower seems to be under-powered as well especially later in the game when SUPPORT value deteriorates.
Not sure if you changed it again after you buffed it with change to -1 Industry (from -2), but I remember it was quite good at that point. Having very high morale units is no joke, its really important in WTP. So once you have strong economy and are ready for war Power is excellent pick up.
Looking at changes to SE. I am a bit bit confused, how do you get 3.0 weight for Green for early game for example? It has +2 EFF, +2 PLANET, -2 GROWTH. Its actually quite bad pickup especially since EFF is not as strong as before.
Fund: +2 Mor, +2 Probe, +1 Ind, -3 Res - quite good war pickup, Research penalty is bit hefty. Although I was a lot in Fundamentalist in some game, I didn't mind -2 : ). Probe team helps. This is actually really good pick on transcend since you are 95% of time in war. Ind bonus is really nice to have.
Free Market: +2 Eco, -4 Pol, -2 Pla, -1 Probe - this might be now balanced gotta play a game. Its one trick pony: +2 Eco is obviously awesome, but then you have to use psych slider. Planet and probe minuses are quite a downside. Kind of like it at first glance. Its interesting since it hurts probe rating and with ton of money you want to use probe teams. Also -2 planet from -3 is likely good move since AI really struggles with worms.
Green: +2 Eff, +2 Pla, -2 Gro - If Efficiency is not strong this is really hard to pick since - 2 growth is annoying. Planet is nice when in war and having lots of units. So i guess this is lategame pick for green factions.
Knowledge: +2 Eff, +5! Research, -2 Probe - OK, this looks NUTS :D. As far as i know going over +5 works.. with +7 (as Uni..) you should have 70% cheaper research or am i wrong? I don't know about this it looks over the the top.. something like +3 was plenty strong. Maybe it works out, i might play a test game with University for fun. It may work - did you actually play the game with this bonus? I agree that research was no a great pick earlier compared to Wealth for example.
Btw can we do something about -2 Probe here (esp for University).. Its -4 for them and in general -2 probe kills AI due to nonlinear effects. I wouldn't mind having -1 Eco, or -1 Ind here instead with maybe -1 Probe. Zakh could also have -1 Probe at default since he's weak.. so he ends up with -2 total once he has Knowledge picked up. Other AIs seem to rarely pick knowledge (at least in earlier patches).
Cybernetic: +2 Eff, +2 Pla, +2 Res, -4 Pol - This one feels weird to me - for example it really does not go well for The Cult and Cha Dawn - he is +Planet and Police themed and this has -4 Police. Cybernetic could have strong -growth. +Eff and +Res are fitting, I guess planet can go here.
Eudaimonic: +2 Eco, +1 Gro, -1 Eff, -3 Morale - AI likes to pick this one and its not as good for them as it looks like. I'd nerf this morale bonus to -2 since AIs end up on very green units lategame from my experience. I wouldn't mind +2 Growth here its future society after all. So lazy fat guys enjoying in life, still efficient, but hates fighting ^^.
+2 talent green
-2 PROBE ruins the faction?
Research and other changesLets see how it works. I am really not sure about switching anything in future society, just presented some of my thinking there. It all seem to work decently so maybe no need to change it. -3 Morale Eudaimonia.. that really looked too harsh - check maybe some lategames I had impression AI is often stuck at very green morale.
I see.. maybe, you probably did not. I used to think Human Genome Project is great with its + talent.. i played with your mod and from what i can this + talent thing is really useful only very early on. As you expand and grow it turns into kind of invisible bonus, almost irrelevant due to super drones and base spam (at least on Transcend). So +2 Talent is likely not much better. Using +1 Talent to buff some weak group is mostly ineffective imo.
Quote-2 PROBE ruins the faction?
From what I observed Zakharov is useless : ). The only game where he was good is one where he was isolated for a time and managed to get Hunter-Seeker. In one game Morgan subverted his 3 biggest bases next to HQ it was kind of sad. In general any AI clears him from the map pretty easily since they steal his units (this is serious power shift once this happens), his techs and then even his bases. And he gets wrecked by drone issues in general so he can't even grow as others -_-.
I believe any -Probe is quite bad for AI since everyone is using so many probe teams. Even losing them in battles is a pain because AI build very expensive advanced armored probe teams. AI often suicides combat units, even lots of base defenders (which can be exploited) to try to kill armored probes.
QuoteResearch and other changesLets see how it works. I am really not sure about switching anything in future society, just presented some of my thinking there. It all seem to work decently so maybe no need to change it. -3 Morale Eudaimonia.. that really looked too harsh - check maybe some lategames I had impression AI is often stuck at very green morale.
For making the AI smarter, consider adding a check so it starts guarding its bases with psi defenders once orbital insertions become available (either by pre-req tech or someone building the space elevator.) -50% combat on the turn your unit drops out of orbit is crippling against psi defenders. What I always do in multiplayer anyway when someone builds the space elevator.
I set bases to produce no default resources in the txt. 0-0-0. If you build on a mineral resource, this becomes 0-2-0. If you build on an energy resource, this becomes 0-0-2. If on a jungle tile, 1-0-0 but, if you build on a nutrient resource, this stays 0-0-0. Any idea why?
For making the AI smarter, consider adding a check so it starts guarding its bases with psi defenders once orbital insertions become available (either by pre-req tech or someone building the space elevator.) -50% combat on the turn your unit drops out of orbit is crippling against psi defenders. What I always do in multiplayer anyway when someone builds the space elevator.
Ok but why? In your txt, you set base nutrient yield to 2.
2+2 = 2x2
Puzzling to add a feature that makes no difference.
No small amount but you'll be growing faster and you start with four formers, so it's not as big a number as it would be with other setups. You also start with two other colony pods, for a total of four. These extra units are made possible by your ini file. (There's not room to add them all in the faction txt.) Am very grateful you made this possible. Without these bonus units, early game would be tedious.
; Spawn this many extra formers/colony pods for every computer faction at the game start.
free_formers=0
free_colony_pods=0
apply to all factions contrary to what the comment says?
Sorry about that. I somehow interpreted 'original feature' as 'this is my original idea! Great feature isn't it?' Looking back, obviously not what you said.
Kind of you to say. Hadn't thought of nutrient intake 1 in those terms. Simply think that faster base growth but slower colony pod production better mimics what an actual settlement of an alien planet would look like. Fights ICS too. I also set farms to add +2 nutrients rather than the old +1.
Another advantage of bases growing much faster than before is that it reduces the competitive edge to pop-booming, while still leaving the option intact. This new growth dynamic also fixes the planetary transit system.
Your reactor cost reduction formula is also extremely useful. Before, fusion reactor made my overpriced colony pods far cheaper, thereby ushering in an age of mass cities anytime anyone discovered the tech.
For your mod, if you reduce the nutrient intake to 1, you might want to try increasing this line:
10, ; Nutrient cost multiplier
Does that mean that these linesCode: [Select]; Spawn this many extra formers/colony pods for every computer faction at the game start.
apply to all factions contrary to what the comment says?
free_formers=0
free_colony_pods=0
# Version 70
* Both human and AI get extra colony and former as controlled by free_formers, free_colony_pods in thinker.ini.
Version 103, apparently, made the worms more plentiful and aggressive in early game, which makes me wary of using it.
Moist land base cannot afford to work even a single forest without halving growth speed and get their minerals from random rolling tiles only (= 0.5 minerals/pop).
I agree to reconsider PROBE weight. Currently it is about as RESEARCH. Do you think it should be higher?
Very green in late game??? They what - do not build morale facilities at all? Anyway, adding one MORALE back will just turn them green instead of very green. No big difference.
My impression is strangely opposite. I mostly see AI commandos and elites running around. But well, let's see.
Moist land base cannot afford to work even a single forest without halving growth speed and get their minerals from random rolling tiles only (= 0.5 minerals/pop).
Tree Farms are going to be available by midgame, unless you got rid of them. Also you can't just grow as fast as you want, you have to keep people happy. Your claims about relative growth rate are overstated. You actually need minerals to survive and defend, that's another reason for traditional forest.
QuoteI agree to reconsider PROBE weight. Currently it is about as RESEARCH. Do you think it should be higher?
Yes, AI needs to value it higher. And it is non linear. -1 is worse than +1 and -2 is terrible to have... while +2 is quite good and +3 is OP great stopping probe team actions.
I think probe teams need nerf in general - they are one of broken / hard to balance features of the game. I would consider even removing -2 Probe completely and hard limiting it at -1.. Or nerf that cos reduction to -10%, -20% instead of -25%, -50%. Then also SE should have more +probes and less -probes.
Or shift Probe rating to +1 as base, as you did with Police i think. Compared to vanilla all factions would be more resistant to probe attacks. While at it reducing AI willingness to build probe teams (or attack with them) slightly, might not be the worst thing to do.
-Support-
- Btw similar logic could be done for support. Everyone having +1/+2 is interesting try - it would speed up the game and make AI better in general. Also having -1 Support is way worse than having +1 which does nothing until you actually build a unit.. while having +3 i think is kind of op. Minuses are harsh in AC2 in general, but its part of fun. Just giving some ideas.. in the end having everything perfectly "balanced" might be boring and bland and make a worse game.
One idea i keep forgeting. SE weights obviously change during game.. so you have early, mid, late. Important factor also is peace/war and (advanced) not just blindly diplomatic status, but actual severity of threat to player/AI (nearby oponnent or very distant AI, strong opponent vs feeble one). Morale/Probe are not so important in peace.. but during the war they really matter. AI tends to be most of the game in war ^^ so it makes sense to value them accordingly.
And because of other needs players tend to channel extra food to the latter.
1 2 3 4 5 6
Moist land (surplus = 2+0*pop) 10 15 20 25 30 35 -> grows infinitely with further base size increase
Rainy land (surplus = 2+1*pop) 7 8 8 8 9 9 -> approaches 10 with further base size increase
Jungle (surplus = 2+2*pop) 5 5 5 5 5 5 -> approaches 5 with further base size increase
1 2 3 4 5 6
Moist land (surplus = 1+1*pop) 15 15 15 15 15 15 -> approaches 15 with further base size increase
Rainy land (surplus = 1+2*pop) 10 9 9 8 8 8 -> approaches 7.5 with further base size increase
Jungle (surplus = 1+3*pop) 8 7 6 6 6 6 -> approaches 5 with further base size increase
turn 0 50 100 150 200 250 300
worm/launcher/sealurk 2 3 4 5 6 7 8
isle of deep 4 5 6 7 8 9 10
locust 8 9 10 11 12 13 14
With that ICS becomes non issue as it is completely fine to spam colonies at any point in the game and at any base size with about same impact to population growth. No need to specifically use extremely small undeveloped bases for that purpose only.The math model equalizes bases without bonuses.
Somebody reported that Locust is a most effective combat unit at later game. It moves freely due to gravship chassis, quite combat effective with extra PLANET, and relatively cheap with Brood Pits. Apparently it shadows other ways of waging war. Probably need to do something about it.It's only Locusts. And yes, it is a powerful unit, mostly due to the good range that lets you send a good concentration of forces anywhere on the map, while defenders are limited in what they can fortify.
The math model equalizes bases without bonuses.
But at least building one on a developed base wouldn't be as devastating to its growth, true.
QuoteSomebody reported that Locust is a most effective combat unit at later game. It moves freely due to gravship chassis, quite combat effective with extra PLANET, and relatively cheap with Brood Pits. Apparently it shadows other ways of waging war. Probably need to do something about it.It's only Locusts. And yes, it is a powerful unit, mostly due to the good range that lets you send a good concentration of forces anywhere on the map, while defenders are limited in what they can fortify.
The thing is, it's barely usable without Brood Pits, and requires a large investment in Lifecycle facilities. It's towards the end of the game that it gets powerful, and by that time a couple extra mineral rows is nothing.
This is a delaying measure ensuring you can't use a unit until late in the game.
First, can the attack & defend bonuses in one's own territory be decoupled from each other? I feel like while giving defend bonuses is fine to boost the defender, attack bonuses have an undesireable effect. I'd like to be able to test that theory.
a) Can ZoC rules check for units in a tile that are NOT a probe, a cloaked, or an air unit when deciding if a tile is eligible for movement?
b) A Needlejet over a stack of units prevents any of the units in the stack from being attacked unless the attacker has air superiority. Is it possible to attack other eligible units in the stack (not Needlejets) when this happens?
It is a mistake to assume that assailant only attacks while victim only sits in bases and gets beaten.But terrain bonuses only ever help one side. Forested tiles help on defense, not on attack. It is not without precedent.
That is why territory bonus affect both sides. Essentially it translates into "defender is 50% more combat effective on own territory" regardless of particular micro combat moves nature. That is actually very noticeable in artillery duel. Its outcome should be irrespective of who initiated the duel.I only thought about conventional attacks when I wrote that.
QuoteIt is a mistake to assume that assailant only attacks while victim only sits in bases and gets beaten.But terrain bonuses only ever help one side. Forested tiles help on defense, not on attack. It is not without precedent.QuoteThat is why territory bonus affect both sides. Essentially it translates into "defender is 50% more combat effective on own territory" regardless of particular micro combat moves nature. That is actually very noticeable in artillery duel. Its outcome should be irrespective of who initiated the duel.I only thought about conventional attacks when I wrote that.
Essentially, can this be made to work like Alien Defense/Offense do? For conventional attacks that use armor only. Caretakers' defense does not proc in arty duels.
Conventional vs. conventional uses weapon vs armor. Apply +50% def to defender.
Arty vs. conventional uses weapon vs armor. Apply +50% def to defender.
Arty vs. arty uses weapon vs weapon. No bonuses apply.
About the artillery, though. Are you sure they should not use territory bonus? In this case anyone with more units will easily get artillery superiority even on other territory and then they'll just bombard bases left and right halving defenders' health. Not much use for territory bonus after that.Hmm. Not sure. Since they are a separate case, perhaps a separate toggle? Nah, too much work.
a) Can ZoC rules check for units in a tile that are NOT a probe, a cloaked, or an air unit when deciding if a tile is eligible for movement?
AI work off battle odds, no? If the probability to win is high, attack; if not, do not. They don't care about types of combat as it is.QuoteAbout the artillery, though. Are you sure they should not use territory bonus? In this case anyone with more units will easily get artillery superiority even on other territory and then they'll just bombard bases left and right halving defenders' health. Not much use for territory bonus after that.Hmm. Not sure. Since they are a separate case, perhaps a separate toggle? Nah, too much work.
I would expect logistics to take care of this, at least in multiplayer. The defender has the benefit of consolidating their forces more easily provided they aren't taken out in the first few turns.
I have a different idea about artillery. I have long complained about a bug with artillery duels between sea and land units only lasting for 1 round/shot. The answer I got from the community was that it wasn't a bug, but a feature. Special rules of engagement and all that.
Personally, I didn't think so. But should we assume this true, and that it is a possible game mechanic... can it be applied to all artillery duels?
I think allowing for arti duels to be extended over many turns could be interesting. I am not certain how it would play out, but one thing I estimate is that accompanying conventional forces with arty to prevent bombardment will become a necessity, without the batteries being so fragile as to fall apart in their first battle. It would also allow the defender to make use of shorter supply lines if their artys aren't destroyed in a single turn - that, and there are repairs for every turn they aren't fighting.
It works pretty decently for ships, not allowing them to bombard shorelines with impunity, but not destroying them outright with retaliatory strikes either, instead turning into a prolonged positioning war.
I didn't ask about this since in my opinion it's taking a bug and making a mechanic out of it, but it bothers me that we currently have different rules for land vs. sea only. Plus, the fact that the ships could be attacked directly (vs armor) and via bombardment (vs attack) never sat well with me either.
I am against air units contributing to ZoC rules as they should have no bearing on the situation below.
a) Can ZoC rules check for units in a tile that are NOT a probe, a cloaked, or an air unit when deciding if a tile is eligible for movement?
Cloak/deep hull are buggy, and I don't mean it in the sense that AI can see through them. Cloaked units project ZoC, which negates cloak as a enemy trying to move in their vicinity reveals them. Cloaked units can't stack, even with other cloaked units, without becoming visible. This means that, for example, a submarine transport carrying missiles is always visible, and loaded cloaked transports are no longer cloaked.
Cloak would need to ignore all ZoC rules to be viable, but there are limited uses for such units even in their buggy state. They can't be scouted from air, for example, unless you bump right into them. I'd make the ability cheap and available early because it's hard to make proper use of them.
If you mean only multiplayer usage then losing cloaking by stacking could as well be a feature explainable from both development simplicity and some lore. Cloaked unit is supposed to be stealthy, moving along hiding out of roads, etc. Stacking units makes them a concentrated army so you lose the cloaking. Also prevents concentration of cloaked units in enemy territory. I think this is fair.I don't think there is a justification for cloaked transports not retaining their cloaked properties after picking up troops.
I am mostly mad that I can't have my ballistic nuclear submarines. ;q;
1) 1 nutrient on a base tile, with a 2 nutrients intake is a horrible idea:
Without popboom and with nerfed boreholes and condensers, you've made seabases OP, with very fast growth in comparison to land.
3) ICS
Without popboom and without crawlers, ICS is the only viable strategy, just look at your graph.
Spamming bases to each work only 7 tiles, will give you 100 turns of advantage on putting all tiles to work, so growing tall is absolutely not an option now.
Bring crawlers back, but nerf them: no SP rush, one resource penalty.
Useless long term, can't spam them too much early and then get all minerals back when no longer needed by rushing SP.
But are a great help in the early game, for a faction that got low on nutrients area at the start of the game and can't grow population fast.
Constant growth rows: I'd suggest 5 rows x 10 nutrients.
And make AI to not start building colony pods until the base grow to 2 ( eventually untill expected time to growing a pop is smaller, than to build a pod, but with AI bonuses it's not necessary ).
Growing tall would net you the same exponential growth as ICS and open investment opportunity into resource multiplying facilities. It'd be still slower than vanilla popbooming.
While investment into colony pod, would give a return in a free support, base tile yield and opportunity to grab land before competition.
Requiring constant 50 nutrients to build a colony pod, would result in a slower early game landgrab, compared to 30 nutrients currently in the mod.
But there would be still enough to do, while you are waiting for a base to grow to 2, build a former, military units, etc.
While total time required to put all tiles to work, whether by ICS, or growing tall, would not be faster than with ICS of size 7 bases currently.
Seriously, I like the idea of getting rid of popboom, but without constant nutrient rows, early popbooming with GROWTH 6 is a must, to not be forced into ICS as the only viable strategy.
I'd call constant rows with tall bases a "soft" popboom and you still have to grow them tall first anyway for the effect to kick in.
While after you run out of workable tiles the effect would start to diminish with each pop growth and there is no point at which it is faster than ICS, or vanilla popboom.
WtP bug: a number of attack modifiers do not display in battle odds as of v122.
How to reproduce: create a land unit with Nerve Gas pods, let it run along a road to have less than a single move point left, attack a scout. Neither the Hasty penalty nor the Nerve Gas bonus will be featured on the display, although they will be a part of the formula.
Edit: also, I know this is not WtP... but can something be done about the bug where capturing a base from a faction with FREEFAC creates that facility in a different base? The turn before the one on the screen capturing the Revelation Base from the University not only didn't give me a Network Node or a Perimeter Defence on the base, but erected a Perimeter Defence in Library of Planet next door, belonging to the enemy faction. And I can't even tear it down with a probe anymore!
Separate post:
; Set the amount of collateral damage other units in a defending tile will receive when losing.
; Example: 3 = normal damage (vanilla behaviour), 0 = disables collateral damage entirely.
; Only non-negative values are allowed.
collateral_damage_value=3
Does nothing. I can't enable collateral damage back. Am I doing something wrong?
Hmm. Works as advertised for me. Would you mind sending me your save where you are testing this and thinker.ini? You can use PM if easier.Sorry, this one is a false alarm. For some reason collateral damage is disabled for tiles that contain Colony Pods. Vanilla behavior. Live and learn.
It is a very well-known bug. Basically, when you capture a base with FREEFAC, the free facility appears on a random base. It is hard to reproduce, because it doesn't occur every time. I can send you the saves before and after.
Note that upon capture Revelation Base should have a Perimeter Defence (because I play Hive) and a Network Node (because Tayta plays Uni), even though it didn't have them before. Half the time it will function as intended, but sometimes the game will assign those facilities to random bases. This time, it sent the Network Node to one of my bases on the mainland, Proletarian Knot. It certainly wasn't there at the beginning of the turn, you can check the save.
However, so far I only encountered the game sending facilities to your own bases. I've never seen it build facilities for the faction you captured the base from.
I didn't get it. Why captured base should get a Perimeter Defence and a Network Node??? Are you describing two different cases depending on who captured it?All (most) bases captured from the University have Network Nodes as part of the University's perk. If the base didn't have a node for some reason (probe sabotage?), it is sometimes rebuilt upon capture (could be a bug, could be a feature).
Sorry, this one is a false alarm. For some reason collateral damage is disabled for tiles that contain Colony Pods. Vanilla behavior. Live and learn.
Since we touched on the subject of collateral... can you clarify when non-combat units such as formers or probes are damaged or destroyed once combat units in the tile are killed off? Sometimes formers receive damage, and sometimes they are completely annihilated. Sometimes you can defend a base with a dozen formers, and sometimes the defenders are wiped out on a third attack by a copter. What gives?
An unarmored probe is always destroyed if the base tile has no combat units left. What about an armored one?
Nevill and I finished another test game of the mod, version 122. Game was over by 2150 after three days of gameplay. See, not all MP games require months upon months of play! :P
I didn't notice native life spawns being significantly more frequent. Barely any mind worms on the mainland. There were a couple IotDs, but those I believe were spawned by us mucking around in the fungus.
The optimal way of dealing with isolated worm attacks remains a scout turtling inside the base, which as I've mentioned before I'm not a fan of.
-SUPPORT for Planned hurts, but it was and remains the clear early game choice, so it's understandable. The -INDUSTRY for Police State deterred me from picking it, but I'm particularly sensitive to those penalties, and it was too early to have a lot of units out, so I didn't yet determine when a good trade-off point was.
Field Modulation (E2) really needs something else to incentivize picking it. Drill to Aquifer isn't relevant at this stage of the game, as it is both expensive and mostly benefits factions with lots of worked tiles; one is still trying to put down enough farms, mines, and roads. And the two techs it gates are both further in the tree (tiers 4 and 5), and unlock less obviously useful things.
I'm not sure what would make a good pick though. My idea was making 3-pulse armour accessible there (ECM is already unlocked at B1, and 4 armour at B2), but I recall you're not a fan of the special armours.
Speaking of armour, I can't help but feel you might've gone a bit overboard in buffing defense values. With 4 armour available at tier 2, buffed by the territorial +50% and possibly even further by a base's +50%, it would be virtually impossible to break through the enemy's defense with anything less than 6 attack (C5) backed by nerve gas. And by then the enemy would've upgraded to 6 armour available at B4.
Of course, this may be intentional as an AI buff, in which case there's not much I can say, seeing as we agreed to develop the two realms separately. ;lol
The territory bonus could be reduced to 25%. I don't mind. However, this is practically only thing stopping invaders from roaming victim territory.
would it be fine to reduce base defenses to 0%-50%-100% instead?
This is like 50 turns? Interesting. Was it just somebody early luck or this is how dumb AI is?Mostly luck, a bit of the quirks of playing MP.
I'll check the Nevill's table you posted somewhere in this tread and try to match it. I am for any particular configuration here as long as they are more or less usable. The big problem with many of them is that they can be very strong early but wimpy later and vice versa.I know, I basically said as much in my post. Those weren't meant to be complaints about the configuration, I just wanted to convey how I felt about making such a choice. I didn't say it wasn't a positive thing.
Planned is strong early with ++GROWTH. And then it diminishes in value as growth value declines slightly as game progress but --EFFIC becomes a huge penalty. Adding -SUPPORT may level it out. Make it slightly less strong initially.
For Police State I think you were the victim of your emotions. It is still clearly very strong early choice. Merely ++SUPPORT and ++POLICE give you two free support police units = two less drones. It is twice cheaper than Recreation Common and requires no maintenance/support. Or you can employ them on top of RC thus having two extra workers without any pacifying investments. For base size 4 it is about 50% secured intake in nutrients, minerals, energy combined. Compare with +10% of minerals only.
Don't understand. You are not fun of protecting your bases at all?My issue with it is that it's too passive. If the baseline odds of a psi-attack are 1:1 and there is no possibility of a reward, why would I send my unit out to attack first and risk getting killed, when I can have him idle and gain the benefit of +50% from being in a base? And of course, once Trance units come around, this calculus only strengthens.
I would disagree about Drilling to Aquifer. I believe it is in place. Even though it may not be needed at massive scale it may be quite useful situational. And when it is useful it is the most useful early advanced improvement. See for yourself.I would point out that Drill to Aquifer also becomes a liability once global warming turns river tiles into deathtraps. :P
You are still using vanilla thinking where even slightest edge in combat strength was everything. In WTP (with slower healing and more randomized combat) two 2-armor units are about the same as one 4-armor one. The latter being just slightly better in terms of combat performance and maintenance. So discovering 4-armor is not a double jump. Maybe like 20-30% jump or so. With limited early production you can just build so many combined armor worth units.I don't think I have ever been in a situation where I had to pick and choose which bases to defend from AI attacks. It's usually pretty predictable when and where they will attack from.
I often caught myself thinking the same way when I have quickly discovered 2 and 4 armors but not prototyped them yet. Then someone unexpectedly invaded my territory and I need to scramble for defense. My vanilla experience tells me to prototype and build few 4-armor units because anything weaker is just garbage! And then I tell myself - wait, I am playing different game where this problem is leveled up already. So I start prototyping and building weaker units in larger quantities and it works out much better. I can build first of them quicker and, therefore, respond quicker to slow down invasion wave and don't let it approach my production centers. Weaker units are also flexible. With just 2 of 4-armor units I am guessing which key points to defend risking to miss an attack in unexpected direction. With 4 of 2-armor units I spread them widely covering all bases for first response protection which is often succeeds against few units opportunity attacks. And if not I can pull in the rest of them from vicinity to close the gap. With fewer of stronger units I can save couple of bases but the rest of my empire can be devastated. So it is a situational choice. More viable strategies to choose from.
You are forgetting about artillery, man. Everybody are. Serious assailant probably outnumbers the victim. So they sooner or later achieve artillery superiority and then halve unit strength in bases for free of charge! Then relative strength of defenders at base against attackers assuming equal weapon-armor and all bonus combined (territory + intrinsic, PD, TF) will just turn to 1.1, 1.5, 1.9, correspondingly. So no economical advantage is needed to conquer faction without PDs and just 50% economical advantage against faction covered with PDs. This is edge of snowballing.You mentioned artillery in your latest post, that was something else I wanted to
My defense was not good enough, some poor decisions were made, and by 2150 he had his rovers on both ends of my territory, ready to cut all my 1-pop bases to pieces. I decided to surrender at that point, since even if I beat off the attack somehow, he still had control of the seas and I had no way of getting to him. So the game ended in 2150.
Don't understand. You are not fun of protecting your bases at all?My issue with it is that it's too passive. If the baseline odds of a psi-attack are 1:1 and there is no possibility of a reward, why would I send my unit out to attack first and risk getting killed, when I can have him idle and gain the benefit of +50% from being in a base? And of course, once Trance units come around, this calculus only strengthens.
Unfortunately, while vanilla encouraged attacking first, it also made it too easy to farm worms for money. >_> So I guess there's no easy solution for this one.
I would point out that Drill to Aquifer also becomes a liability once global warming turns river tiles into deathtraps. :P
But sure, maybe one is just meant to come back and pick it up later once they're in a position to use it. I can understand that.
You mentioned artillery in your latest post, that was something else I wanted tocomplaintalk about. Now, maybe I'm just using it wrong, or I'm too used to vanilla or something, but I swear to god, artillery barely ever does anything when I use it. 2-attack artillery repeatedly failed to scratch a scout hiding in the Believers' base. Then of course Nevill used it on my 2-defender and got lucky in knocking off 10%, which tipped the odds enough for his rover to beat it... randomness, ho! <_<
And anyway, who needs artillery when there is gene warfare? :V
To be honest, I think we have definitely reached the point where we'll just end up talking at cross-purposes, since our objectives with this mod are so different. I might end up playing a singleplayer game with WtP and my custom factions in the future, otherwise, there probably isn't much else for me to say regarding game balance at this point. That doesn't mean I don't like the mod! Just that we have different ideas about what it should do. :)
That clears it. Initially I thought someone actually reached winning goal by that time.
Is there anything else I don't know about this game? Why river tiles specifically?
Artillery damage is proportional to [artillery bonus * artillery strength / defender strength]. Standard artillery bonus is 3/2. So 2 strength artillery against 1 strength defender in a base is about 3/2 chance to scratch 10% off it. You were just unlucky two times. I don't understand how being used to vanilla is relevant here because in vanilla it is worse: at some point where defender is 3/2 stronger than artillery they are invincible. Like 2 artillery against 2 defender on a rocks cannot hurt it.
You are right that this is tiny amount. However, I think this is fair. It would be not right to let artillery take off 50% of the strongest defender in a single turn. It takes time to wear them down. It pays off when used in large quantities. And, yes, it is an investment that theoretically will pay off unless opponent has artillery too. And yes, it may be useful against bases with multiple defenders only, etc. It may be easier to fight poorly defended bases without it. So I am not saying one have to use it all the time. It's a special purpose tool.
I guess gene warfare beats artillery if you can sneak enough probes in base and don't care the sanctions and such. I need to research it. Maybe make artillery stronger or gene warfare damage units lesser.
Looks like most of the conflicting SP/MP options are in text configuration. I can just create MP alphax.txt version and we can evolve it from there.
I guess gene warfare beats artillery if you can sneak enough probes in base and don't care the sanctions and such. I need to research it. Maybe make artillery stronger or gene warfare damage units lesser.
It could probably stand to be nerfed a tiny bit. Taking off 50-90% from all defenders with a single probe action is a huge advantage, could possibly be worth it even if the Charter was still in effect.
If this is something you can edit, I'd suggest making Biology Labs or some other appropriate facility count as a "defensive structure" for the purposes of blunting HP damage, as described here (http://alphacentauri2.info/wiki/Genetic_warfare). In your mod they are maintenance-free, which is good for AIs; in Nevill's mod they are not, which is better for humans.
I think our next game is going to involve simply porting Nevill's config files into Will to Power and seeing how it goes from there. Might as well work with what we've already got, right? We can see about building something more official with the results from that.
Okay, now here is a truly petty complaint from me.
I noticed while writing Money and the Will to Power that you removed the technobabble flavour text from the various weapons and armours. Was there a particular reason for doing this? I had to go wiki-trawling to find it instead. :P
Sorry, but I think we'd prefer to wait until we've finished the game. We haven't played with it in a while and there's a bunch of stuff that WtP enables to test the balance of.I think our next game is going to involve simply porting Nevill's config files into Will to Power and seeing how it goes from there. Might as well work with what we've already got, right? We can see about building something more official with the results from that.
Would you mind sending me your text configuration for initial version?
The text that is displayed in the game is found in helpx.txt.Okay, now here is a truly petty complaint from me.
I noticed while writing Money and the Will to Power that you removed the technobabble flavour text from the various weapons and armours. Was there a particular reason for doing this? I had to go wiki-trawling to find it instead. :P
I am Sorry for that but I didn't even know items has tehcnobabbles. I thought this is for technologies only. Where can I see them?
Hey Tim how is Planetary Transit System working now (i am playing v 121)? Datalink says "Any new bases start at pop 3. One drone less in bases smaller than pop 3". I thought you changed it somehow?I think the datalinks haven't been updated in a while, mostly because a) it's bothersome to do so, and b) Tim is releasing and tweaking new features all the time. Changelog and past convos here indicate that PTS was changed to have new bases begin with (avg base size of faction - 2) citizens.
Hey Tim how is Planetary Transit System working now (i am playing v 121)? Datalink says "Any new bases start at pop 3. One drone less in bases smaller than pop 3". I thought you changed it somehow?
I am Sorry for that but I didn't even know items has tehcnobabbles. I thought this is for technologies only. Where can I see them?The text that is displayed in the game is found in helpx.txt.
There is also a second copy of the flavour text in flavor.txt. AFAICT this is not displayed in the game and is just for fans' reference.
It's not really much to look at, mostly just buzzwords applied to the various items to enhance the sci-fi verisimilitude of the game. But it was useful as a writer resource nonetheless.
EDIT: Speaking of which, the version number doesn't seem to have been updated in a while either, being currently listed in-game as 74. The date does seem to be correctly listed as 3 September 2020, though.
I guess gene warfare beats artillery if you can sneak enough probes in base and don't care the sanctions and such. I need to research it. Maybe make artillery stronger or gene warfare damage units lesser.
It could probably stand to be nerfed a tiny bit. Taking off 50-90% from all defenders with a single probe action is a huge advantage, could possibly be worth it even if the Charter was still in effect.
If this is something you can edit, I'd suggest making Biology Labs or some other appropriate facility count as a "defensive structure" for the purposes of blunting HP damage, as described here (http://alphacentauri2.info/wiki/Genetic_warfare). In your mod they are maintenance-free, which is good for AIs; in Nevill's mod they are not, which is better for humans.
Thanks for info.
BUG: So i presume this is bug but i noticed that sea bombardment - with ship - can kill sea alien creatures - like Lurkers completely. So they die there's no artillery fight. Now i bombarded Miriams Foil full of units with 12 weapon foil and it died. Is it intended?
I still have no idea what you are talking about. Is this just item datalinks help? Never willingly changed it, obviously. Maybe some side effect caused it? Do you mind sending me a file and/or screenshot where you see difference with vanilla. I'll see if I can fix them.(https://i.imgur.com/tGYyvFR.png)
#;Infantry
#CHASSISDESC0
{Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat
advantage when attacking enemy bases directly.
^
^ Speed: 8 km/h
^ Modality: Manual/Tracked
^ Dimensions: N/A
^ Modifiers: +25% vs. base
#;Speeder
#CHASSISDESC1
Mobile {Speeder} units can move quickly across Planet’s surface. Speeder units gain a +25% combat advantage when attacking
in open terrain. They can also $LINK<Disengage=10> from combat when surprised by slower enemy $LINK<Infantry=40000>.
^
^ Speed: 102 km/h
^ Modality: Wheeled
^ Dimensions: 7.7 × 3.6 × 2.9 m
#;Hovertank
#CHASSISDESC2
The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain—it
never costs more than one move for a Hovertank to enter a square. Like $LINK<Speeder=40001> units, Hovertanks gain a +25%
combat advantage when attacking in open terrain.
^
^ Speed: 227 km/h
^ Modality: Aircushion
^ Dimensions: 6.9 × 3 × 3 m
^ Modifiers: +25% in open
#;Foil
#CHASSISDESC3
{Foils} can be used to create effective sea transports and sea patrols. Foil transports are slower than other types of
foils, so they have one less movement point per turn.
^
^ Speed: 62 km/h
^ Modality: Airfoil
^ Dimensions: 162 × 24.25 × 17.5 m
^ Modifiers: None
#;Cruiser
#CHASSISDESC4
With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable
naval units as well as the most efficient transports.
^
^ Speed: 115 km/h
^ Modality: Naval Keel
^ Dimensions: 200 × 50.5 × 20 m
#;Needlejet
#CHASSISDESC5
{Needlejets}, the signature aircraft of the 23rd century, appear in Planet’s skies once Planet’s growing industries begin
producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend
the skies, project air power, and explore Planet. Needlejets must return to a friendly base or airbase every other turn for
refueling. Needlejets may only attack once per turn.
^
^ Domain: Air
^ Speed: 766 km/h
^ Modality: Fixed-wing aircraft
^ Dimensions: 18.6 × 12.5 × 4.4 m
^ Modifiers: Require refuel every two turns
#;Copter
#CHASSISDESC6
{Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units.
Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and
must land temporarily in the field, it incurs 30% $LINK<damage==7>.
^
^ Speed: 523 km/h
^ Modality: Rotary
^ Dimensions: 15.5 × 6 × 4 m
^ Modifiers: Range unaffected by fuel
#;Gravship
#CHASSISDESC7
{Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range
limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling.
^
^ Domain: Air
^ Speed: 1021 km/h
^ Modality: Gravitron booster
^ Dimensions: 22 × 8 × 6 m
^ Modifiers: Range unaffected by fuel
#;Missile
#CHASSISDESC8
{Missiles} can be used to mount powerful $LINK<Conventional Payloads=60023>, $LINK<Fungal Payloads=60025>, $LINK<Tectonic
Payloads=60024> or spectacular quasi-nuclear $LINK<Planet Busters=60016>. Missiles pack a powerful punch, but are of course
eliminated when they attack.
^
^ Domain: Air
^ Speed: 232.5 km/h
^ Modality: Assisted airflow
^ Dimensions: 15.5 × .5 × .5 m
^ Modifiers: Destroyed on impact
#;Hand Weapons
#WEAPONDESC0
A unit’s weapon strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 7.62 mm U.N. standard
^ Muzzle velocity: 1100 mps
^ Rate of fire: Varies; max 120/min
^ Max range: 550 m
^ Target acquisition: Visual
#;Laser
#WEAPONDESC1
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Active medium: Diode
^ Type: Fiber-coupled
^ Pulse duration: 5 nsec
^ Wavelength: 193 nm
^ Peak power: .84 GW
^ Burn rate (1 m steel): .76 sec
#;Particle Impactor
#WEAPONDESC2
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 10 mm caseless Kinetic Energy
^ Muzzle velocity: 2500 mps
^ Rate of fire: 1100/min
^ Max range: 2700 m
^ Target acquisition: Optical
#;Gatling Laser
#WEAPONDESC3
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Neodymium-glass
^ Type: Conductively cooled stacked array
^ Pulse duration: 2 nsec
^ Wavelength: 107 nm
^ Peak power: .96 GW
^ Burn rate (1 m steel): .52 sec
#;Missile Launcher
#WEAPONDESC4
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Missile}
^ Ammo: Mk. 12(t) ‘Sabre’ missile
^ Velocity: Mach 2.2
^ Rate of fire: 6/min
^ Max range: 90 km
^ Target acquisition: IR signature
#;Chaos Gun
#WEAPONDESC5
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 9 mm caseless Field Disruptor
^ Muzzle velocity: 3000 mps
^ Rate of fire: 10/min
^ Max range: 11 km
^ Target acquisition: Field Differential
#;Fusion Laser
#WEAPONDESC6
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Neodymium-YAG
^ Type: Actively cooled stacked array
^ Pulse duration: 15 nsec
^ Wavelength: 573 nm
^ Peak power: 2.4 GW
^ Burn rate (1 m steel): .14 sec
#;Tachyon Bolt
#WEAPONDESC7
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Molecular hydrogen
^ Type: Active liquid coolant
^ Pulse duration: 1 usec
^ Wavelength: 680 nm
^ Peak power: 5 GW
^ Burn rate (1 m steel): .07 sec
#;Plasma Shard
#WEAPONDESC8
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Missile}
^ Ammo: 15 mm Mass-energy shell
^ Muzzle velocity: Varies; max 4000 mps
^ Rate of fire: 160/min
^ Max range: 16 km
^ Target acquisition: Charged particle
#;Quantum Laser
#WEAPONDESC9
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Temporal field distortion
^ Type: Crystal diffusion
^ Pulse duration: N/A
^ Wavelength: .005 nm
^ Peak power: Varies
^ Burn rate (1 m steel): N/A
#;Graviton Gun
#WEAPONDESC10
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 2 mm 3-stage particle-accelerated
^ Muzzle velocity: 9800 mps
^ Rate of fire: 2000/min
^ Max range: 1.4 km
^ Target acquisition: Nanoremote
#;Singularity Laser
#WEAPONDESC11
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Temporal boundary
^ Type: Singularity induction
^ Pulse duration: Relative
^ Wavelength: .001 nm
^ Peak power: N/A (approach inf.)
^ Burn rate (1 m steel): Relative
#;Resonance Laser
#WEAPONDESC12
The {Resonance Laser} is a laser with additional $LINK<resonance=42> technology attached to the wave form; it receives a
+25% bonus when engaging in a $LINK<Psi Attack=60015>
^
^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
#;Resonance Bolt
#WEAPONDESC13
The {Resonance Bolt} is a $LINK<Tachyon Bolt=60007> with additional $LINK<resonance=42> technology attached to the wave
form; it receives a +25% bonus when engaging in a $LINK<Psi Attack=60015>
^
^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
#;String Disruptor
#WEAPONDESC14
The {String Disruptor} is built of a combination of temporal disruption and $LINK<Progenitor=36> $LINK<Resonance=42>
technology taken to its highest degree and is the strongest weapon in the game.
^
^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
#;Psi Attack
#WEAPONDESC15
The {Psi Attack} weapon allows a $LINK<non-native life form=30> to attack conventional units using $LINK<Psi combat=38>.
^
^ Active medium: Patterned energy
^ Type: Compelled dissociative
^ Range: Line of sight
^ Peak power: Inverse to distance
^ Target acquisition: Psi lock
#;Planet Buster
#WEAPONDESC16
The quasi-nuclear {Planet Buster} is the future’s ultimate $LINK<atrocity=1>. Planet Busters destroy everything within a
radius equal to their reactor size, often leaving immense craters.
^
^ Designation: Mk. 714 Plasma bomb
^ Active kill radius: 2000 km
^ Explosive force: 296 Gt TNT
^ Target acquisition: Charged particle
#;Colony Module
#WEAPONDESC17
The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>. Units with Colony Modules can build new bases.
If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. A Colony Module also costs one
population of the base it is built from in addition to the minerals listed. If this would cause a base to have zero
population, the choice is given to disband the base or wait until it has reached two population. Colony Modules can be
added to an existing base to increase the base population by one using the ‘Join Base’ command ‘B’. This operation can be
used to increase the size of the base beyond the limits imposed by lack of $LINK<Hab Complexes=100024> and $LINK<Habitation
Domes=100025>.
^
^This module can be added to all chassis except $LINK<missile=40008>.
^
^ Complement: 1000+
^ Composition: Prefab plastic
^ Hydroponics rating: indefinite
^ Armament: Sidearms only
#;Terraforming Unit
#WEAPONDESC18
Units with the {Terraforming Unit} module can be used to improve and shape the terrain of Planet.
^
^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
$LINK<cruiser=40004>, and $LINK<gravship=40007> chassis.
^
^ Crew: 367
^ Composition: Bonded steel/ceramic
^ Armament: Sidearms only
#;Troop Transport
#WEAPONDESC19
The {Troop Transport} module allows a unit to transport other units. It reduces the movement of land and sea units by one
and air units by 50%+1.
^
^Only sea-going units can transport more than one unit at a time. A $LINK<foil=40003> can transport a number of units equal
to twice its reactor value. A $LINK<cruiser=40004> can transport a number of units equal to four times its reactor value.
^
^Transports can normally transport only ground units, but sea-going transports can be given the $LINK<Carrier Deck=80007>
special ability to allow them to transport and refuel air units.
^
^Air transports can only load passengers in a base or airbase. Choosing the ‘Unload Transport’ (‘Shift+U’) command from the
action menu will allow the passengers to unload while the air transport is in flight.
^
^ Capacity: 500 troops + support
^ Composition: Hardened plasteel
^ Hydroponics rating: ST
#;Supply Transport
#WEAPONDESC20
The {Supply Transport} module can be used to create $LINK<units=30005> that harvest or transport $LINK<nutrients=31>, or
$LINK<minerals=27>, or $LINK<energy=14>. Any unit with the Supply Transport module has no $LINK<support=130002> cost.
^
^Selecting the ‘Convoy’ (‘O’) option on the ‘Action Menu’ brings up a menu from which can be selected the resources to
convoy:
^ • if a supply transport is placed in a friendly base then it delivers available resources from its home base to the
one where it is currently located
^ • if a supply transport is outside a base, it delivers available resources from the square it occupies to its home
base each turn
^
^The unit cannot deliver resources from a square already being worked by a base’s citizens.
^
^Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources
collected.
^
^Supply transports disbanded in friendly bases yield their {full} mineral value towards the construction of a secret
project or $LINK<prototypes=37>.
^
^This module can be added to all chassis except $LINK<missile=40008>.
^
^ Capacity: 2575 mt
^ Composition: reinforced plasteel
^ Armament: Sidearms only
#;Probe Module
#WEAPONDESC21
The {Probe Module} can be used to create $LINK<units=30006> able to engage in espionage. Any unit with the Probe module has
no supply cost.
^
^Probes can infiltrate and subvert enemy bases and units. They can steal enemy research information, energy credits,
sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from
headquarters, and conduct genetic warfare (with the discovery of $LINK<Retroviral Engineering=140075>). Move a probe up to
an enemy base or single unit to engage its powers.
^
^Probes can ignore any $LINK<Zone of control=53>. Probe can also defend your bases against their enemy counterparts. If a
probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the
highest $LINK<Morale=130004> level usually wins. Probes often receive morale increases when they complete missions
successfully. The higher a probe’s morale level, the more likely it is to survive more risky missions.
^
^Both $LINK<Comm Jammer=80009> and $LINK<Hypnotic Trance=80018> can be added to units with Probe Module for no cost.
^
^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
and $LINK<cruiser=40004> chassis.
^
^ Complement: 16
^ Counterintel suite: ShieldSafe V 6.0
^ Armament: Cyberlinks/mind control
#;Conventional Payload
#WEAPONDESC23
The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the
$LINK<Missile=40008> chassis. Conventional missiles attack at the following strengths:
^ $LINK<Fission Plant=50001> = 9
^ $LINK<Fusion Reactor=50002> = 18
^ $LINK<Quantum Chamber=50003> = 27
^ $LINK<Singularity Engine=50004> = 36
#;Tectonic Payload
#WEAPONDESC24
The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the
$LINK<Missile=40008> chassis.
^
^A Tectonic Missile detonation causes an earthquake that raises the target terrain by one to four levels of
$LINK<altitude=0>, depending on the reactor type. A $LINK<Fission Plant=50001> raises the terrain one level, a
$LINK<Singularity Engine=50004> up to four levels. Tectonic missiles are considered delivery platforms instead of combat
units, and so may not target bases or units.
^
^To target a square, move the missile to the desired target (cannot be a sea square) and press the ‘I’ key.
#;Fungal Payload
#WEAPONDESC25
The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the
$LINK<Missile=40008> chassis.
^
^A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers one to four
squares of terrain with $LINK<fungus=18>, depending on the reactor type. A $LINK<Fission Plant=50001> covers one square, a
$LINK<Singularity Engine=50004> four squares. The detonation may also trigger $LINK<native life forms=30> from dormant
spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units.
^
^To target a square, move the missile to the desired target (cannot be a sea-square) and press the ‘I’ key.
#;Super Former
#ABILDESC0
{SmartSettler V2.0 software upgrade}
^
^Can be used only with $LINK<terraforming units=60018>.
#;Deep Radar
#ABILDESC1
{Mk. 45 Sensor array upgrade}
#;Cloaking Device
#ABILDESC2
{Type IV Refraction/diffusion shield}
^
^A {Cloaking Device} allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square.
#;Amphibious Pods
#ABILDESC3
{Hoverpod LCs}
^
^Units with {Amphibious Pods} may also move and attack across the channels between sea bases and continents.
#;Drop Pods
#ABILDESC4
{Aircushion LCs}
^
^A unit must begin its turn in a friendly base or $LINK<airbase==90008> in order to make an airdrop.
^
^Airdrops may be made within eight squares. With the discovery of $LINK<Graviton Theory=140022> or the construction of
$LINK<The Space Elevator=110027>, units with Drop Pods can make orbital insertions anywhere on Planet.
^
^Non-combat units lose all movement after an air drop or orbital insertion. Combat units may move after an airdrop, but if
they attack, a 50% combat penalty applies. Airdropped units may take up to 30% $LINK<damage=7> (except when dropped into a
friendly base), but will always survive the airdrop.
#;Air Superiority
#ABILDESC5
{Mk. 66 fire control sensor}
^
^Air units with {Air Superiority} gain a +100% combat advantage when attacking other air units in flight, but incur a -50%
penalty if they attack ground or naval units.
^
^Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other
ground or naval units either.
^
^Air-to-air combat is resolved by comparing attack factors—the armor value is ignored. A ground unit equipped with Air
Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an
adjacent Needlejet chassis on land.
^
^A $LINK<Needlejet=40005> unit with air superiority is able to {scramble} against an air attack or hostile $LINK<air
drop=80004> within a two square radius. The interceptor needs to be stationed at a base or airbase. Use the skip turn
(‘Space bar’}) or hold command (‘H’) to allow the interceptor to scramble.
#;Deep Pressure Hull
#ABILDESC6
{Reinforced Silksteel chassis}
^
^A {Deep Pressure Hull} allows a sea unit to move underwater making it difficult for enemies to detect, unless the attempt
to enter the same square.
#;Carrier Deck
#ABILDESC7
{Bonded alloy flight deck}
^
^A {Carrier Deck} allows a sea-going transport to carry and refuel air units.
#;AAA Tracking
#ABILDESC8
{Mk. 190 FUBR fire control system}
#;Comm Jammer
#ABILDESC9
{Type IX ECTS EMP pulse generator}
^
^The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into
confusion.
^
^Free to add to units with $LINK<Probe Module=60021>. When attacking, it also prevents the defender from
$LINK<disengaging=10>.
#;Antigrav Struts
#ABILDESC10
{Gravitron repulsor pylons}
^
^Allows all ground units to, like $LINK<hovertanks=40002>, avoid movement penalties for difficult terrain.
#;Empath Song
#ABILDESC11
{Psi lock software upgrade}
#;Polymorphic Encryption
#ABILDESC12
#;Fungicide Tanks
#ABILDESC13
{Boron defoliant system}
^
^Only available for $LINK<terraforming=60018> units.
#;High Moral
#ABILDESC14
{Advanced Warfare Training}
#;Heavy Artillery
#ABILDESC15
{Reactor chamber upgrade}
^
^An artillery unit is only able to attack by Long Range Fire. Only available for land units.
#;Clean Reactor
#ABILDESC16
{Reactor emission containment system}
#;Blink Displacer
#ABILDESC17
{Temporal distortion field}
#;Hypnotic Trance
#ABILDESC18
{Psychic amplification module}
^
^Free to add to $LINK<Probes=60021>.
#;Nerve Gas Pods
#ABILDESC20
{Mk. 1 VX delivery system}
^
^Can only be used against non-$LINK<Native life forms=30>. When used against units inside a base, if combat is successful,
50% of the bases’ population will be killed. If the population of the base is one, it will be destroyed.
#;Repair Bay
#ABILDESC21
{Modified Supply Transport module}
^
^Can only be used with $LINK<troop transports=60019>.
#ABILDESC22
{Stunjack cannon & training for police}
#;Soporific Gas Pods
#ABILDESC24
Employs a combination of standard sleep-inducing gas and a soothing wave-form/broad band resonance.
^
^Ineffective against $LINK<Native life forms=30>.
#;Dissociative Wave
#ABILDESC25
Enemy units get no combat bonuses from their own special abilities when
attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit
equipped with dissociative waves can tune its own special equipment to “ignore” this field. The field generator is bulky
and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon.
#;Marine Detachment
#ABILDESC26
Ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat
strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast
moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct
mechanisms.
^
^Any units being $LINK<transported=60019> on a ship are also captured.
#;Fuel Nanocells
#ABILDESC27
#;Algorithmic Enhancement
#ABILDESC28
Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK<The Hunter-Seeker
Algorithm=110015> Secret Project, although they still have a high probability of failure.
^
^$LINK<The Nethack Terminus=110034> grants the equivalent to all of a faction’s probes.
#;No Armor
#ARMORDESC0
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: N/A
^ Tensile strength: N/A
^ Density: N/A
^ Thickness: N/A
#;Synthmetal Armor
#ARMORDESC1
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Chobham (modified)
^ Tensile strength: Base
^ Density: 2.3 kg/l
^ Thickness: 250 mm
#;Plasma Steel Armor
#ARMORDESC2
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Mass-energy composite
^ Tensile strength: 5 × base
^ Density: 2.5 kg/l
^ Thickness: 520 mm
#;Silksteel Armor
#ARMORDESC3
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Bonded
^ Tensile strength: 23 × base
^ Density: 2.5 kg/l
^ Thickness: 520 mm
#;Photon Wall
#ARMORDESC4
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Refractive field
^ Tensile strength: 46 × base
^ Density: N/A
^ Thickness: 2 m
#;Probability Sheath
#ARMORDESC5
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Phase adjustment
^ Tensile strength: 97 × base
^ Density: N/A
^ Thickness: N/A
#;Neutronium Armor
#ARMORDESC6
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Kinetic diffusion
^ Tensile strength: 198 × base
^ Density: 4 kg/l
^ Thickness: 755 mm
#;Antimatter Plate
#ARMORDESC7
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Reactive
^ Tensile strength: 560 × base
^ Density -4 kg/l
^ Thickness: Var.
#;Stasis Generator
#ARMORDESC8
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Temporal field distortion
^ Tensile strength: N/A
^ Density: N/A
^ Thickness: N/A
#;Psi Defense
#ARMORDESC9
{Psi Defense} armor confers the same defensive ability possessed by native units such as $LINK<Mind Worms=30008>. A unit
equipped with Psi Defense engages in $LINK<Psi combat=38> when attacked.
^
^ Type: Pattern refraction
^ Resistance: Proportional to distance
^ Density: N/A
^ Thickness: N/A
#;Pulse 3 Armor
#ARMORDESC10
{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel armor=70002> and sends out
continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.
#;Resonance 3 Armor
#ARMORDESC11
{Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel armor=70002> with $LINK<Progenitor=36>
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
such as $LINK<Native life forms=30>.
#;Pulse 8 Armor
#ARMORDESC12
{Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK<Neutronium Armor=70006> and sends out
continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.
#;Resonance 8 Armor
#ARMORDESC13
{Resonance 8 armor} combines the physical protection of $LINK<Neutronium Armor=70006> with $LINK<Progenitor=36>
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
such as $LINK<Native life forms=30>.
#;Fission Plant
#REACTORDESC1
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^ Rating: 32655 kW
^ Throughput: 29377 kW
^ Efficiency: 89.99%
^ Discharge: 52 r
^ Fuel source: U-235
#;Fusion Reactor
#REACTORDESC2
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^ Rating: 68003 kW
^ Throughput: 62821 kW
^ Efficiency: 92.38%
^ Discharge: 67 r
^ Fuel source: Ionized deuterium
#;Quantum Chamber
#REACTORDESC3
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^ Rating: 147893 kW
^ Throughput: 141977 kW
^ Efficiency: 96.01%
^ Discharge: 21 r
^ Fuel source: Deuterium-tritium mix
#;Singularity Engine
#REACTORDESC4
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^ Rating: >4000000 kW
^ Throughput: Var
^ Efficiency: Var
^ Discharge: N/A
^ Fuel source: Vizorium-5
# ; This line must remain at end of file
This is the text I am referring to. Left is with WtP's helpx.txt, right is with the vanilla helpx.txt restored.
Here are the relevant text entries from helpx.txt. I think it will be slightly more effort than simply copy-pasting it at the end of WtP's helpx.txt, since it does include all the text entries, just... empty. And in a different order. Can I ask what changes have been made to the helpx.txt that is distributed with WtP? Depending on the answer, it may be easier for me to do it myself.
(https://i.imgur.com/tGYyvFR.png)
This is the text I am referring to. Left is with WtP's helpx.txt, right is with the vanilla helpx.txt restored.
Here are the relevant text entries from helpx.txt. I think it will be slightly more effort than simply copy-pasting it at the end of WtP's helpx.txt, since it does include all the text entries, just... empty. And in a different order. Can I ask what changes have been made to the helpx.txt that is distributed with WtP? Depending on the answer, it may be easier for me to do it myself.
Would you tolerate them building roads on your territory?
This is something from our current MP game with Tayta, so I'll hide the screen under a spoiler.
An AI former is building a road on top of a road.
The 2nd former is building a solar... on a tile that has a mine... possibly built by the same former. Why did it build a mine first and then changed the priority to a solar later? There are unterraformed worked tiles in the vicinity of the base, shouldn't it be more busy with those than remodeling an already terraformed tile?
Not sure what caused it. This could be vanilla behavior, but WtP did try to improve AI terraforming strategies.
Save is attached. Configuration is non-standard for WtP, so I'll attach thinker and alphax.txt too. I'll PM the password if the save is of interest.
v122.It should be a Standard. It just feels small because we're so close to each other and have no real impetus to reveal the other half.
The map is probably Standard, not small. But Tayta was the one who created the game, and I don't remember how to check the size.
and psi units are not usually used as defenders by human.
Any restriction for minimal hurrying threshold is unclear. Why it is 10 in vanilla? Why not 20, 50? What difference does it make? I never understood the significance of this number but I had to remember it to exploit it properly.I missed the initial discussion of the feature in the thread, but I can answer that right away.
I also applaud your attempts to make them distinctively unique. Mere juggling SE innate bonuses quickly exhausts possible combinations and gets boring. I am already playing with Binary Dawn faction included on top of original 14. Maybe will add up yours as well after this play test.Heh, thanks. The way I went about it was to start by slapping every vaguely-relevant modifier on each faction, essentially LARPing them, and then going back and whittling them down to their core characteristics. Nevill gave me some balance suggestions in that regard.
One advice: Decide on who to keep and make them a 7-pack. This is a standard number for other faction modders. People often like to test your complete set at once and they will have hard time thinking whom to exclude like you just had. Besides, it'll require 8 play tests or more to try out all possible combinations.
The ability to start building a facility, hurry the first 10 minerals for 20 credits, and then switch to building a unit at no penalty is definitely exploitative. You essentially gain an advantage of 20 credits on every unit built. That's significant given how much 20 credits is worth early in the game.It is pretty minor, actually. You make it sound like it is significant and every unit nets you 20 credits, but you have to pay 20 credits to save 20 credits.
It is pretty minor, actually. You make it sound like it is significant and every unit nets you 20 credits, but you have to pay 20 credits to save 20 credits.I often hurry units by a single turn (to a maximum of 12 credits for 3 minerals) to get them out a turn faster, because my understanding is that tempo is important and getting stuff out ASAP is critical (what gets called "turn advantage"). If I was allowed to hurry the first 10 minerals for cheap, I'd get a lot more value for my money.
It's precisely because 20 credits is a lot in the early game you don't waste it hurrying units. I did it, what, two or three times in all of the 40 turns we played, and the most I paid was 10 credits at a time. Mostly when a base needed a police scout, or when a worm was sighted nearby.
The ability to start building a facility, hurry the first 10 minerals for 20 credits, and then switch to building a unit at no penalty is definitely exploitative. You essentially gain an advantage of 20 credits on every unit built. That's significant given how much 20 credits is worth early in the game.
Jeez i rush a toooon, all the time, usually waste no credits and quick calculate exact amounts.. i look for bases that take longest so that i get the most in turn saved and what not... but rushing 20 for facility then switch to unit. That would be so annoying - but i guess it would be super useful for formers and at the start of the game. Now i need not to use this ::) .. i am barely avoiding using industry exploit to rush secret projects.Haha, sorry about that. xD
Version 49Can you clarify the reasoning about those? I thought SE didn't multiply yield, and that only Condensers added their +50%.
Condenser does not multiply nutrient yield.
Soil Enricher does not multiply nutrient yield and instead adds 1.
I could always include some advice on which factions to exclude. The reason for having 8 factions is that a lot of them could be described as being the odd one out - Omega can't be played effectively by the AI, Meta gums up the Council mechanics, PTC doesn't really know what it's doing, and so on. So I figured the player should get the choice of what sort of game they want to play.
I am pretty sure its still worth it to switch industry and rush with energy credits, switch back; not sure what Tim last changed. He fixed it partially; i think he fixed that you could actually complete the thing by switching back or forth.. or smth like that.
Either you keep the numbar of minerals constant, no matter what the INDUSTRY setting, which causes a 20-rows mineral project to autocomplete with 160 minerals after switching to +2 INDUSTRY.
Or you shift the number of accumulated minerals with the length of the row, which makes 200 minerals shrink to 160 after a switch... or expand 160 minerals to 200 after switching back. Which opens the possibility of exploiting energy reserves.
Under the old system you can't misuse credits directly (you can do it by upgrading Crawlers, but there are no crawlers in the mod, so it's irrelevant). You could build units for cheap and disband them while on Power for an extra 2 minerals per row, I suppose. You could pay ~640 credits for WP instead of 800 (ignoring the hurrying thresholds here for ease of calculation), and switch from 0 to a +2 INDUSTRY next turn. Money for SE changes are not refunded.
Under the new system, you can do the same (Switch to a +2 INDUSTRY, pay 640 credits for 160 minerals, switch back to 0 INDUSTRY to "stretch them" into 200 minerals), refunding the money. In a way, it opens the way to a more severe exploit... but unlike the one above, which is just a part of the gameplay, this one has to be maliciously abused to make use of it.
Not sure it's a better approach, but it bothers me less.
Looking at the earlier changes...QuoteVersion 49Can you clarify the reasoning about those? I thought SE didn't multiply yield, and that only Condensers added their +50%.
Condenser does not multiply nutrient yield.
Soil Enricher does not multiply nutrient yield and instead adds 1.
I think this worked better in vanilla when it was an undocumented feature, and all it needed was documentation. It encouraged Condenser + Farm for a 4-1-0 yield, plus Farm + Solar around the condenser to get some use out of rainy tiles, and Echelon Mirrors to enhance solars. It also made Condenser + Farm + Soil Enricher / Borehole competitive with Hybrids later in the game. I think the multiplication effect let it scale rather nicely.
Not entirely correct. Let's say you have 200 mineral worth project. You are contributing 10 minerals/turn and accumulated 100 minerals already. It is 10 turns left to build and 400 credits to hurry it outright.The more you build with minerals instead of credits, the less you get out of it.
Now if you switch to +2 INDUSTRY.
[...]
As you see WTP completely mitigates building exploit and halves hurrying exploits in case you buy it and switch back. So it is somewhat better than vanilla in this regards.
I am about to introduce alternative hurry mechanics in light of all discovered exploits with production and hurrying.
1. Hurrying cost is not dependent on INDUSTRY setting. It is calculated as if INDUSTRY = 0. May produce some penny fluctuations due to rounding.
2. Hurrying cost is same flat x4 for everything regardless of already accumulated minerals.
I understand this may be perceived as huge simplification for those used to play vanilla hurry mini-game with calculator on a table. However, this seems to be an only possible way to get rid of these micro exploits here and there. Besides, I don't see this seriously disrupting the main course of the game. After all, more drastic innovations were introduced in this mod already with moderate success.
Positive things
No exploits of hurrying and switching between categories (facility->unit, facility->project).
Building stuff is no longer INDUSTRY dependent which was a concern I kept hearing over and over again. Now INDUSTRY effectively affects mineral production, as it should. Whereas, ECONOMY + EFFICIENCY affect cash production, as it should. INDUSTRY is slightly less powerful now because of this.
Equal price for each production brick eliminates need for spending planning. Now player can buy what is needed rather than save for future facilities hurrying.
Possible implications
Rich faction used to hurry a lot will overpay due to facilities hurry cost increase by about 25% on average. Could be noticeable drawback if they buy about half of their production which is hardly achievable even for Morgan.
You are right. That in-turn exploit is there. I don't know what to do with it, though. Revert industry fix back?My position as a player is that every change that can't outright be stated to be a bugfix should be optional. This, however, increases the amount of work you have to do, unless you can just do (If Var = 0 use vanilla code, else use modded code) for everything.
Another change I proposed it to make hurry cost not at all dependent on INDUSTRY rating. That is logical but not too transparent to user. However, user will be given a final price anyway so may work for certain not so meticulous users who doesn't count every brick and just rely on whatever computer says.
1. Tim there's really annoying bug with Hunter-Seeker. Once you have it and AI tries to probe your base - popup that pops up saying "X factions probe team was returned ... by hunter-seeker".. pops up like 15 times in a row. Happened to me twice i thought popup in on infinite loop and that i would not be able to continue the game. I held enter in the end until it closed. This is WTP only bug.
2. Another bug is when AI return your probe "unharm.. action when choose not to kill them if you are not at war" - it return the probe in capital. If the probe is Foil and capital has no coastal access.. its a bummer. I heard about this bug from other people also - it happens also in your mod. So this is vanilla bug i think.
Base tries to build colonies if there is room for colonization.Was something broken? Haven't tested new versions yet.
1. Tim there's really annoying bug with Hunter-Seeker. Once you have it and AI tries to probe your base - popup that pops up saying "X factions probe team was returned ... by hunter-seeker".. pops up like 15 times in a row. Happened to me twice i thought popup in on infinite loop and that i would not be able to continue the game. I held enter in the end until it closed. This is WTP only bug.
I think I've seen that sort of behaviour with "capturing" Fungal Towers too. But it was a long time ago.This might have to do something with the bug that has artillery units attack each other, even when they are on the same faction, or even attack themselves (a ship trying to bombard a tile and sinking itself is pretty funny though). There was also code for artillery to protect nearby territory from bombardment... I think, which could result in all sort of weirdness.
Never seen native units killing each other, but the game text claims that native Spore Launchers will attack other Spore Launchers, so it seems intended.
Can you please take a look if WtP did anything to change/undo the starting location changes made by Thinker?
faction_placement=1
It's several games in a row that I start within 8 tile distance from another faction.
Not sure if it should go in Issues, since I don't even know if it isn't just my confirmation bias. But if you want, I'll open a thread there instead.
Cool. Special thanks go for fixing the double terraforming bug. If only you knew the temptation... :)
(this exploit could double terraforming speeds)
But can you please call it v146 instead, because I downloaded v145 yesterday to start another MP game, and this was what was written in the readme:
# Version 145
* AI: Added land improvement demand computation.
* Global production hurry happens before production phase to produce fully completed items.
* Fixed Thinker production unit mineral cost calculation. Previously it didn't account for prototypes/Skunkworks and Brood Pit.
* Added predefined units: Trance Formers, Trance Sea Formers.
* Hab Complex is now enabled by FldMod (level 2). Sea and jungle bases still struggle to get it in time.
* Restored vanilla emergency retooling after base attack. That was previously overriden by Thinker.
* AI production: added multiplying facilities.
* AI production: added psych facilities.
* AI production: added population limit facilities.
...were there other code changes besides the two bugs since then? Should I upgrade to the latest build?
Edit: there were, apparently. I see a few new parameters in thinker.ini. NVM, I'll just update to the "latest" v145 then.
Are you talking about same bug MercantileInterest mentioned? He said this only can be used at the end of terraforming action. Are you saying it can be used at every turn? Please post reproducible scenario.Pre-requisites: have a road network connecting the tiles you need to work on.
Are you talking about same bug MercantileInterest mentioned? He said this only can be used at the end of terraforming action. Are you saying it can be used at every turn? Please post reproducible scenario.
extra prototype unit cost = sum of extra prototype component cost for each prototyping component
extra prototype component cost = component cost * extra prototype cost percentage from alphax.txt
lockup |
#CUSTOMFACTIONS
atlantis
bree
empath
genesis
ghost
republic
templar
what it should look like |
ghost faction parser error |
genesis faction parser error |
no faction selection menu |
the giveaway |
Also you'd need to edit version 149. I found that when originally looking to see if you had solved a bug.
quality completion scumming |
lousy fungal towers |
invisible helpers |
lost in transit |
weird nauticality |
design scumming |
quite the early food |
the spam |
25 percent loss |
how the spammers do |
magic walkers |
These factions do not appear to be modded at all. At least, their Help descriptions are those of unmodded factions. What if anything has changed? I mean I installed from /factions, so I was expecting changes.
In my mod, I've become rather used to completing Recycling Tanks by popping pods, as an early game strategy. Well I didn't have them available. But a Pressure Dome has the same value! Sure you want to be giving that away immediately? I've never thought about it in my own mod either, but then I tend to have Recycling Tanks available quickly. That said, I think I started with Doctrine Flexibility as my bonus tech. My mod doesn't have any bonus techs, except I give that to the Pirates. I make everyone work for their baseline.
Actually it doesn't look like my Pressure Dome completion provided the benefit of a Recycling Tank. How did you pull that off? Or have I never noticed that the original game lies about it? Or does it only provide the equivalent of a Recycling Tank when at sea? That must be it. There goes my completion scumming career.
Ok this is pretty obnoxious. Forests take twice as long to build. I figured they're still worth it anyways, especially since at the beginning of this mod, I don't have to work to make any Formers to get started. But what is the point of making them, if lots of mindworms and spore launchers are going to immediately get stirred up and destroy them? I certainly don't have enough Scout coverage to prevent these incursions, so this feels like a real ass pull. Well I guess we'll see.
The one I'm most watching in this regard, is whether the AIs are magically immune to having their colonies killed by the hordes of mindworms.
anti Green Gaians |
polar island |
You're right I should witness an AI only game to see what's going on. Because the death count in my game, looked like their colonies didn't take a scratch. Be advised that if the AI gets to perform perfectly for the first 30 turns of the game, and the human is given a super deadly hard time by comparison, that does pretty much establish a fundamentally game conditioning imbalance. So it's not a casualty count on Turn 200 that matters.
I'd also like to know if the AIs are receiving anything like the offshore swarms of mindworms that I am. It is possible that it's the accident of where your landmass is compared to others. Exposure to oceanic interlopers doesn't have to be at all equal, and might be a kind of unfairness that no placement algorithm computes.
I see that WTP has inherited Thinker's disregard for faction aversions. I really wish you'd make that go away. It's jarring, and it also messes up the diplomatic interactions.
My rate of growth has been sad though. Deirdre, sitting on the Monsoon Jungle, won the election by a landslide. The Social Engineering choices are a puzzle to me, as they seem to consist of really bad options in all categories. Consequently, so far I have chosen nothing. I find myself especially askance at why Democratic has a PLANET penalty. GROWTH and SUPPORT have to be bad for PLANET ? Well why not do that in Planned then?
Most of the units seem to be incredibly expensive to make. Sure I've had the tech for all kinds for quite a long time, but how would I ever afford to build anything? I have not built any Recycling Tanks as I neither understand nor trust them. I don't tend to build factories in games, being a "forest and forget" style player usually. They've caused me severe eco-damage, global warming, and global flooding way too many times. I have trouble believing that a +50% minerals facility isn't another kind of factory that does eco-damage. Even though it is called a Recycling Tank.
Colony Pod 3 4
Rover Colony Pod 7 6
Sea Colony Pod 7 4
Formers 2 2
Sea Formers 4 2
Transport Foil 3 4
Speeder Probe Team 3 6
1-2-1 2 2
1-4-1 3 4
1-6-1 4 6
1-12-1 12 12
2-1-1 2 2
4-1-1 2 4
6-1-1 2 6
12-1-1 4 12
2-2-1 3 3
4-4-1 4 6
6-6-1 7 9
12-12-1 21 18
1-1-2 2 2
2-1-2 2 3
4-1-2 3 6
6-1-2 5 9
12-1-2 9 18
1-1-3 2 2
2-2-3 4 6
4-4-3 6 12
6-6-3 12 18
12-12-3 17 36
1-1-4 2 1
2-2-4 2 3
4-4-4 4 6
6-6-4 7 9
12-12-4 17 18
No, I haven't read all the notes on how the mod actually is supposed to work yet. As an experienced player and modder, I'm not really sure why I would, right off the bat. I have tried looking at Help entries for some facilities.
I see that WTP has inherited Thinker's disregard for faction aversions. I really wish you'd make that go away. It's jarring, and it also messes up the diplomatic interactions.
I wasn't aware it does. I can look into it if you tell me how did you determine that.
And yes, obviously WTP inherits Thinker in whole as it is built on top of it.
To my understanding, setting social_ai=0 in thinker.ini will disable this behaviour.I see that WTP has inherited Thinker's disregard for faction aversions. I really wish you'd make that go away. It's jarring, and it also messes up the diplomatic interactions.
I wasn't aware it does. I can look into it if you tell me how did you determine that.
And yes, obviously WTP inherits Thinker in whole as it is built on top of it.
It doesn't. Thinker will let the AI choose its not-priority model if it makes more sense at the time, but the AI will still be pissed if you don't choose it yourself. If Morgan needs efficiency, he will run Green, but he will be pissed if you run Green or Planned. So the AI can be pragmatic even if it means being a bit hypocritical. It will not disregard a faction's social opposition. Morgan still can't run Planned.
I wouldn't say it quite follows Nevill's balancing scheme. The way I understand it, you seem to be trying to make each choice balanced in itself, hence why Police State and Planned have SUPPORT and INDUSTRY offsetting each other, and Democracy gets -PLANET; as well as making each choice viable at every stage of the game. Nevill is more focused on balancing the potential benefits within a category against each other and enabling pretty synergies across categories, while accepting that some options are just going to be dominant at certain stages of the game. Nobody is going to pick Democracy and lose their 10 free minerals at the start of the game; likewise, even nerfed Planned is still the only real sensible choice to kick off the initial round of base building.My rate of growth has been sad though. Deirdre, sitting on the Monsoon Jungle, won the election by a landslide. The Social Engineering choices are a puzzle to me, as they seem to consist of really bad options in all categories. Consequently, so far I have chosen nothing. I find myself especially askance at why Democratic has a PLANET penalty. GROWTH and SUPPORT have to be bad for PLANET ? Well why not do that in Planned then?
As I stated before, things like SE modeling is not a cornerstone of this mod and they can easily be tweaked without losing overall playability. So I am open to suggestions in this area. Current modeling is quite close to what Nevill uses in his mod. Surprisingly, we just came to about same solution independently. I didn't have a time to review it in details and adapt, though. Would appreciate a community help on that.
I think a key question here is how many minerals bvanevery is getting at each of his bases in 2177. It is pretty difficult to break double-digits if you weren't lucky with mineral bonuses, and I don't see any of those in that screenshot. Conversely, a single rocky mineral can turn your faction into a relative industrial powerhouse.Most of the units seem to be incredibly expensive to make. Sure I've had the tech for all kinds for quite a long time, but how would I ever afford to build anything? I have not built any Recycling Tanks as I neither understand nor trust them. I don't tend to build factories in games, being a "forest and forget" style player usually. They've caused me severe eco-damage, global warming, and global flooding way too many times. I have trouble believing that a +50% minerals facility isn't another kind of factory that does eco-damage. Even though it is called a Recycling Tank.
People are constantly complaining about this and I cannot understand why. How much is incredible? They are about same as in vanilla or lower. See below change from vanilla to WTP.Code: [Select]Colony Pod 3 4
Rover Colony Pod 7 6
Sea Colony Pod 7 4
Formers 2 2
Sea Formers 4 2
Transport Foil 3 4
Speeder Probe Team 3 6
1-2-1 2 2
1-4-1 3 4
1-6-1 4 6
1-12-1 12 12
2-1-1 2 2
4-1-1 2 4
6-1-1 2 6
12-1-1 4 12
2-2-1 3 3
4-4-1 4 6
6-6-1 7 9
12-12-1 21 18
1-1-2 2 2
2-1-2 2 3
4-1-2 3 6
6-1-2 5 9
12-1-2 9 18
1-1-3 2 2
2-2-3 4 6
4-4-3 6 12
6-6-3 12 18
12-12-3 17 36
1-1-4 2 1
2-2-4 2 3
4-4-4 4 6
6-6-4 7 9
12-12-4 17 18
See above. Most of the units are about the same cost except pure attackers. This is not WTP attackers are costly. This is vanilla attackers are exceptionally stupidly priced. Attacker 12-1-1 costs 4 versus defender 1-12-1 costs 12 ??? P-lease.
That was discussed multiple times already.
Currently speeder chassis is 50% and hovertank is 100% costlier than infantry. I can make it 25% and 50%, correspondingly, if it matters to someone. However, I believe they are fairly priced with their triple speed (9 tiles over roads, 27 tiles over tubes) and three attacks per turn.
I see that WTP has inherited Thinker's disregard for faction aversions. I really wish you'd make that go away. It's jarring, and it also messes up the diplomatic interactions.
I wasn't aware it does. I can look into it if you tell me how did you determine that.
can't move Former to safety |
gtfo |
the swarms |
diversion to the Jungle |
why spore launcher spam |
pretty early Isle |
quality partner |
my patreon |
the evidence of sea spam |
Caretaker pot stirring |
alien armada |
beginning naval spam |
doing you any favors |
century pox |
secret achievements |
Simple, I right clicked on the Contacts and looked at the Gaian readout. She was Planned. Ridiculous. This design decision was deliberate on Induktio's part. He values absolute AI performance over narrative experience or diplomatic mechanics.
I'm not at all happy that you're making my Formers unable to change their orders and move off when a mindworm slides up next to them. I assume you deliberately changed the game to behave this way.
The opening of your game is very very dangerous with mindworms. Furthermore, you have made one of the best methods for mitigating early too-close fungus, planting trees right next to it, take a long time to execute. So now you've deliberately nailed my foot to the floor, to make me die. This is 1/2 of my terraforming production you think is a great idea to kill, before I've even had a chance to found my 3rd city.
Can you give it a rest with the indigenous life forms already? This is Turn 2. I'd like to get my 2nd colonist underway, without it being a shooting gallery, or being gratuitously obstructed. If it turns out that some other faction has started right next to me, well... I do have faction_placement=1. If it means the same thing under Thinker as under WTP, this is rather unexpected. Did you put an instantly spawning fungal tower just south of me? This could be a rather quick game, so I suppose I'll be finding out soon enough.
Give a player too many crap starts, they're gonna stop trying. Unless you're just doing a high pass filter for players who only like "monster" challenges.
So the immediate effect of such an incursion, is you're making me drop what I'm doing to deal with the spore launcher, rather than going out and popping pods like I want / am supposed to be doing. You're putting me behind the competition, at a time when every single lost turn counts a great deal towards my growth.
I am thinking you have cranked up indigenous spawning rates somehow. This does not result in evenly distributed landfall. Some shores get really fried.
I see the Pirates don't get a free mineral in the ocean shelf squares. Well, that might be ok. I did get to start with 2 minerals deposits. But I didn't really get a chance to test further because:
gtfo
WTF is this? Turn 5. This is still revised version 148. Have you jacked the maintenance cost of Pressure Domes through the roof or something?
then, we reverted a lot of the changes to early psi combat (units start at Green, psi attackers on land get 3:2 advantage, and killing worms gives money), and that likely makes a big difference to how we approach native life. We also play with Unity Pods disabled to curtail their various cheesy effects.
I don't mean to discount your experience, bvanevery, but are you sure you're playing as optimally as you could be? In the screenshots you provide, your bases seem to be spaced rather far apart, when most of those tiles are going to remain unworked for a large portion of the game.
why not build rocky mines?
I am somewhat curious how you managed to end up with 700 credits in your game as the Peacekeepers next to the Morganites, though. o_O
But then, we reverted a lot of the changes to early psi combat (units start at Green, psi attackers on land get 3:2 advantage, and killing worms gives money), and that likely makes a big difference to how we approach native life.
Simple, I right clicked on the Contacts and looked at the Gaian readout. She was Planned. Ridiculous. This design decision was deliberate on Induktio's part. He values absolute AI performance over narrative experience or diplomatic mechanics.
Planned is not Gaiains aversion.
https://strategywiki.org/wiki/Sid_Meier%27s_Alpha_Centauri/Factions
I don't mean to discount your experience, bvanevery, but are you sure you're playing as optimally as you could be? In the screenshots you provide, your bases seem to be spaced rather far apart, when most of those tiles are going to remain unworked for a large portion of the game.
I do not believe in Smallpoxing. Smallpoxing players can all go to hell. Everything become so godawful tedious that way. SMAC's game design does indeed have the major weakness, even a fundamental flaw, that it allows Smallpoxing. Some game mechanics like EFFIC and Bureaucracy try to mitigate it, but they fail to do so. The kind of AI spam where the map just gets covered in little bases, is not considered a feature by a substantial number of us 4X TBS players.
Quotewhy not build rocky mines?
Historically, eco-damage. Usually it's deadly. If WTP nerfed the eco-damage, I wouldn't consider it a feature.
Formers still have their movement points until they spend them on terraforming. It it happens automatically, reload latest automated save at the very beginning of the turn.
They are twice as weak until turn 15
and they also are affecting all factions not yours only.
It is made on purpose to make native life setting put a protection burden on a player since it adds astounding 25% to total score. Should as well be worth earning.Score?? I don't play the bloody game for a score! I play to win it, and I pat myself on the back if I do it in a shorter time. If you think player actions are all generally motivated by achieving a higher score... well please remove that bias when you design your stuff. Go ask people in r/4Xgaming how often they're trying to get the highest possible score, vs. just trying to win, maybe in less time.
It's all configurable by native life setting when you create a map.
The amount of worms is about one level higher than in vanilla. Turn it down to rare to reduce their numbers and make game easier. You would need less protection and lose 25% of the total score. This is a trade-off.
I don't mean to be rude or joking about it but such filter/configuration exists. It is called native life.
Although, it is strange you cannot just kill native at the very game beginning. They are twice weak until turn 15 and chance winning against them with any Very Green unit is 85%.
It does not hurt the competition as it applies to all factions equally.
When the AI plays the Gaians, they're supposed to follow their Preference. That's Green. They are not supposed to choose anything in the category other than their Preference. They will spend all their time chewing out factions that don't follow their Preference. I actually call it their Compulsion, not their Preference, but if Preference is the standard lingo, fine whatever. Deidre chews your ass off for not being Green, even to the point of declaring war on you. Well if she's also Planned, that's just [poop]. It really divides the player base into people who actually care about the original game, and people who don't. I'm not in this modding biz for just a tech demo. I don't want all the factions generically playing the same way and telling me a bunch of nonsense.
First, they do not allow them closer than 3 tiles.
For this logic one should avoid improving anything at all including farms and collectors.
Really? I wasn't aware the preference is a hard choice in vanilla. Let me check it out and maybe I'll fix it in Thinker/WTP.
Formers still have their movement points until they spend them on terraforming. It it happens automatically, reload latest automated save at the very beginning of the turn.
I hope this doesn't mean the workaround is save scumming. Because if I'm just supposed to inspect my whole map for mindworm dangers every turn, then reload the game before I even start moving, that's gonna get real old real quick.
re: native life
QuoteFor this logic one should avoid improving anything at all including farms and collectors.
Mines have always done more eco-damage than farms or collectors, unless you changed something.
All disassemblers before me saying all basis land improvements contribute same exactly value to eco-damage. I didn't check if myself but I can reverify it as well if you show how did you come to this conclusion.
I would point out that the tools to deal with the consequences of eco-damage (i.e. Empath Song units to kill worms and formers to avert global warming) become more affordable if you have more minerals to build them with.I don't mean to discount your experience, bvanevery, but are you sure you're playing as optimally as you could be? In the screenshots you provide, your bases seem to be spaced rather far apart, when most of those tiles are going to remain unworked for a large portion of the game.
I do not believe in Smallpoxing. Smallpoxing players can all go to hell. Everything become so godawful tedious that way. SMAC's game design does indeed have the major weakness, even a fundamental flaw, that it allows Smallpoxing. Some game mechanics like EFFIC and Bureaucracy try to mitigate it, but they fail to do so. The kind of AI spam where the map just gets covered in little bases, is not considered a feature by a substantial number of us 4X TBS players.Quotewhy not build rocky mines?
Historically, eco-damage. Usually it's deadly. If WTP nerfed the eco-damage, I wouldn't consider it a feature.QuoteI am somewhat curious how you managed to end up with 700 credits in your game as the Peacekeepers next to the Morganites, though. o_O
I have absolutely no idea how to properly spend money in WTP. A big reason I quit is because I'd had all my cash sitting around uselessly for such a long time. I'm over my fear of Recycling Tanks as a kind of factory though. They don't seem to do eco-damage.QuoteBut then, we reverted a lot of the changes to early psi combat (units start at Green, psi attackers on land get 3:2 advantage, and killing worms gives money), and that likely makes a big difference to how we approach native life.
Um, well duh. You're not even playing Tim's WTP then. I am! And railing at it. To condition him to change it to make it playable. It was definitely way worse off a few months ago. I do survive enough combats now. It's this "pinning my foot to the floor" in conjunction with other stuff, something's gotta change. No I haven't read through Tim's responses yet, I'm processing all of this in order.
Even if working a tile contributes the same eco-damage, having more minerals does more eco-damage. Furthermore, forests reduce eco-damage. So clearly, from an "I don't want to get flooded out" standpoint, forest-and-forget is way better than mines. Generally I don't make Mines until I've got Hybrid Forests underway. I need food to work the mines conveniently anyways, and the HF gets rid of a lot of the eco-damage. Definitely doesn't get rid of all it like the docs might lead you to believe though.Isn't this exactly the sort of "forests are the OP terraforming choice" thing that everyone tries so hard to prevent? :P
save scum certainty |
And yeah, I'm not overly enamoured with the mod as it is, that's why I don't play it that way. :V
Just as you don't like smallpoxxing, I dislike the meta of "huddle your scout in the base and hope to take the hit" to deal with native life.
Even if working a tile contributes the same eco-damage, having more minerals does more eco-damage. Furthermore, forests reduce eco-damage. So clearly, from an "I don't want to get flooded out" standpoint, forest-and-forget is way better than mines. Generally I don't make Mines until I've got Hybrid Forests underway. I need food to work the mines conveniently anyways, and the HF gets rid of a lot of the eco-damage. Definitely doesn't get rid of all it like the docs might lead you to believe though.
Isn't this exactly the sort of "forests are the OP terraforming choice" thing that everyone tries so hard to prevent? :P
It's just that WtP seems to have been developed to deal with players like me, who suck all the fun out of the game in the eternal hunt for turn advantage.
I would point out that the tools to deal with the consequences of eco-damage (i.e. Empath Song units to kill worms and formers to avert global warming) become more affordable if you have more minerals to build them with.
If so, then a couple of rocky mines at key bases shouldn't be breaking the bank.
Just as you don't like smallpoxxing, I dislike the meta of "huddle your scout in the base and hope to take the hit" to deal with native life.
I can sort of understand the experience you're looking for: a more narratively-informed
campaign
I used to play for that too before I converted to MP. It's just that WtP seems to have been developed to deal with players like me, who suck all the fun out of the game in the eternal hunt for turn advantage.
Even in your own mod, you seem to rage-quit way more games than you finish.
Isn't this exactly the sort of "forests are the OP terraforming choice" thing that everyone tries so hard to prevent? :P
Just doubling its terraforming time is a very minor penalty that does not make it less powerful due to its spreading ability.
difficult Hive research |
foil probe hell |
game over |
Doctrine: Loyalty, DocLoy, 3, 2, 2, 2, Mobile, Psych, 000000000
0, ; Combat penalty % -> Non-combat unit defending vs. combat unit
One might as well just stay in Wealth and Eudaimonic all the time and use the productivity to build bigger and better weapons.
Yeah you lose a couple of tiles here and there, so what, most of my bases are inland and I can just raise the land again.
RE: AI Growth mod and multiplayer balance:
I downloaded it to look at it, but I don't really like the aesthetic, so I never played it.
To my knowledge, the MP community I follow wasn't overly impressed when someone suggested using it for a game.
I'm not really sure what the problem with condensers is.
I continue the game with version 154. Some surprises: Fungicidal Tanks cost 0, Gun Foils count as police units.
I've got Fusion reactors, but I recreated the Fission Scout unit, because Fusion reactors are just double the cost and no benefit vs. a mindworm.
The basic problem is that probe team mind control costs are totally broken in the stock binary. They're way overpowered, and have been the subject of probably 50% of my rage quits in the past, before I started modding. Single biggest flaw in the game, most in need of fixing. I mean, look at the screenshot, my capitol is 7 squares away. WTF.
I don't have any intellectual commitment to the settings of 154, so I will install 155 now. However I would worry that restoration of the 3:2 mindworms might make them back into the One True Weapons Platform again. I will suspend judgment on that for now, but it's a problem I've noticed in my own mod. Did all this nice conventional weapons, armor, and chassis rebalancing work, only to have it ruined by this gaping hole in the combat system.
Now that my game is over, I turn to the problem of why the Hive doesn't research Police State. Well, I think the answer is clear enough in alphax.txt. It seems that Tim is using a regime where a "really important" tech in some category, has weight 6. So there are various Conquer techs, that I think I learned, with this weight. The problem is that Doctrine: Loyalty is not regarded as very important as a Conquer tech. It is:QuoteDoctrine: Loyalty, DocLoy, 3, 2, 2, 2, Mobile, Psych, 000000000
It's basically not going to get researched. It's not regarded as being worth all that much. Now the first problem is, it's rather important to the Hive. So if it's not regarded as particularly Conquery, it nevertheless needs to find a way to be more important the Hive, or just be easier to get period.
The 2nd thing is, it gives the Command Nexus, so the Conquer rating is simply straight up wrong. Having a free Command Center in every base is a pretty good capability. Now one might argue that great increases in Secret Project costs, make some of these SPs not as valuable. But it still has value for conquest, so I just can't see a proper universe where the weight is that low.
Small request, I'd like removing 50% combat penalty for non combatant units to be optional, I find formers doubling as perfectly functional defenders boring and abstract.
It makes it too easy to defend bases in early game, while saving resources on defender units. Defending formers from threats, or hunting enemy ones is also fun in itself.
RE: not liking scout huddle meta:
That's not what I mean. I usually have police units there to keep order at the beginning of the game in any case.
I just find it dissatisfying that if a worm appears next to a base, it's actually worse to try and proactively get rid of the problem, because you won't benefit from either base defense bonus or sensor defense bonus. Of course, one could argue that taking steps like boosting morale, building Trance units, and building sensors is proactively dealing with the problem. Let's just call it a playstyle difference.
In that light, I'd say the best and least obtrusive change to this is restoring the 3:2 psi attack ratio. Not only does it encourage striking first, it also means sitting back and doing nothing comes with a risk.
I don't know what the rationale was behind having units start at Very Green, but I assume it was to curb the appearance of instant Elites that becomes commonplace in mid-game. In vanilla this required Command Centre + Bioenhancement Centre + [monolith, High Morale ability, or +MORALE effects]. WtP requires you to arrange more of these to achieve the same effect, and Bioenhancement Centres come much later. It's a laudable approach to the issue.
However, this also leads to -MORALE effects becoming much less impactful, because it's not as if you can go any lower, right? One might as well just stay in Wealth and Eudaimonic all the time and use the productivity to build bigger and better weapons. Though I'll admit that I don't know if this is as effective now that armours got megabuffed. We'll see.
I also heavily disagree with reverting forest times. Forests at 1-2-1 with 4 turns to complete are OP. At 8 turns they are quite well balanced with mines: forests provide a little food and energy on top of the minerals to help support workers, and spread themselves, but mines can be combo'd with farms and can produce more minerals.
Discussions of eco-damage don't really concern me, as I've never found the consequences to be extraordinarily threatening. Yeah you lose a couple of tiles here and there, so what, most of my bases are inland and I can just raise the land again. Lots of worms spawning? That can be painful, but by that time you can easily turn your mineral output to churning out the needed Trance and Empath units to fend them off. And then the clean minerals limit is raised and they stop spawning so much.
the MP community I follow
I'm not really sure what the problem with condensers is. If you build it on a regular tile with a farm you get 4 nutrients, which is nice, but hardly breaks the game.
RE: Police State:
-EFFIC effects are a lot milder than they were in vanilla, so even -4 EFFIC from running Police State+Planned is not so bad at the beginning at the game. I agree having the -INDUSTRY from PS cancel out the +INDUSTRY from Planned feels pretty bad though. Likewise for -SUPPORT from Planned offsetting ++SUPPORT from Police State. Yes, it's a potent early game combo, but one generally migrates to other options once energy provides more bang for your buck.
Are you talking about this setting in alphax.txt?
0, ; Combat penalty % -> Non-combat unit defending vs. combat unit
Gun Foils is a combat unit, isn't it? Why shouldn't it count as a police?
It is original vanilla thing I didn't change anything there.
Fungicidal Tanks in vanilla cost +25%, which is =0 for 2 row former unit cost. I don't think it is even worth 25% increase in cost for armored former. The fact that it occupies the ability slot is costly enouI thigh by itself because it denies some other useful former abilities like Hypnotic Trance, Super Former, Clean Reactor, etc.
They also increase minimal cost of the unit to reactor level. This is vanilla feature that I didn't touch. So not beneficial for extremely cheap units like Scout Patrol as well.
Usually people call feature broken if human can use/exploit it by AI cannot. So this one is clearly not as AI uses it quite effectively.
Besides, there are very good defenses against it. First, protective infantry/foil probe.
Second, you can subvert base back.
Exactly! That is why I got rid of it in first place long time ago. But, apparently, people feel strongly nostalgic about it. So I'll keep vanilla settings in alphax.txt and anyone can change it to 1:1 or whatever else value they desire.
Don't blame me.
One cannot possible to beeline research path for all possible priorities combinations.
Sooner or later faction exhausts available focused technologies and need to research something else to advance.
Conquer oriented factions got their Applied Physics and Nonlinear Mathematics in quick succession already. No need to give them anything beyond that right away.
I think you misjudge Doctrine: Loyalty offensive value. It gives Perimeter Defense to everybody. So it is a powerful defensive tech in first place.
Moreover, Command Center helps both defense and offense. So all in all this tech is about 90% defensive and 10% offensive.
I think I will rollback 155 release completely. Too hasty slapped.
I also wondered why you wanted to put some things in Thinker.ini, that were normally put in alphax.txt.
* 3,2, ; Psi combat offense-to-defense ratio (LAND unit defending)
* Forest terraforming rate = 4
These:* 3,2, ; Psi combat offense-to-defense ratio (LAND unit defending)
* Forest terraforming rate = 4
You said you were putting switches in Thinker.ini, whether you actually meant that or not.
kind of obnoxious |
wtf Medusa |
Fungicidal Tanks in vanilla cost +25%, which is =0 for 2 row former unit cost. I don't think it is even worth 25% increase in cost for armored former. The fact that it occupies the ability slot is costly enouI thigh by itself because it denies some other useful former abilities like Hypnotic Trance, Super Former, Clean Reactor, etc.
It is not a big deal to me and I don't really have an opinion on it at this time. It did cause me to redesign some units, because ordinarily, the unit designer / upgrader dialog boxes would be asking me if I wanted all my designs to become more expensive to produce.
supply pod puts Transport in enemy city |
Planet is cheating |
can do nothing |
the odds calculator lies |
relative growth |
Fungicidal Tanks in vanilla cost +25%, which is =0 for 2 row former unit cost. I don't think it is even worth 25% increase in cost for armored former. The fact that it occupies the ability slot is costly enouI thigh by itself because it denies some other useful former abilities like Hypnotic Trance, Super Former, Clean Reactor, etc.
It is not a big deal to me and I don't really have an opinion on it at this time. It did cause me to redesign some units, because ordinarily, the unit designer / upgrader dialog boxes would be asking me if I wanted all my designs to become more expensive to produce.
I am now realizing that once you learn Fungicidal Tanks, you can upgrade the Former design to Fungicidal Formers, and all extant Formers will become Fungicidal Formers. That makes Fungicidal ability, awfully cheap. There's not a lot of delay from the start of the game, until you can do this. 60 years maybe. I don't know how I feel about that. It falls under the heading of "fungus danger issues".
Makes me wonder if I could have always done the same thing with Deep Radar ship designs in the stock binary, and never thought of it before.
I also notice that after these design upgrades, the old designs are not obsoleted. In this case that's not a feature, as it creates clutter in the unit designs. Free Fungicidal Tanks is strictly better in all circumstances.
For instance, the idea of being able to get mass refunds from upgrading to cheaper models has always felt a little weird to me.
quittin' time |
It feels bad because it doesn't feel like you're getting ahead. This is the issue with overbalancing things. If all options appear equally good and bad, one might as well not pick any of them, and then what's the point of unlocking them?RE: Police State:
-EFFIC effects are a lot milder than they were in vanilla, so even -4 EFFIC from running Police State+Planned is not so bad at the beginning at the game. I agree having the -INDUSTRY from PS cancel out the +INDUSTRY from Planned feels pretty bad though. Likewise for -SUPPORT from Planned offsetting ++SUPPORT from Police State. Yes, it's a potent early game combo, but one generally migrates to other options once energy provides more bang for your buck.
I am not angry just quite puzzled.
I really don't get what is everybody's problem about round numbers? How does it matter if certain combos reduce certain effect to zero and not say to +1 or -1 or to whatever other number?! Why it is so frustrating see some options have opposite effects? It is not enough effects to make it never happen. Sometimes some effects will be moving in opposite directions. Of course, if someone is dedicated to maximize certain effect than they would look for certain options to avoid negative contributions but other than that it is pretty much irrelevant.
It's true that Police State and Planned have opposite SUPPORT and INDUSTRY effects. Do you want this to change specifically for that not to happen? Then other combination will clash. I am all for fiddling with SE but there are much stronger considerations than above.
The old unit upgrade formula is based on (difference in weapon strength + difference in armour strength + mineral row cost to build the new unit).
The new unit upgrade formula is simply the difference in mineral rows between the old unit and new unit.
Initially I praised this for being more intuitive, but further playtesting has found some issues with it. For instance, the idea of being able to get mass refunds from upgrading to cheaper models has always felt a little weird to me. It was much worse when you could upgrade your entire terraforming fleet to fusion and quantum reactors for the refund, which thankfully got patched by making reactors not discount equipment costs.
However, Nevill found that in some cases you could intentionally build more expensive models of units, and then upgrade them to cheaper models, effectively allowing you to convert minerals to energy at a rate of 2 credits per mineral. Compare this to 1 credit per 2 minerals for using the Stockpile Energy order.
This also leads to the case that bvanevery found, where units that cost exactly the same (i.e. those with abilities that cost the same) can be freely converted from one to the other at zero cost, requiring only a single turn to do so (and not even that, if you use the unit designer to do so). I am not sure if this is desirable or not. Perhaps some fixed cost could be added to upgrade costs? Even a 10 credit minimum would discourage free conversions unless it was truly necessary.
As it is, I would say to keep the new formula on for SP but disable it for MP.
Sadly the current game in progress is inaccessible due to internal forum drama.
That being said, I played a little further on my v141 SP game and gave it a chance, but Police State is actually really bad right now. Why? It provides very little benefit compared to its costs.At the moment I am using it purely as a stopgap measure until I can get RecCommons built in all my bases. Then it will be off to Democracy and never look back.
- One unit suppresses one drone. To match a RecCommons you will need 2 units. Most of the ++SUPPORT is eaten up just supporting police units. Support that goes to police units is not available to build former fleets or armies.
- Clean Reactors and Non-Lethal Methods which might affect this calculation are not available until tier 9, which is so late that it might as well not matter for the sake of balancing an early game SE setting.
- And to top it off, it kills your INDUSTRY and EFFIC, so you can't even take advantage of what extra productivity you might gain.
And I'm playing as the Omega Foundation, which can at least teleport units between bases to juggle support. Other factions aren't so lucky.
Honestly, I'd just get rid of the -INDUSTRY penalty for Police State entirely. Democracy is still better once you set up all your bases and start to transition into the mid-game, but at least PS won't totally suck before then.
I am even thinking now whether I should show my face up there. 🤔
I am even thinking now whether I should show my face up there. 🤔
Maybe the codex does not scale to your level ?
But seriously, what you do is for experienced SMACers, not for newbies and every SMACer from the codex or anywhere else at least lurk here and would interact with you if he wanted.
I could probably make this kind of thread in Issues, tell me if you want it there instead.
1) Alien Artifacts don't appear to add anything to the projects, even if they write they do. How to reproduce: have an artifact, press Space, choose to contribute. Nothing happens.
2) I see that AI options in the multiplayer section are different from the ones in SP. SP seems more advanced. Why is that? Why is there a difference at all?
From what I've played with it so far, -GROWTH is a reasonable alternative penalty for Police State, and works better at moderating the PS+Planned combo. It also suggests an interesting combination with Green to effectively arrest your population growth on demand. And it may even be desirable to slow down pop growth if you are already having trouble keeping drones in order.That being said, I played a little further on my v141 SP game and gave it a chance, but Police State is actually really bad right now. Why? It provides very little benefit compared to its costs.At the moment I am using it purely as a stopgap measure until I can get RecCommons built in all my bases. Then it will be off to Democracy and never look back.
- One unit suppresses one drone. To match a RecCommons you will need 2 units. Most of the ++SUPPORT is eaten up just supporting police units. Support that goes to police units is not available to build former fleets or armies.
- Clean Reactors and Non-Lethal Methods which might affect this calculation are not available until tier 9, which is so late that it might as well not matter for the sake of balancing an early game SE setting.
- And to top it off, it kills your INDUSTRY and EFFIC, so you can't even take advantage of what extra productivity you might gain.
And I'm playing as the Omega Foundation, which can at least teleport units between bases to juggle support. Other factions aren't so lucky.
Honestly, I'd just get rid of the -INDUSTRY penalty for Police State entirely. Democracy is still better once you set up all your bases and start to transition into the mid-game, but at least PS won't totally suck before then.
You have described the problem of police in general that every police unit requires support. This is not a problem of any SE model that grants POLICE rating. Although, supporting police definitely make POLICE rating less valuable in general.
On the police usage in general.
Do you think it is absolutely inferior to use police comparing to psych facilities and psych allocation?
On Police State tweaking.
I agree that we may want to remove INDUSTRY penalty from it as it makes it even less appealing in later game.
What about making it +1 SUPPORT and +1 INDUSTRY instead? That may make it slighter better in later game.
From the other side, INDUSTRY is already taken by Fundamentalisms. Tweaking SE is so tough task.
Maybe this one will work: --EFFIC, ++SUPPORT, ++POLICE, -GROWTH (replacing INDUSTRY penalty with GROWTH one)?
May be closer to Nevill's version (+2 POLICE, +2 SUPPORT, -1 GROWTH, -1 PROBE). However, I think, original EFFICIENCY penalty may be more suitable for PS than PROBE and not that bad in WTP with reworked inefficiency.
https://github.com/tnevolin/thinker-doer/blob/master/wtp_changelog.md#version-155 (https://github.com/tnevolin/thinker-doer/blob/master/wtp_changelog.md#version-155)I have v156, and it doesn't work there.
https://github.com/tnevolin/thinker-doer/blob/master/wtp_changelog.md#version-155 (https://github.com/tnevolin/thinker-doer/blob/master/wtp_changelog.md#version-155)I have v156, and it doesn't work there.
So I made the switch to Democracy+Planned, and hooooly bajeezus, this is painful. Every single unit costs minerals to support; I can either have formers, or I can have an army. No such thing as a free lunch in this mod!
Fortunately there is a way around this. It involves an advanced technique known as the support base. As the name suggests, you build extra bases with the explicit purpose of soaking up unit support costs, allowing you to maximize output in your important bases. Three bases are at 15 minerals now, and I should be able to push it to 20 soon.
I have also begun work on Hologram Theatres in bases approaching size 4. This will allow me to trim more fat by disbanding excess scout patrols. The maintenance costs will be covered by drilling more boreholes and building tidal harnesses everywhere. The good news about switching to Democracy is that not only did it remove the hated -INDUSTRY penalty, it also allows me to actually have an energy income (going from 1/turn to 20+/turn with 60% Econ). Power to the people!
In my Spartan game I have some issues with Morale mostly, Power SE, and Planet is a bit weird.
I think there's way too much morale in the game. Its either too strong in pluses or in minuses in both SE and facilities. Spartans have +2 Morale, but i don't even have to pick Power or build Bioenhanced facilities because my morale is topped all the time. Actually optimal thing looks like to pick Euidaimonia with its -3 Morale since it will be great anyway.. and economy would be fantastic. You can have it all.
Its not at all hard to max morale in midgame.. Meanwhile lots of AIs like to pick all the -Morale options, forget to build facilities and ruin themselves to Very Green even during wars.
So i suggest to go much easier on + and - morale (especially on negative.. AIs like Euidaiomania with -3) and maybe to even revert starting morale very green because of dumb AI. Just start the player on very green if possible or you feel like its needed. Help the AI to have decent morale most of the time.
There needs to be some balance here.. ideally it should be hard to get to great or terrible morale.. with most faction staying most of the time around disciplined. If in war they could notch up a bit here they would be much better. In general, SE points are hard to get.. like Support.. Growth Police rating, but there's so many Morale sources around (for the player.. AI is somehow ignoring them).
Worms are much harder to level up for example because their facilities give only +1 cycle. Nerfing Command Centers and other morale facilities to +1 (decrease maintenance) is one way of improving situation.
Its a complex issue - i feel balance would be better if the morale disparity is reduced a bit.
Planet is similar but better balance, either you end up in very red or very green; both end of spectrum are strong. Lots of -worms really ruins faction vs worms and eco damage. Ecology is quite a big issue for both player and AI. In lategame SE stacks and its possible to have tons of +planet (+facilities) which is kind of op; we discussed some of this earlier.
No, seriously. They all seem to have given up on pursuing any projects. I'm not sure if it's the new production weights you added, or just the fact that projects cost more, but I remember (and confirmed by checking saves) that the AI was far more aggressive with pursuing projects in Thinker.
I can also confirm that free Psi Gates now correctly appear inside captured enemy bases. Could be pretty stronk.
Support bases are mostly useful for Morgan in vanilla, who starts with -1 SUPPORT and is likely to hit -3 from running Democracy to maximize the gains from Free Market / Wealth. And he is already incentivized to spam bases, since under those settings he stands to make a tidy +7 energy per base. Not to be sneered at.So I made the switch to Democracy+Planned, and hooooly bajeezus, this is painful. Every single unit costs minerals to support; I can either have formers, or I can have an army. No such thing as a free lunch in this mod!
Fortunately there is a way around this. It involves an advanced technique known as the support base. As the name suggests, you build extra bases with the explicit purpose of soaking up unit support costs, allowing you to maximize output in your important bases. Three bases are at 15 minerals now, and I should be able to push it to 20 soon.
I have also begun work on Hologram Theatres in bases approaching size 4. This will allow me to trim more fat by disbanding excess scout patrols. The maintenance costs will be covered by drilling more boreholes and building tidal harnesses everywhere. The good news about switching to Democracy is that not only did it remove the hated -INDUSTRY penalty, it also allows me to actually have an energy income (going from 1/turn to 20+/turn with 60% Econ). Power to the people!
You see. SE choices at time have pretty strong effect. However, each and every of them should bring more benefits than penalties with right use. They should be all more or less beneficial on average. Some could be more than others given the circumstances.
Support bases? Interesting technique I never used. I didn't get to the support yet as it is not that bad in vanilla. However, I am thinking to introduce proportional support. I.e. each unit requires X minerals to support. Less with higher rating and it could be fractional number rounded after you multiply it by number of supported units. It is quite difficult to implement so I'll probably do it very not soon.
Yes, I've noticed the AI has been building a lot of Creches and Hab Complexes. I am definitely behind in population, which was to be expected since I have -2 GROWTH, with 46 pop compared to Stewards' 88 and Traders' 76. But as the kids like to say, it's not the size, it's how you use it.No, seriously. They all seem to have given up on pursuing any projects. I'm not sure if it's the new production weights you added, or just the fact that projects cost more, but I remember (and confirmed by checking saves) that the AI was far more aggressive with pursuing projects in Thinker.
They focus expansion more now underprioritizing everything else. This definitely could be tuned if you think they lose more disregarding projects. They still build them in powerful bases.
Generally, I believe, expansion grows their power more as they become quite strong economically and military. This is better than building projects and then give them up to greedy neighbor. This is disputable. Let me know if you can beat AI now easier or not at all.I can also confirm that free Psi Gates now correctly appear inside captured enemy bases. Could be pretty stronk.
Yay!
I have discovered an obscure crash situation. Seen in v141 and v145; PRACX is installed. To reproduce: press F1 to open the datalinks, go to Base Facilities, and press 'T' (as in Tree Farm). Game crashes.Making a separate post for this bug.
Bug is not present in Thinker 2.0 with PRACX installed.
EDIT: Specifically, the game crashes upon trying to load the datalinks entry for Tachyon Field.
#; Tachyon Field
#HELPFAC5
Disables base intrinsic defense bonus.
^Adds 50% defense bonus to units at base against all conventional attacks cumulative with other defensive facilities.
^This effectively raises unit defense bonus to 150% when combined with $LINK<Perimeter Defense=100004>, $LINK<Naval Yard=100028>, or $LINK<Aerospace Complex=100029>.
^Defensive facilities do not work against $LINK<Psi Attacks=38>.
^
^Can only be constructed in a base which already has a $LINK<Perimeter Defense=100004>.
As a side note, helpx.txt currently contains a typo in the Perimeter Defense and Tachyon Field entries: "^Defensife facilities do not work against $LINK<Psi Attacks=38>."I have discovered an obscure crash situation. Seen in v141 and v145; PRACX is installed. To reproduce: press F1 to open the datalinks, go to Base Facilities, and press 'T' (as in Tree Farm). Game crashes.
Bug is not present in Thinker 2.0 with PRACX installed.
EDIT: Specifically, the game crashes upon trying to load the datalinks entry for Tachyon Field.
That reminds me: you extended the scale of GROWTH and RESEARCH effects, right? You may wish to update alphax.txt to include SE entries for the new levels, so that it's clear in-game that you continue to benefit from higher ratings.
It turned out that this version still had Pressure Domes at 2 maintenance, which caused the AIs to unfairly lose a lot of money since they just love to spam sea bases everywhere. I have now fixed this, we'll see if they do anything dangerous with the extra funds.
However, I believe I have identified a major cause of the AI's industrial underperformance. And it is a problem that other modders have struggled to deal with. But some of the changes WtP makes seem to have made it worse.
Simply put, the AI builds too much crap. Many of their bases that produce decent minerals are clogged up with useless scout patrols and slightly less useless formers, CPs, and military units. Then they run Democracy and/or Planned and the problem gets even worse. Considering how I'm already struggling with distributing support costs appropriately, I don't expect the AI is going to handle this much better.
Here is an example of what I mean:
This would indeed be a decent project base... if 11 out of 16 minerals weren't taken up by support.
I suspect the cause of this is the support reassignment mechanic, which reassigns support from low-mineral bases to high-mineral ones. This is actually the opposite of what should happen. You want lesser bases to take the hit so that your main ones can focus wholly on projects, prototypes, or big-ticket infrastructure items like Genejacks or Tree Farms. Then you use the enhanced output from your heartland to bring the provinces up to par.
I think this may also be sufficient reason to argue for removing the -SUPPORT penalty from Planned. It both annoys the player and impairs the AI.
Speaking of SE... this is caused by Thinker and isn't affected by WtP, but if you are planning to fiddle with the AI's SE decision-making process (please make this optional btw, force_AI_social_preference or something, because I heavily disagree with bvanevery on this), I would like to request that you also look into how SE immunities (the faction cannot go below zero in the specified SE modifier) are handled. At the moment the AI doesn't know how to handle these, since Induktio wasn't aware of how immunities (as opposed to impunities) worked.
The result is that the Edenists, who have +2 SUPPORT and immunity to POLICE, have a bad habit of comboing Police State with Free Market. This is very suboptimal for them, because they already have SUPPORT near the cap, and their POLICE will still be at zero anyway.
This only really affects modded factions though, so I understand if it's not a priority. I can probably fix the issue on my end by giving the Edenists Secrets of the Human Brain for free so they can run Fundy instead.
I have discovered an obscure crash situation. Seen in v141 and v145; PRACX is installed. To reproduce: press F1 to open the datalinks, go to Base Facilities, and press 'T' (as in Tree Farm). Game crashes.Making a separate post for this bug.
Bug is not present in Thinker 2.0 with PRACX installed.
EDIT: Specifically, the game crashes upon trying to load the datalinks entry for Tachyon Field.
The cause of the bug is in helpx.txt. The entry for Tachyon Field contains a line that is too long for the game to handle. Thus it crashes.
This can be fixed by breaking up the offending line as follows:Code: [Select]#; Tachyon Field
As a side note, helpx.txt currently contains a typo in the Perimeter Defense and Tachyon Field entries: "^Defensife facilities do not work against $LINK<Psi Attacks=38>."
#HELPFAC5
Disables base intrinsic defense bonus.
^Adds 50% defense bonus to units at base against all conventional attacks cumulative with other defensive facilities.
^This effectively raises unit defense bonus to 150% when combined with $LINK<Perimeter Defense=100004>, $LINK<Naval Yard=100028>, or $LINK<Aerospace Complex=100029>.
^Defensive facilities do not work against $LINK<Psi Attacks=38>.
^
^Can only be constructed in a base which already has a $LINK<Perimeter Defense=100004>.
See, I don't just complain about balance, I can find bugs too! ;) ;lol
the spam rate |
Now that tech cost is determined by tech level rather than amount of knowledge already discovered, we could use an estimate of research time when the game asks us which techs we want to research. We now have a strategic choice between rushing for earlier techs and waiting for more advanced tech. Is this feasible?
Like I said, no point in making social engineering choices because their penalties look worse than their bonuses.
Tech generally outstrips what I imagine I'd do with it.
I really don't like all the colony spam and don't know how much longer I'll have the patience to see what I can do in such an environment. I think it's pretty over the top, and does not represent sophistication, only a huge AI resource input. I suspect that the colony spam determines the game, but I haven't gotten far enough yet to know for sure.
Given the prevalence of worms, an option to add extra scout patrols could be useful.
Am now trying the game with planetpearls deactivated. Initial impression: favourable. Wondering whether it might make sense to keep the mechanic solely for Planet Cult. Here's how they're currently set up:
TECH, CentEmp, SOCIAL, +PLANET, SOCIAL, --ECONOMY, SOCIAL, -INDUSTRY, FREEFAC, 35, FUNGMINERALS, 1, WORMPOLICE, 0, UNIT, 8, FUNGENERGY, 1,
The hope is to give them a low-terraforming fungus reliant playstyle, distinct from all the other factions. Planetpearls mechanic doesn't really 'make sense' but neither does the Cult harvesting more resources from fungus at the same technology level as other humans. Still worth it for the sake of unique playstyle.
You added this line to the ini:
; Arbitrary tech cost scale to adjust tech progression.
tech_cost_scale=1.0
Must be a discussion of how this works somewhere in the thread?
Now that tech cost is determined by tech level rather than amount of knowledge already discovered, we could use an estimate of research time when the game asks us which techs we want to research. We now have a strategic choice between rushing for earlier techs and waiting for more advanced tech. Is this feasible?
Hmm. You are saying this mod choices are worse than vanilla's? Like, for example, Fundamentalist became less appealing in WTP?
Can you share some of your saves along the way so I can see how many tech you have by turns?
Colony spam determines the game. This was there before and this is nothing we invented.
However, people frown upon my attempt to slow it down by conventional measures like Colony cost increase.
They said it slows down the game/expansion and makes in uninteresting especially in MP.
I already split SP and MP configurations. Maybe now I can keep Colony cost higher in SP. I bet this will keep expansion speed proportionally slower.
Working on OpenXcom mod now. Could be not responsive here.You're working on TFTD, huh? Hats off to you.
https://openxcom.org/forum/index.php/topic,8661.0.html
Been too busy with work and playing multiplayer to comment much here. One of those games is with Nevill's modded WtP and another is with MercantileInterest's modded WtP, so at least the mod is being put to good use!
You can follow the latter game here (https://rpgcodex.net/forums/threads/alpha-centauri-multiplayer-brutal-dawn.135503/) on the Codex. Though the game just started, so there's not much to follow yet.
With police being unattractive as of v160 (updated from v121 mid-game, nothing seems to have broken)
So far I built a single Genejack Factory, which let me achieve 30 minerals in my HQ. It would be higher, but the extra drone meant I had to turn one worker into an Engineer. I do like how buffed those became, dunno if it's balanced, but I like it!
Wealth was already a strong SE choice in vanilla, probably the strongest, and it only got even stronger here. I'm not sure buffing it to +2 INDUSTRY is really necessary. Neither of the penalties, -2 MORALE and -1 POLICE, hurt very much in comparison.
first dck move |
second dck move |
third dck move |
that's enough of that |
> Colony spam needs to be dialed down.
You need to play on lower difficulty, or at least with higher ai cost_factor on transcend.
I've proposed giving aquatic factions extra mineral on mining platform, that normally requires tech prerequisite for free from the start.
I'd suggest to start a separate thread for lets plays, since other discussions can get drowned in them,
MY 2182. I'm quitting. The spam rate of sea colonists is way too high for this to be tenable. The usual advantage of the Pirates is they can do something that other factions can't. I have no such advantage in this mod, with the spawn rate being so high. The Usurpers, in particular, have a size 9 sea base. Everybody's basically better pirates than the Pirates.
I've made this request in the Issues section on GitHub, but I'll repost it here as well.
Can the hurry message display both full hurry costs and the partial hurry costs for "Total Minerals Left - Current Production" so that people would know exactly how much payment is needed to finish the production next turn based on the current production rate? This is something extensively used in multiplayer where turn advantage is very significant. It would be a massive QoL improvement as currently people are playing with calculators in hand.
a) Can the price of hurrying facilities/units be made customizable? Currently it's 2/4 under a new formula for a neutral INDUSTRY setting, but it'd be nice to experiment with other values.
b) Can the hurrying threshold for the first X minerals get reinstated on a universal basis? Basically, hurrying up to retool penalty threshold should cost the same regardless of what you are hurrying, else we get what is currently going on in our multiplayer game where people start building RecTanks, hurry the first 10 minerals for cheap, and then switch production to a unit, saving quite a bit of money.
(this is why I am considering making the hurry values equal)
c) Can the retool penalty threshold / free minerals scale with INDUSTRY? It's a set number currently, but we are moving towards counting everything in rows. So settling a new base would provide you with a free mineral row rather than flat 10 minerals.
> Colony spam needs to be dialed down.
You need to play on lower difficulty, or at least with higher ai cost_factor on transcend.
Nah. It's insane. "Harder than usual Transcend" is fine, one would kinda expect that. But on a Standard sized map, this isn't even a basically good play experience. Opinions will vary. I will try Huge and see if it's equally bad.
QuoteI've proposed giving aquatic factions extra mineral on mining platform, that normally requires tech prerequisite for free from the start.
Compared to stock, this could be thought of as removing Pirate minerals from Tidal Harness squares. And requiring a Mine before any minerals are gained.
QuoteI'd suggest to start a separate thread for lets plays, since other discussions can get drowned in them,
Nope. I'm not doing this to have funzies with Let's Plays. I'm doing this to report the major problems I see in the design, with exact examples.
I can't really follow other people's exceedingly detailed discussion of other issues and I don't even try. One never knows how much feedback one is going to get from everybody, or when they're gonna get it. Sometimes it pours. And if Tim's been bombarded with a gazillion things, I often stop commenting, reading, or giving any input until it dies down. This time around, this is when I had the time and patience to do the Quality Assurance. It just happened to come when others were talking about a lot of other things.
My own mod thread is super quiet. I'm either doing something right or wrong. :D
The native life generator parameters are turned back to vanilla values in 161. It does not produce more of them.
The only modifications are that it generates more of sea natives comparing to land ones. It was 1:5 in vanilla. Now is about 1:2.
The "Transcend should be beatable" argument is a complete contradiction to Thinker-WTP purpose.
Aquatic factions.... Even without extra mineral they develop quite well in my games.
I also can develop well when playing them.
Thank you, man. I appreciate any feedback and even more play testing.
NP. Think I'm gonna try Huge and Pirates again in a minute. I want to know if sea spam is governed by map size.
early sealurk too strong |
The native life generator parameters are turned back to vanilla values in 161. It does not produce more of them.
The only modifications are that it generates more of sea natives comparing to land ones. It was 1:5 in vanilla. Now is about 1:2.
This totally sucks for the Pirates though. They typically won't do land, playing to their supposed strengths in the water. Going from 20% of the native life form budget in their waters, to 50% of the budget, is a 150% increase in native spam coming their way.
The big problem with that early Isle is I could not see it coming. It just spawns right next to my Sea Colonist and immediately kills. Perhaps if such spawners had a movement delay. For all I know that might be nontrivial to code though. I'm not sure why lots of Isles at sea don't move around for awhile, on bigger maps, but it's a thing.
Telling me to set it myself, hey, I've got an entire mod where I "set it myself". It's the play experience you put in front of other people, that's relevant. Compare "batteries included" vs. "batteries not included, roll your own".
QuoteAquatic factions.... Even without extra mineral they develop quite well in my games.
Of course they do. The AI is loaded with production bonuses and set to spam heavily. Human player has a tiny fraction of production resources by comparison. This human writing to you, also gets deadly bored having to spam zillions of colonies to keep up with the AIs, that don't get bored doing that.
QuoteI also can develop well when playing them.
How are you playing them then?
Yep, I am in two games with 7 human players right now, the one I linked to being one of them. The other one, a Binary Dawn game, is nearing the 2150s and just starting to get interesting.Been too busy with work and playing multiplayer to comment much here. One of those games is with Nevill's modded WtP and another is with MercantileInterest's modded WtP, so at least the mod is being put to good use!
Do you mind sending their configuration to me? I'll just include them as MP versions.
Did I understood it right that you are playing all 7 humans? That should be too much of excitement.
I always wanted to gang up with nerds. But don't invite me. I don't have much time to spare on this and will ruin your experience.
If this is the case, though, the "enemy" you are describing in this post - is it other human player?
I'm not sure what effect changing the SE table has during a game, so I didn't update past v160.With police being unattractive as of v160 (updated from v121 mid-game, nothing seems to have broken)
Are you talking about policing in general or Police State? I didn't see PS even changed since v121.
Engineers provide +5 energy now (and +1 labs). This is what I meant.So far I built a single Genejack Factory, which let me achieve 30 minerals in my HQ. It would be higher, but the extra drone meant I had to turn one worker into an Engineer. I do like how buffed those became, dunno if it's balanced, but I like it!
What specifically was buffed? Genejack Factory, Engineer, psych facilities?
I think replacing the -1 POLICE with -1 PLANET would be acceptable. Democracy and Free Market already give -1 and -2, so more would be just overloading things, and it would somewhat nerf the Democracy+Green+Wealth combo. By the time one gets to Wealth they should be able to provide sufficient anti-native defenses anyway.Wealth was already a strong SE choice in vanilla, probably the strongest, and it only got even stronger here. I'm not sure buffing it to +2 INDUSTRY is really necessary. Neither of the penalties, -2 MORALE and -1 POLICE, hurt very much in comparison.
So, err, is too much or too little in your perception? I think people tend to overstate INDUSTRY and other clearly visual effects because they are transparent to user. Like +1 INDUSTRY is roughly 10% production increase. However, as it was already proven many times, some effects much surpass mere 10% bonus. Like +2 ECONOMY or early SUPPPORT, maybe even POLICE in need time, etc.
I have added extra INDUSTRY to make it more lore abiding. This was originally product of Industrial Automation, after all. Before I felt it quite undistinguishable.
Do you want to change it somehow? How is replacing -1 POLICE with -2/3 PLANET? Forces player to strengthen anti native defense and constantly replenish base defenders.
Non-Lethal Methods really needs to be earlier in the tech tree to make going police-heavy viable. Even more so if you're turning tech costs up to 125%.
Speaking of which... I'm playing a research-heavy faction, and it still takes me 12 turns to research a tier-5 tech, as of 2210 running Democracy+Planned+Wealth. I think this is the same issue I reported in Money and the Will to Power, where early-game productivity is so slow that more tech isn't very useful at that stage, so I went Fundy and put all my energy into Econ and Psych (though this came back to bite me when I fell seriously behind in research).
I suppose 125% tech costs is good enough to align the tech race with the industrial race. Easier than diving deep into the particularities of the early game economy.
Engineers provide +5 energy now (and +1 labs). This is what I meant.
Also, I can report that in both Nevill's and Merc's WtP games, we are currently getting flooded in worms... and it is awesome.
; Native life number of tries to create it at random location: tries = constant + multiplier * <native life level>.
; Higher number of tries increases the chance of native appearing. The dependency is not linear and chance is obviously capped at 100%. So there is no point in making these values too high.
; constant parameter; allowed values: 0-255 (vanilla = 2)
native_life_generator_constant=2
; multiplier parameter; allowed values: 2,3,5 (vanilla = 2)
native_life_generator_multiplier=2
; Sea native are generated more often than in vanilla.
native_life_generator_more_sea_creatures=0
; Native do not suddenly die every 8th turn.
native_disable_sudden_death=0
fast movement, population and cash flow.
Build harnesses,
also expand far and look for juicy spots everywhere before others claim them.
That include both ocean and land placement.
feeble |
Nah, 6-row colony pods was pretty absurd. You'd be stuck doing nothing for more than a dozen turns while they built.Also, I can report that in both Nevill's and Merc's WtP games, we are currently getting flooded in worms... and it is awesome.
Yea. I though this would keep expansion in check. An alternative to higher Colony cost. With worms around player has to channel a considerable amount of production on native protection, lose colonies and bases, etc. This is essentially same as doubled-tripled colony cost but people complain less about this than about flat colony cost raise because they don't see it as a single number in front of their eyes. People.
Anyway, look at this section in thinker.ini and feel free to crank different values. These are just some parameters for native life generator. I didn't reprogram generator itself. It is pretty stupid.
Keep in mind that player can modify native live at map creation time.
Nah, 6-row colony pods was pretty absurd. You'd be stuck doing nothing for more than a dozen turns while they built.
With more worm spawns, there's a more active component to the game. They're a force of nature, but one you can directly do something about, through building scouts to hunt for them, fungicides to clear fungus, sensors to give their defense bonus (well, not in WtP I suppose). You get to actually move stuff about on the screen, which is more fun than sitting and waiting for stuff to build.
Most importantly, you get an easy, impersonal target to complain about hindering your game progress. "Damn worms ate my colony pod!" is a sentiment everyone can get behind, and better for player engagement than "oh boy, everything takes ages to build, how exciting". Yes, it's player psychology, and no, it doesn't make sense sometimes. As you say: people! ;)
Continuing the trend of "making WtP complonents optional" I'd like to request a partial restoration of an old behavior.And was suggested to move the discussion here.
Specifically, the ability costs. One of the most-used cost factors was -1, or attack/defense ratio, making certain abilities free for pure defense units, and less costly for balanced ones. I find that an extra row is a poor substitute for that.
I like the free police idea. However, that makes all mixed attackers units (armor >= weapon) also free. Wouldn't it be a too much of a giveaway?I don't think it'd be too big of an issue because they won't be top of the line, and additinal armor/weapons would add some extra costs by themselves. I'll need to see this in game to decide if it is too much or not, but right now the negatives are modded out.
Make Deep Radar cost something for land units.Alas, something must have been broken, because Deep Radar ability ignores the "Cost increased for land units" flag, and is free for land units. Or rather, the flag no longer works as it should.Quote from: tnevolinIt is still like that. I never changed it.
First things first, I'd like to point out that I do not argue for the ability costs to be changed for the WtP mod. But I would like to make those changes myself in my games. Essentially, I want an under the hood change to restore vanilla functionality because I think it had the right idea.
Quote from: tnevolinI like the free police idea. However, that makes all mixed attackers units (armor >= weapon) also free. Wouldn't it be a too much of a giveaway?I don't think it'd be too big of an issue because they won't be top of the line, and additinal armor/weapons would add some extra costs by themselves. I'll need to see this in game to decide if it is too much or not, but right now the negatives are modded out.
Oh, and by the way, it's attack/defense rounded down, so a 8-8-x unit would cost +25% higher, but a 6-8-x would be free.
I would like to make the game follow the logic of Attack:Defense ratio being 3:2 at any given tier. You can see it in vanilla starting from tier 2 (4 Impact / 3 Plasma), to tier 4 (6 Missile / 4 Silksteel), to tier 5 (String 8 / 5 Photon), to tier 7 (Fission-Tachyon 10-12 / 7 Probability), though it breaks down in the upper tiers. So a weapon value lower than the armor would mean the unit's penetrative power is pretty weak, and it mostly qualifies for a defensive unit.
I disagree rather vehemently with WtP's philosophy of blanket defence bonuses, and believe that defence units should be specialized. Thus I like to lower base/territory bonuses, and promote free-er special abilities for defenders.
They aren't entirely free, as at the very least they take away an ability slot. So you'd have to choose between a clean defender, or an AAA/trance one. Having both would cost you +25% even when the abilities themselves cost 0.
* I find WtP's flat cost modifiers useful for some abilities. Definitely would like to see it on less critical abilities like fungucidal tanks which should not be free but shouldn't cost much more.
* I'd like to see the -1 (attack/defense) cost modifier functionality restored, and possibly have a similar one, except instead of vanilla +25%/+50% it could add 1/2 mineral rows for higher attack/defense ratio.
* I'd like to see the "Cost increased for land units" flag working again
* I'd have some uses for the "cost increases for speed" flag, though not many
* I don't think I've seen any other negative flags used except for vanilla's -7 to discourage armored artillery, which I find stupid.
mineral sprawl |
For example, Deep Radar cost 1 for land units. This essentially denies radar to land units. What significant difference does it make? Human doesn't see AI units in fungus 2 tiles away? I cannot even formulate how specifically this may tilt the strategy. Even less define the magnitude of such changes.I nerfed the armament of Battle Ogres MK I, because they trashed me a few too many times in the beginning of the game when I only had Scouts to defend with. It wasn't just the Caretakers and Usurpers doing it, they were getting popped out of supply pods too, and somehow finding their way to screw me over. I reenvisioned the Ogre Mk I as a scouting unit. I gave them Deep Radar. Now they're actually useful at the beginning of the game if you get them. You tromp slowly over the land, surveying the fungus, instead of just plowing through the fungus and getting killed.
Need more elaboration on that. Are you talking about unit pricing OR weapon/armor value progression?The latter.
I beg you pardon. I have not introduced any de-specialization in WTP. It is all SMACX custom design philosophy you are blaming! Where, on Earth Alpha Centauri you saw *any* specialized unit? I cannot even think how you envisioned such specialization to be possible with the design workshop. 😲WtP gives +50% for base defense and +50% territory out of the box. I believe the modifiers should only go that high with specialized units, i.e. units with special abilities.
Please enlighten me.
It was +1 row before. Then with base former cost decreased to 2 I counted 50% cost increase too excessive. Can return back if you believe it is important ability for some dedicated fungus removal units.I am a fan of your "do it yourself" approach. I like the customization. If you think it's best to make them free, so be it. Fungus is twice as hard to remove in my mod, so getting x2 efficiency for x1.5 cost is a bargain.
That is probably possible but I don't understand why flat cost should be at all involved when you are talking weapon and armor values. It won't scale.I like the idea of SA units being slightly higher in cost than vanilla ones. I like the idea of defensive units being cheap. That's why I wanted -1 mod back. But not all SA are worth paying 25% or 50% for. They don't need to scale.
That all probably can be introduced too.You mean, reintroduced? It's the old "-4" value.
For example, Deep Radar cost 1 for land units. This essentially denies radar to land units. What significant difference does it make? Human doesn't see AI units in fungus 2 tiles away? I cannot even formulate how specifically this may tilt the strategy. Even less define the magnitude of such changes....I was actually considering making AAA cost 1 for land units. Have you ever seen AAA put on planes? And ships get completely outclassed when jets take to the field.
Quote from: Alpha Centauri BearNeed more elaboration on that. Are you talking about unit pricing OR weapon/armor value progression?The latter.
Quote from: Alpha Centauri BearI beg you pardon. I have not introduced any de-specialization in WTP. It is all SMACX custom design philosophy you are blaming! Where, on Earth Alpha Centauri you saw *any* specialized unit? I cannot even think how you envisioned such specialization to be possible with the design workshop. 😲WtP gives +50% for base defense and +50% territory out of the box. I believe the modifiers should only go that high with specialized units, i.e. units with special abilities.
Please enlighten me.
You haven't removed them, but I'd like to see them utilized more often. That's why I increase the need for them while lowering the costs.
That was the idea behind flat costs, no? I just want to apply the same logic, "free for defensive units, not free for attackers, cheaper for balanced".
QuoteThat all probably can be introduced too.You mean, reintroduced? It's the old "-4" value.
QuoteFor example, Deep Radar cost 1 for land units. This essentially denies radar to land units. What significant difference does it make? Human doesn't see AI units in fungus 2 tiles away? I cannot even formulate how specifically this may tilt the strategy. Even less define the magnitude of such changes....I was actually considering making AAA cost 1 for land units. Have you ever seen AAA put on planes? And ships get completely outclassed when jets take to the field.
Don't know if it would help, but it's worth a try.
the mighty fungicidal gun foil |
aquatic |
It's not really a 1:1 ratio, though. For one thing, my best weapon is 8 and the AI's best defense is currently 6 - and far from all their defenders have that much armour. Since it's trivial to get infiltration on AIs (seriously, just ask Nevill how much struggle it was to infiltrate each other in our games, and how it usually ended up costing me the game), I can easily target bases with weak defenders: the AI can't garrison them all, or preempt my strike*. Then I have artillery to soften them up: I find 3 is enough to make sure every defender gets hit at least once. Finally, I have infantry riding APCs into battle, which allows them to make full use of their +25% against bases (as opposed to rovers, which receive minus 25% on top of being more expensive). So the odds are somewhat more in my favour than a simple weapon vs armour comparison would suggest.Quote from: Alpha Centauri BearNeed more elaboration on that. Are you talking about unit pricing OR weapon/armor value progression?The latter.
That essentially makes contemporary defense proportionally weaker. Are you sure it won't tilt current balance? Even with 1:1 ratio Tayta can chew through AI defense.
as opposed to rovers, which receive minus 25% on top of being more expensive
Frankly, I don't think any amount of symmetrical defense buffs will allow the AI to withstand a combined arms attack like this. Even if they can no-sell an offensive, they can't really attack back.
*Actually, that was something else I wanted to mention. In my past few games with WtP (modded or otherwise), the AI has been curiously unwilling to attack bases of mine that have at least somewhat decent defenses (e.g. a 2-defense unit, possibly with ECM or behind a Perimeter). It makes it rather easy to guard chokepoints against even superior numbers, and leaves their units easy pickings for me since they mill about uselessly outside the base. A base with a 4-defense unit might as well be invulnerable as far as the AI is currently concerned.
Should we remove infantry base bonus?
I also don't see much use for "mobile in open" bonus. Mobile unit already has benefit of their mobility. Meaning it will be attacking enemy infantry twice more often.
It seems like pure lore introduced bonus just to add more "realistic" elements in the game. Same as attacking along the road,
artillery altitude bonus, etc.
I believe they all just clutter the tactics and complicate computations which is, as always, benefits human only. Simple rules let AI heuristic survive.
Besides, it is all single turn single unit heuristic. No multi turn strategy, no unit coordination, no plans. Teaching AI to fight properly would be very difficult.
Recently I've tilted it toward expansion trying to mimic human strategy. It did well acquiring more economic power quickly but reduced amount of early conflicts, obviously. I think it is good as early conflicts just slow down the expansion and let others (human) grow stronger. Yet it could be toned down slightly if people think it is a mistake. I have also added some defense focus so that it would not be big empires with absolutely empty bases easy to conquer. You tell me if AI succeeds in it.Not really. They expand really well now, but can't seem to defend their holdings. Currently I am in a game with Yang who only builds scouts and colony pods despite having access to very cheap Plasma armor. Aggressive factions should have some standing army, at least.
Aren't they considered an exploit? I understand the infantry base attack bonus is given in compensation of it incurring hasty penalty every now and then which is obviously eliminated by using APC. Should we remove infantry base bonus? They are already balanced enough by their price.APCs make infantry not so cheap, demand support, and there is rarely enough of them in one place. They are a strategic asset to augment the offensive, not a brute force solution.
I mean: either this or APC. One should go.
I also don't see much use for "mobile in open" bonus. Mobile unit already has benefit of their mobility. Meaning it will be attacking enemy infantry twice more often.
Should we remove infantry base bonus?
Yes you should. I did. People will still use infantry because they are cheaper. Also they are not subject to ECM penalty.
Thinker mod AI can move units around in APCs? If it can, we'll that's new, and an accomplishment. If it can't, then APCs shouldn't be allowed / provided. I don't offer predefined APC units for anyone to contemplate, because the AI doesn't know what to do with them.
You should still get rid of the infantry on bases attack bonus.
Currently I am in a game with Yang who only builds scouts and colony pods despite having access to very cheap Plasma armor. Aggressive factions should have some standing army, at least.
25% (sensor) + 25% (territory) bonuses.
Moreover, sensor is incompatible with second level improvement so may be difficult to find a good spot for.
I never could understand why everybody thinks Yang is aggressive
with its GROWTH (!) and INDUSTRY (!) bonuses as well as its free Perimeter Defense (!). It is a well protected economical paradise -
Thinker mod AI can move units around in APCs? If it can, we'll that's new, and an accomplishment. If it can't, then APCs shouldn't be allowed / provided. I don't offer predefined APC units for anyone to contemplate, because the AI doesn't know what to do with them.
APC = ground transport.
Yes, we should do well to keep the scope of the project in mind. It's not "unbeatable AI", it's "AI that is challenging enough to require some effort to beat". I guess I'm just skilled enough that it's not that challenging for me. 8)*Actually, that was something else I wanted to mention. In my past few games with WtP (modded or otherwise), the AI has been curiously unwilling to attack bases of mine that have at least somewhat decent defenses (e.g. a 2-defense unit, possibly with ECM or behind a Perimeter). It makes it rather easy to guard chokepoints against even superior numbers, and leaves their units easy pickings for me since they mill about uselessly outside the base. A base with a 4-defense unit might as well be invulnerable as far as the AI is currently concerned.
Guys, tuning an AI is a huge and endless work. It is like writing a chess program capable to beat the world champions. The only difference is that SMACX is much more difficult to handle since it is brand new game not thoroughly analyzed in tons of books yet.
Thinker did noticeable work on that: a few steps on the path. WTP added some more steps, etc. It will never be perfect. Recently I've tilted it toward expansion trying to mimic human strategy. It did well acquiring more economic power quickly but reduced amount of early conflicts, obviously. I think it is good as early conflicts just slow down the expansion and let others (human) grow stronger. Yet it could be toned down slightly if people think it is a mistake. I have also added some defense focus so that it would not be big empires with absolutely empty bases easy to conquer. You tell me if AI succeeds in it.
Besides, it is all single turn single unit heuristic. No multi turn strategy, no unit coordination, no plans. Teaching AI to fight properly would be very difficult.
Re: APC.The AI barely knows how to use transports as it is. Does that mean transports should be removed entirely?
Aren't they considered an exploit? I understand the infantry base attack bonus is given in compensation of it incurring hasty penalty every now and then which is obviously eliminated by using APC. Should we remove infantry base bonus? They are already balanced enough by their price.
I mean: either this or APC. One should go.
I also don't see much use for "mobile in open" bonus. Mobile unit already has benefit of their mobility. Meaning it will be attacking enemy infantry twice more often. It seems like pure lore introduced bonus just to add more "realistic" elements in the game. Same as attacking along the road, artillery altitude bonus, etc. I believe they all just clutter the tactics and complicate computations which is, as always, benefits human only. Simple rules let AI heuristic survive.
Requiring effort is the point, as bvanevery says. You make the decision to invest former-turns to shore up your defense. This is what any strategy game is built on.25% (sensor) + 25% (territory) bonuses.
Just collecting feedback on that. Do you find sensor bonus a better replacement for territory bonus? In my mind they are fragile and they also not inherent - require some efforts. Moreover, sensor is incompatible with second level improvement so may be difficult to find a good spot for.
that's the empire |
Yes, we should do well to keep the scope of the project in mind. It's not "unbeatable AI", it's "AI that is challenging enough to require some effort to beat". I guess I'm just skilled enough that it's not that challenging for me. 8)
That said, I have lost to Thinker AIs before. One was an early worm rush by Stewards, the other was a Progenitor Victory by the Metastate. Of course, back then I didn't know as much aboutexploitingplaying the game as I do now.
Ironically, it may very well be that moderately privileging attack over defense (as Nevill advocates) would allow the AI to make more meaningful counterattacks.
I forget, do AIs get bonuses to maintenance and research on Transcend?
The AI barely knows how to use transports as it is. Does that mean transports should be removed entirely?
The same dynamic exists with sea transports and Amphibious Pods. A sea transport moves up to a coastal base, marines attack directly with +25%. APCs just allow you to do the same thing on land.
The main benefit of APCs is in multiplayer where it is essential to carry out your attack before the opponent can react. Using them against AIs is mostly just extravagance.
Just collecting feedback on that. Do you find sensor bonus a better replacement for territory bonus? In my mind they are fragile and they also not inherent - require some efforts. Moreover, sensor is incompatible with second level improvement so may be difficult to find a good spot for.Requiring effort is the point, as bvanevery says. You make the decision to invest former-turns to shore up your defense. This is what any strategy game is built on.
I recall you argued before that sensors are too easily gotten rid of by an attacking force. Allow me to offer the counterargument that this is also the point. Having to divert aircraft and artillery to attempt to bomb sensors with 50% chances means they are not being used to directly attack enemy forces. More effort, more investment, more turns, a higher bar to clear for a successful attack. Small advantages matter.
The same argument also applies to using probes to disable Perimeters. Far from being an easy fix, it requires investment and effort on the part of the attacker.
Admittedly, with the AI's use of defensive probes being unreliable, it does somewhat make sense to disable this ability for singleplayer games.
Also, they are not so easily gotten rid of if you place defenders on top of them. Even better, put them inside bunkers or forests with the defenders. Now they can't be gotten rid of without assaulting the bunker.
I believe you can also build a sensor and then place a base on top of it to retain the bonus, but this is definitely an exploit.
Possibly, there is no value in making peace with neighbors. They will just deploy the AI's overwhelming colony production advantage, smothering you.
Did you try conquering their thinly stretching empires? People say with faster expansion AI does not build enough defenders. Maybe this is the key?
I never could understand why everybody thinks Yang is aggressive with its GROWTH (!) and INDUSTRY (!) bonuses as well as its free Perimeter Defense (!). It is a well protected economical paradise - an opposite of an aggressive faction that conquer to survive.It's his personality (which is an actual parameter in faction files), and the way the AI plays in vanilla. Yang is the only one who can go toe-to-toe with Miriam when she goes on a crusade.
Morganic fiefdom |
I never could understand why everybody thinks Yang is aggressive with its GROWTH (!) and INDUSTRY (!) bonuses as well as its free Perimeter Defense (!). It is a well protected economical paradise - an opposite of an aggressive faction that conquer to survive.It's his personality (which is an actual parameter in faction files), and the way the AI plays in vanilla. Yang is the only one who can go toe-to-toe with Miriam when she goes on a crusade.
People would be upset if Gaia started drilling boreholes left and right, and so Yang not raising an army raises eyebrows instead.
Note that I talk about relatively early game, the 2150s. Yang has a lot of bases, but all of them are protected by scouts. He has plasma armor, he just isn't using it. And he is in at least one vendetta.
Can you tell me which parameters answer for expansion? I noticed three parameters:
expansion_factor=100
ai_production_expansion_coverage=20.0
ai_production_expansion_priority=2.0
Are there any more that determine when AI needs to expand? It's pretty good for times of peace, but they need to better react to hostile environments.
Heh. Now I understand why everybody think he is aggressive. Because it is set so to be.Not just that. Hive bonuses in vanilla lend themselves incredibly well to ICSing and the Zerg playstyle of creeping spread. They can't pop-boom, but they have free bonuses from Planned and Police State, which gives them +3 Growth, +2 Industry, +2 Support and +2 Police. What it translates into is a lot, A LOT of bases, set no farther than 3 tiles apart from each other to be able to move/rehome scouts that work as a cheap police option, and share terraforming between bases. Since they only get credits from the tiles they work, it is incredibly important to settle bases on rivers and never let forest/solar tiles go to waste. And when you get 10 minerals refunded from your 24 minerals colony pods, you want to spam those. It is not rare to see chain colony pod production, with the new base starting on a new CP right away while a police scout is retransferred from another base.
However, now I think it is a mistake for him to be set like that. They have no inherent bonus supporting that. They should be better off growing large population and building infrastructure sitting behind PDs which allows them to have half of usual defense from start.
sea exertion |
exposing probability = 0.05 + 0.01 * PROBE
#SPYEXPOSEDENEMY
#xs 400
#caption Operations Director
We have discovered and neutralized a $FACTION0 infiltration of our networks!
^They no longer have access to our datalinks.
#SPYEXPOSEDOURS
#xs 400
#caption Operations Director
Our infiltration of the $FACTION0 networks was discovered and eliminated!
^We have lost access to their datalinks.
The popup text you propose is technically fine, seeing as it conveys the essential information. That said, if you wanted to follow the game's style (and implied lore) more closely, I'd suggest something like this:
It's a decent formula. My objection is that it scales a bit poorly with extreme PROBE values. As in, there is not a lot of difference between +1 PROBE and +2 PROBE, as all it does is reduce mathematical expectations to 16.6 and 14.3 turns respectively. It takes +5 PROBE to halve the expected duration to 10 turns.
I would propose something like Probability = 25/(5 - PROBE), with a PROBE rating of +5 and up setting the probability to 100%, and making the infiltration expire next turn. It provides a more linear spread from -40 to 0 turns (-5 to +5 PROBE), and makes running FUNDY to purge the spies more meaningful, and FUNDY + THOUGHT CONTROL even more so.
I admit, though, that it lacks the elegance of simplicity the above formula provides, and for most of the game that has to deal with +1/+2 PROBE ratings the difference between 14.3 turns and 12 turns is not that pronounced.
-4 101
-3 68
-2 45
-1 30
0 20
+1 13
+2 9
+3 6
+4 4
You meant expected duration in your formula, I suppose. The probability is a reciprocal of duration.Nah, I meant probability in percents, but then lost the word "percents" somewhere. This is what my formula means for different PROBE ratings:
+
PROBE / Expected Duration / Probability
-5 40 (2.5% prob)
-4 36
-3 32
-2 28
-1 24
0 20 (5% prob)
+1 16
+2 12
+3 8
+4 4 (25% prob)
5+ Next turn guaranteed (100% prob)
Nice and gradual.
Nice and gradual.
When a faction is elected planetary governor, enemies lose their infiltration, as the new global bureaucracy roots out spies.
+3 Probe rating makes a faction immune to infiltration, though not to other probe activity. Mostly would work for Believers running fundamentalism.
Building Hunter-Seeker Algorithm removes all enemy infiltration.
Building the Empath Guild provides the territory map for all rivals.
Probe teams have to manually remove enemy infiltration by traveling to enemy HQ and conducting a special operation.
https://github.com/tnevolin/thinker-doer/blob/master/wtp_changelog.md#version-170
Enjoy!
Infiltration may randomly expire every turn. Infiltrated faction PROBE rating increases probability in exposing infiltrator.
infiltration_expire
infiltration_expire_probability_base
infiltration_expire_probability_probe_effect_multiplier
https://github.com/tnevolin/thinker-doer/blob/master/wtp_changelog.md#version-170
Enjoy!
Infiltration may randomly expire every turn. Infiltrated faction PROBE rating increases probability in exposing infiltrator.
infiltration_expire
infiltration_expire_probability_base
infiltration_expire_probability_probe_effect_multiplier
What verifiable effect does this have on the AI, when their infiltration expires? Is this just a way to grief me in single player and make me do busywork, when the AI has no consequences? I don't want that.
All players are equally affected PC and human alike. You have two popups: for yours and theirs infiltration removed. Check my screenshots.
five year infiltration |
the punchline |
Would you mind turning randomness to vanilla level and check how it feels?
I don't think 20 turns is too long or too short.
Human to computer can be like 50 turns to add this element to SP games but to not overburden player with it.
Beginning test of WTP 174 with one change to thinker.ini:
alternative_combat_mechanics_loss_divider=1.0
Hope that's what you meant by the "vanilla" setting. You have a lot of settings for things. It's not presently a fault... I just wonder if at some point, it might be good to take stock of all of that, and decide how many adjustable knobs to really present to a user.
Why jank the player every 50 turns though?
Maybe make them work for that a little instead of relying on early game infiltration forever.
You idea about counterespionage is tempting but this is completely new and kinda huge mechanics that hardly fit game code.
invincible fungal buttons bad start |
certainty |
2nd Scout undamaged |
kinda brief |
cannot infiltrate |
I personally don't feel it's particularly difficult to infiltrate the AI at any given point in time, and having infiltration provides the player with a massive advantage, as it further enhances those concentrated force attacks I went on about before.Why jank the player every 50 turns though?
Don't have the definitive answer. Maybe make them work for that a little instead of relying on early game infiltration forever. Sometimes factions becomes enemy, don't like each other, go to war, etc. It is much more difficult to sneak probe into hostile faction base. So naturally player will have less visibility into more fierce enemies those don't want to be infiltrated.
Maybe you are right and it doesn't make sense to use this against computer. Only human-human. Thus, effectively, leaving it only MP feature. I'll see what Nevill and Tayta say on this.
You idea about counterespionage is tempting but this is completely new and kinda huge mechanics that hardly fit game code.
Admittedly, I only play Standard maps, since I find Huge to be too tedious.
But even so, isn't it only reasonable that you have a hard time keeping tabs on a faction all the way on the other side of the planet, compared to one next door?
The Planetary Governorship becomes even more valuable then, representing the infrastructure needed to keep surveillance over such a distance.
The counterespionage idea described above seems kind of redundant. Any (multi)player worth their salt is going to have probes stacked in most of their bases anyway,
icked out |
Maybe you are right and it doesn't make sense to use this against computer. Only human-human. Thus, effectively, leaving it only MP feature. I'll see what Nevill and Tayta say on this.MP games are played with computer factions too. Even though it usually doens't take much effort to infiltrate an AI, resourses dedicated to the task are ones that are not used against a rival human, and a human can use their probes to protect their AI ally. There are tools that let you substitute a human player with an AI and vice versa in an ongoing MP game. I'd say it makes sense to leave it functioning against a computer with the same effects it has on human players.
It's a feature. Those who don't like it can turn it off.
Well, why have territory bonuses and raise base bonuses?
Providing detailed information on your capabilities and army movements because of something that happened 100 years ago is absurd.
I am seeing quite a bit of miracle wins, though I would hesitate to say if they occur more often than their odds would indicate.
Don't be blase about game defaults.iOS vs Android, which is better and why? I don't play the game on default settings. I read the readme for the descriptions of game features I would or wouldn't like, and then enable and disable them as I see fit.
I read the readme for the descriptions of game features I would or wouldn't like, and then enable and disable them as I see fit.
I am of the opinion that if the mod went to the trouble of changing some aspect of the game, it may as well show off its goods.
piles o fungus |
However the 2nd Scout received no damage at all. I couldn't find a setting for that at first, but once I searched for the word "collateral" I found collateral_damage_value=0. Is that a Thinker inheritance or a WTP choice? I'm not in favor.
I think I infiltrated less than 10 turns ago. I don't know exactly how much. I'm wondering if I have any chance to put a new device in, or do I just have to wait until all are discovered?
Of course, being afraid to attack for 10-20 turns is a risk in itself... but that's all part of the fun.
I really hate Democratic giving a PLANET penalty. It makes no sense, and it just gets in the way of pretty much everything I want to do.
Why would one be afraid to attack because of this? Infiltration doesn't give away map and troops outside of bases.It gives away the composition of troops, their movement direction, and a lot of other data that help the infiltrating faction determine their relative positions and organize a response. Usually that stops most attackers dead in their tracks unless they have an overwhelming advantage.
Re: randomness. Actually, I've long wanted to ask this. What does it mean that WtP "increases randomization"?
Are the displayed battle odds still accurate?
I am seeing quite a bit of miracle wins, though I would hesitate to say if they occur more often than their odds would indicate.
I'll have to build a map for mass combat testing, put like a hundred units that have 80-20 odds, and compare the theory with the actual results.
The odds are dumb if they're saying a Chaos Gun should die against a Scout 25% of the time. It shouldn't. Ever. Chaos Gun = pretty big threshold of you die, you melt into the ground. Big organic puddle.
Lots of games over the years have done dumb things with randomness, and large portions of the player communities have absolutely hated the devs doing that stuff. Really high dynamic range of randomness is not appreciated by all kinds of people.
The odds are dumb if they're saying a Chaos Gun should die against a Scout 25% of the time. It shouldn't. Ever. Chaos Gun = pretty big threshold of you die, you melt into the ground. Big organic puddle.
And bvanevery brings up a good point. I think we also need the option to "refill" the infiltration timer back to full by performing Infiltrate Datalinks again.
The odds are dumb if they're saying a Chaos Gun should die against a Scout 25% of the time. It shouldn't. Ever. Chaos Gun = pretty big threshold of you die, you melt into the ground. Big organic puddle.
Lots of games over the years have done dumb things with randomness, and large portions of the player communities have absolutely hated the devs doing that stuff. Really high dynamic range of randomness is not appreciated by all kinds of people.
Here is the perfect example of such frustration.
What is the need for exaggeration and such pronounced hatred like this abomination should be abolished from the face of the Earth?
This is WTP on current settings (2.0). Where do you see 25% losing chance for chaos gun against scout?
I really hate Democratic giving a PLANET penalty. It makes no sense, and it just gets in the way of pretty much everything I want to do.
What would be your suggestion then?
I think that's enough preamble.
I think that's enough preamble.
Did you come up with the suggestion?
#WORLDBUILDER
1, ; Fungus (Fungus coefficient based on LIFE selection)
Interesting.
I could not find a bug in a code that sends sea units into land bases. Code seems correct. Anyone encountering that send me a save, please.
Beginning test of version 177.
alternative_combat_mechanics_loss_divider=1.0
faction_placement=0
green pastures |
Interesting.
I could not find a bug in a code that sends sea units into land bases. Code seems correct. Anyone encountering that send me a save, please.
I don't recall any recent discussion of this, and was wondering if you replied to the wrong thread. However maybe you've now investigated a known problem in the stock binary, and are asking others to be on the lookout for it in WTP. In which case, will do.
Found another quirk. Command Center increases probe team starting morale. I think it is too much with them already starting at Disciplined and with high impact of probe morale on their success rate. Probably will remove it.
defenseless Morganites |
don't do as I say |
Chairman of God |
CEO McJerkface |
reckoning of worms |
MY 2273. After a lot of oceanic theft I finally learn Power. I wonder whether my buddy Svensgaard will approve of it. In my mod he pursues Wealth, but in WTP and the stock game his agenda is Power. This is listed in his faction profile. Well what is he actually pursuing? Wealth. If I soon learn Wealth or Knowledge as well, it's going to be really annoying if he's criticizing me about that, while doing Wealth himself. "Fat and weak, gonna carve you up." Uh huh. Dialog will go stupid.
These gaffes aren't quite as jarring with the Alien Crossfire factions, because most of them did not have strong enough characterization to be convincing in their ideologies. But with the original 7 game characters, it's pretty much dealbreaker territory. For instance:
This is completely stupid. If Yang isn't pushing Police State, then who would?
This is also completely stupid. He's Green?? I'm Green, I'm Deidre. He went to war with me over this. He used to be my ally. It isn't just narratively jarring, it breaks the diplomatic system.
This was a very bad game design choice on Induktio's part, done in the name of AI performance only. I strongly urge you to get rid of this in WTP. I believe we've had this conversation already, some time ago. But now I jog your memory with actual screenshots of how ludicrous this is.
For whatever reason, the Cultists, Data Angels, and Believers actually chose their correct agendas. At least right now. Believers aren't hard to figure out, as just about everyone wants the benefits of Fundamentalist. I'm surprised that the Data Angels are Democratic, as it's not a popular choice among factions. The Morganites are the only other ones that did it. Maybe they wanted EFFICIENCY, but they also got their butts kicked. Nobody wants to do Police State.
Not surprising what the Cult chose, as Green isn't a controversial choice. In fact, almost everyone has gone Green, me included! The only exception is Svensgaard, who has chosen Simple economics. Free Market and Planned are hated, with good reason. The AI knows they're bad choices, and so do I.
From a purely gaming perspective I prefer the AI to be flexible when it comes to SE settings over the strict adherence to the narrative. I'd like Morgan to be able to run Green from time to time, and Yand to run Fundy for INDUSTRY. I do it myself, after all.
It would be nice to see them weighed a bit more, or else the factions being incentivized to run their preferences in some fashion. Yang being immune to negative PS effects was, perhaps, the most obvious example, but it could be more subtle. Lal running Democracy out of the box would be crippling, but if his faction had a Robust, SUPPORT, he could likely survive it as "Morgan with benefits", and the extra pop would give him some minerals to work with.
We want an AI that could at least pretend to be moderately sensible. If we give FM -5 POLICE, PLANET, INDUSTRY and GROWTH, we don't want Morgan shooting himself in the foot. Which means, we want them to at least look at the options they have available instead of plopping on whatever is written in their faction files.
I did way better than the odds calculator would have me believe. I lost 2 worms during the initial onslaught. Then I got warnings about 23% odds of victory, but I won both of those battles. The 1st one made me 60% wounded, the 2nd only 20%, which is not what I'd expect if the odds are against me. Something is wrong with the calculator for psi combat.
Multiplayer lacks the ability to give away bases to other human players. I have to think about what the implications of this might be. Helping your ally retake his bases would be easier, for one.
I do it myself, after all.
Lal running Democracy out of the box would be crippling,
Psi combat is calculated same way as any other one taking units strengths into account. They just gnore weapon/armor. Displayed odds are correct.
Are you playing on vanilla setting for alternative_combat_mechanics_loss_divider?
After all if we make every computer player to pick a best choice they lose their personality.I would make a note that there already is an option to randomize faction personalities and agendas, right in the game rules.
I would make a note that there already is an option to randomize faction personalities and agendas, right in the game rules.
I am not opposed to it, but I do not want to lose what gives Thinker its name.
My next biggest beef is probably with the way the game handles orbital facilities, boosters, and the like. I think the code which runs orbital defences is a mess that is easily abused. I am not scient, so I can't disassemble it, but I can list my own observations. Currently at work, so I can't load the game and verify it just yet, but from what I remember...
Flechette defense systems get two chances to shoot down a Buster instead of one. Two messages appear instead of one.
Orbital defense pods have two chances to shoot down a Buster. The first shot makes them deployed, and the second one sacrifices the Pod. (?)
Orbital defense pods react to Fungal and Tectonic missiles, and they can't be told to ignore them. It is thus a common tactic to exhaust their number by using lesser missiles before launching the big ones.
Unlike Fungal and Tectonic missiles, Busters can't be detonated over terrain, which leads to one of the stupidest methods of defense by vacating the area of units and hoping it would crash harmlessly finding no targets.
II. My second biggest beef is how selective some combat mechanics are, which I suspect is partially due to bugs. I'll have to dig for specific examples, but it has to do with Needlejets, Air Superiority, Artillery, Psi combat and the like. I mean, you do know about the bug that, say, a <SAM> Chaos Needlejet with Psi-armor would use their weapon but forse a enemy to use a Psi-weapon (power=1) instead? Or the inability to attack units under a needlejet if you don't have <SAM>. Or the weirdness in collateral damage when units of several types are mixed. I had an entire list of those things noted down... somewhere. I'll try to dig it back up.
Perhaps the worst was how in sea duels a unit with less defensive value would be picked in certain cases, i.e. out of the two ships 1-4-4 and 4-1-4 the first one would be picked for an artillery duel (and swiftly sunk, of course).
Of the other things bothering me I can recall the strange collateral damage wildlife suffers (if your land unit kills one unit in the stack of land units, all those units get killed. Not true for jets), which makes ecodamage a joke as you kill them all quickly... and you may even capture them as a stack, though I haven't seen this before the endgame.
Or how scrambling works for <SAM> Interceptors, in that an air unit can lure them out of a base by attacking a nearby unit, making them scrable, and then cancelling the attack.
Or the cloak ability sometimes failing due to the game inexplicably keeping track of some units that you should have no vision of. Have you notices that, sometimes, a mind worm that killed your forward scout is visible through the fog of war even though you have no one in the area? This kind of thing.
The interface to give away a base just isn't there in MP. Normally they are given via a faction dialogue, which is not possible between human players in PBEM.
Psi combat is calculated same way as any other one taking units strengths into account. They just gnore weapon/armor. Displayed odds are correct.
No they are not. The empirical evidence is my mindworms are winning WAY more than the odds say they should. Odds say I should be suffering many defeats and depleting my forces. Instead I'm getting something closer to a traditional cakewalk, although not as bad as vanilla.
I guess it's going to take some screenshots to convince you.
QuoteAfter all if we make every computer player to pick a best choice they lose their personality.I would make a note that there already is an option to randomize faction personalities and agendas, right in the game rules.
I am not opposed to it, but I do not want to lose what gives Thinker its name. Maybe a toggle?
Not a hill I would die on, though. And I understand that supporting multiple types of logic isn't the way to go, so I'll concede the point.
However, if you are saying they may be off - I'll certainly have another look into it.
Unlike Fungal and Tectonic missiles, Busters can't be detonated over terrain, which leads to one of the stupidest methods of defense by vacating the area of units and hoping it would crash harmlessly finding no targets.
Are you sure it is not *two* of them acting? They have a wide coverage. Need to test.Sorry, false alarm. Observed in vanilla install, but not in WtP. Presumably fixed by latest scient's patch. I must have missed it.
I think it is also by design as game consider all of them to be offensive weapons. Do they cost less than buster so it is cheaper to sacrifice them?Much cheaper, yes. But now that most of it works, I no longer have that much of an issue with it.
No surprise multiple combat mechanics mixed together is impossible to balance.Not balance. Outright bugs. Like collateral damage to needlejets from artillery duels.
Did you mean the opposite?No. Ship artillery duels are done with weapons. I've seen lesser weapon defend when a bigger one was available. I'll try to replicate it.
Never experienced it. I think in case of scrambling player is not even given the chance to alter decision. Not even odds dialog. Please show a case if you think you can recreate it.I misremembered. It was not the odds dialog, but a diplomatic one.
I don't see the problem. Not being in range of enemy weapons is Warfare 101. PBs are mainly meant to destroy cities.The problem is that right now busters can't destroy cities if there is no unit inside. The attempt simply produces the message that air units can't capture bases. If they can't be made to detonate over empty bases for "historical reasons", then making them function like other special missiles could be a workaround.
Steps to recreate:
1) be not at Vendetta Status (Truce/Treaty).
2) Attack a unit in scrambling range of <SAM> unit.
3) The plane scrables.
4) You get a prompt to break truce/treaty, which you can decline.
5) The jet stays scrambled outside of the base.
6) Repeat with all other jets, leave the base with no defenses.
The problem is that right now busters can't destroy cities if there is no unit inside.
No. Ship artillery duels are done with weapons. I've seen lesser weapon defend when a bigger one was available. I'll try to replicate it.'k. Can't reproduce artillery duels, but can do this.
Ah. Maybe that's the reason. It may require immediate decision of both participants or something. However, how then humans can exchange techs and money and other stuff? Does it happen during somebody else's turn as if just someone is calling you? Should other human be network connected?
I updated the save. Try to attack the formers with <30>-?-8 (SAM-Psi-Interceptor), and see what Power value the enemy interceptors use. It's the value for PSI combat, not their weapon stat, rendering them completely helpless.
You can make a psi-attack interceptor and see what happens. You will be using the psi-power stat of 1, while the enemy will use their full weapon stat. Instead of psi-combat you get a slaughter.
The rules for psi-combat mix with rules for air combat and produce buggy results. There is quite a few of these odd interactions.
You could probably avoid them by marking air superiority as unavailable to Psi units. But there is nothing inherently wrong with the idea of psi interceptor.
slog |
fungal vortex |
The lack of rails is a big problem on a Huge map. It takes a long time to push units around, and that gets seriously old.
The home territory bonus is way too high and has to go. I won't be testing the current default option any longer. It makes the game static.
The AI colony production has to be capped. It's too ridiculous. Morgan should never have been PWNed by Cha Dawn like that.
I got the Data Angels. I just realized that the expiring infiltration directly affects them in a big way. It's not like my mod where "any techs known to 3 factions" is automatic. I did that because the AI can't reasonably be expected to be competent at infiltration, particularly on Huge maps.
I agree this is a drawback for larger maps. Did you invent hovertanks already?
Should I move it earlier? I think it won't be too harmful since the movement is limited on tubes now. It's level 11 now. Say level 7-8, maybe?
I am thinking to lowering it to 25%
and, maybe, giving sensors their 25% defense back. This'll return sensor war concept back into scope again. Ugh. Tough decision.
The AI colony production has to be capped. It's too ridiculous. Morgan should never have been PWNed by Cha Dawn like that.
In which way? By number of bases AI can produce total? That sounds too crude.
What if someone captured AI base, will it go out and found new one as now it is one below the cap? Sounds kind of stupid. Need some more economical limitation.
They do not need infiltration to get techs in Thinker/WTP with their default configuration.
SHARETECH, 3
^Gain any tech known to 3 other factions with whom Angels have infiltration: {Wide-ranging covert activities}
^Gain any tech known to 3 other factions: {Wide-ranging covert activities}
My Sensors are 50% and that was originally your idea, a long time ago. I like them that way just fine. It's a real drill to remove them from enemy installations. It's a real choice to decide where to place them for your own benefit, and to remember to do it. In fact, I may have achieved what you were trying to achieve with your territory bonus. The difference is my method is not magic, you can get rid of the Sensors. In fact the stock binary loves to shell Sensors, which is why you have to be careful about where you place them. Front line Sensors, you're gonna get a warning that someone's shelling you, that's about it. You have to put them behind your cities, for them to be long term effective.
I see no reason for you to be fretting about 25%. You should at least try 15%, equivalent to a PLANET bonus.
The exploit about settling on top of a Sensor, well if the land inside a city got shelled, that would solve that. Or erase all terrain improvements when the city is settled. I don't know the doability.
And way too much emphasis on useless water, but I don't see a parameter for that. In fact the right exploit for the current nonsense, is probably sea conquest. Ships can get out there and do the damage a lot faster than on land. Watching the Morganite Cultist endgame was pathetic, they just traded empty cities.
QuoteWhat if someone captured AI base, will it go out and found new one as now it is one below the cap? Sounds kind of stupid. Need some more economical limitation.
I don't know how the code works. From its description I guessed that it's talking about making new bases, not about whether it's willing to capture bases. This is how I play as a human anyways. I don't spam forever, there's no point. You're going to get a zillion bases in conquest, that you're going to have to put Punishment Spheres on at a minimum.
ICS was one of the most notorious one everybody tried hard to limit. Yet now when I was able to teach computer do the same, making it no more exclusive human exploit, it doesn't seem to be unconditionally liked. What is going on, guys? Were you hypocritical when you complained about it and demanded this problem to be solved for good?
I cannot say if I like it or not. It may be interesting but I don't want any drill to become too convoluted to shade the main game course.
Beside, the strongest argument against it is that AI does not build them effectively now.
There is nothing magical about them as about any other bonus in the game.
Base bonus was increased from 25% to 50% and everybody seems to agree with it.
It's either that or armor should be stronger than weapon instead which nobody seems to like.
Thinker main goal was to improve AI and WTP continues on this path as well. I have heard a lot of complaints about some OP exploits humans can do but AI cannot. Teaching them to AI is usually the best way to resolve that problem. However, this is also the most difficult option. In absence of which, we usually resort to limiting such exploits to equalize human vs. computer capabilities. ICS was one of the most notorious one everybody tried hard to limit. Yet now when I was able to teach computer do the same, making it no more exclusive human exploit, it doesn't seem to be unconditionally liked. What is going on, guys? Were you hypocritical when you complained about it and demanded this problem to be solved for good? I have spent quite substantial amount of time and mental efforts on it. Was it for nothing?ICS is a dividing notion. It's a strategy that is widely disliked, yet everyone has to do to stay competitive. Obviously staying competitive is much more of a concern in an MP game.
In which way? By number of bases AI can produce total? That sounds too crude. What if someone captured AI base, will it go out and found new one as now it is one below the cap? Sounds kind of stupid. Need some more economical limitation.
Allowing them to build another base just because they lost one is stupid rule in my mind.
The drive to expand could get lower with more bases, and higher with other factors (competitive strength, stagnation, number of game turns).
Otherwise, we'll just force AI to give up on beneficial expansion while human continues to do it - a setback to vanilla state.
isolated land |
^Prototype units do not cost extra minerals.
FREEPROTO, 0,
Morganic spread |
Pirate empire |
fusion foil no ability |
ff empath cost 16 |
ff high morale cost 1 |
ff hypnotic trance cost 16 |
Morganic battle |
my Spartan extent |
my builderesqueness |
Has some alteration been made that's bugged the Spartan's ability? There are a few thinker.ini variables affecting prototypes, but they don't obviously govern this.
bountiful isle |
my buildership |
Trance Scout Patrol, Infantry, Gun, Scout, 2, 0, 0, Brain, -1, 00000001000000000000000000
Hmm. I see a lot of controversial responses on recent AI changes. Let's review them.I would like to see my SP game progress, too. Haven't had much time to play lately... and what time I do have goes to playing my turns in MP. And next year I expect most of my non-MP time will be spent trying to mod SMAC features into Terra Invicta, when that comes out. (Making my own mods instead of complaining about other peoples', that's right!).
Thinker main goal was to improve AI and WTP continues on this path as well. I have heard a lot of complaints about some OP exploits humans can do but AI cannot. Teaching them to AI is usually the best way to resolve that problem. However, this is also the most difficult option. In absence of which, we usually resort to limiting such exploits to equalize human vs. computer capabilities. ICS was one of the most notorious one everybody tried hard to limit. Yet now when I was able to teach computer do the same, making it no more exclusive human exploit, it doesn't seem to be unconditionally liked. What is going on, guys? Were you hypocritical when you complained about it and demanded this problem to be solved for good? I have spent quite substantial amount of time and mental efforts on it. Was it for nothing?
Let me know if this is the right direction and/or something need to be done with spamming as well, regardless of AI success.
Keep in mind that neither Thinker nor WTP planned to put any limit on AI improvement posing themselves as challenging mod. So the argument that game becomes unbeatable on toughest level, while pretty valid for game attractiveness in general, is not applicable to this mod.
About AI disregarding defense while expanding without limits. That is true. Building more colonies obviously impacts combat units. This allowed me to amass an army and easily cut into neighbor territory. I plan to work on defense more. However, even in current state I can eat some number of surrounding bases and I may even match other factions in number of bases but it takes long and I had to put everything into building combat units so this seriously delays my economical development. By the time I an about to eat next faction they become very strong and easily block my advancement. Tayta reported that she can continuously beat them all conquering whole planet, though. I would love to see her SP game progress just out of curiosity.
Nevertheless, it seems that AI grow stronger comparing to previous settings, overall.
Load the save and directly attack the tile with two enemy cruisers, 12-1-6 and 1-12-6. Use a gatling 5-1-6 cruiser for this. Instead of picking the unit with better armor and easily fending off the attack, the game will pick the unarmored one to defend, which will lose immediately.
Also. Pick a free tile in a 2-tile range of a enemy cruiser or artillery. Bombard it. See what happens on successful bombardment.
(a -100% hasty penalty, resulting in the immediate death of your ship, as it expended the moves and can't defend. It is not supposed to happen, I think. If there is supposed to be an artillery duel, then let them duel before the moves are expended)
(Then again, I consider 1-round land/sea duels a result of a bug as well. The wiki reflects what is in the code, not what should have been there.)
invincible probe team |
spared |
Or it could be the opposite. At least looking at the code does not give me the clear feeling which branch is a bug.Can you tell us what you see? In layman's terms, so we could at least try to understand the intent.
The odds on this matchup are crazy bad. We're almost equal, yet I'm given only a 15% chance of victory.
What's up with these ability costs? There's no predictable consistency between abilities that cost 16 and abilities that cost 1.It confused me at first as well. You may have figured it out on your own, but just in case - cost factors 16/32 denote the cost in additional rows, not an added percentage.
Can you tell us what you see? In layman's terms, so we could at least try to understand the intent.
Tiles with units are not protected.
What would be a logical example of code?
1) The attacking and defending units could duel only if each is within range of the other, i.e. no more than 2 tiles apart.
2) The duel would only commence if the attacker chooses to bombard a tile within the range of the defender (different from 1, as though the units could be within a 2-tile range of each other, the attacker can choose to fire in the other direction). The battle would play out the same as if the attacker chose to fire directly upon the defender.
3) What is in the tile should have no bearing on whether the duel commences. Neither should the success of the bombardment. If you choose to fire upon a tile within the sphere of influence of another arty, and you yourself are within range to fight, you fight.
4) If there are several artys eligible to protect a tile from bombardment, the one with the highest chances gets picked.
What's up with these ability costs? There's no predictable consistency between abilities that cost 16 and abilities that cost 1.It confused me at first as well. You may have figured it out on your own, but just in case - cost factors 16/32 denote the cost in additional rows, not an added percentage.
Cost x = Base cost + 25% * x
Cost 16*y = Base cost + y mineral rows
Base cost 60 would give cost 80 and 70 for cost factors 1 and 16, respectively.
It's probably done that way because it's hardcoded somewhere.
You are not almost equal. They are 50+% stronger.
Have you experienced any different in decades of playing???
Why suddenly start complaining about it in the mod play testing that has nothing to do with this mechanics?
Higher randomization in WTP serves the specific purpose of giving more winning chance to weaker unit.
While we're on that subject, why are you letting ships have ECM ? It's an exploit.In what way?
While we're on that subject, why are you letting ships have ECM ? It's an exploit.
Comm Jammer, 1, Physic, ECM, 000010111001, +50% vs. fast units
final condition |
tough spore launcher |
underwhelming |
expansion_factor=1
I was unpleasantly surprised to see that air transports got nerfed into expensive trinkets. There goes my plan to unload a dozen shocktroops on an enemy base after I was banned from using APCs. Curses, foiled again!
I was unpleasantly surprised to see that air transports got nerfed into expensive trinkets.You might be used to playing with my transports? I increased their capacity because they are remarkedly useless in vanilla.
Alpha Centauri Bear
, since you are fixing various bugs in the code, did you know the right-click context menu options do not have the same checks in place that most actions normally require? The most infamous of those was the lack of Airdrop check, allowing units to airdrop from anywhere on right-click instead of only from bases with Aerospace Complexes. This was banned in every MP game, and so was one of the first things scient fixed.
- Normally you are only allowed to load and unload cargo from air transports in bases and airbases, as evidenced by the text message that appears when you click a unit inside an air transport. (Why, though? Choppers aren't even considered proper air units, and the eplanation for their loss of health is that they are making emergency landings). Right-clicking Action -> Unload Transport lets you bypass that.
- Normally land arty units are not allowed to fire when transported across the sea, and there is a promt to that effect if you try to press "F" while in transit. Right-clicking Action -> Long Range Fire Here lets you bypass that.
- move a selected group to where the cursor is pointing by adding a right-click menu option "Group Go To Here". It would issue a "Move To Here" order to all units in the group.
- allow group terraforming... somehow? Formers are easily the most numerous and most-often selected group. Can you imagine the tedium of selecting 100 of them and manually ordering every one? Pressing "B" 24 times to drill a borehole? Maybe there is a way to issue groups orders to former teams, aka "Group Terraform Here"? Or select a group of formers and make a terraforming order apply to them all? This might be trickier as normally a terraform command is issued at the tile where the former is standing, and a group can contain units from multiple tiles. Might require some checks or even additional grouping options like "Exclude units not in the same tile" and "Exclune non-terraformers".
III) One of the most disappointing things about AIs is how they use air units. They just move them between bases, very rarely doing anything except take potshots at an occasional former. They never use them to ruin terraforming, and are very conservative about attacking. I noticed two options on the right-click menu: placing units on Alert, and ordering Bombing Runs. Placing air units on alert makes them either wait at the base, patrol inefficiently in a very small radius, or attack occasional unit with no rhyme or reason (a copter attacked a few passing cruisers, but ignored most of anything else). A bombarding run made jets attack a base... sometimes, and copters just move close to it and crash land. And stay crash landed indefinitely... or at least for 10 turns. That's not just weird AI, that's a violation of the rules - choppers are not supposed to have enough fuel to do that. Half the time ordering a bombarding run made units just skip their turns forever.
I am certain that the functionality of these orders is fundamentally and completely broken. I suspect that AI might be issuing those orders to their units, and is strongly affected by the associated bugs.
Can you imagine the tedium of selecting 100 of them and manually ordering every one?
III) One of the most disappointing things about AIs is how they use air units.
Usurper brawl |
bad odds |
Wow, the unit readout says the Cyborgs have produced 79 Trance Formers, with 19 in production. That is clearly an obsession, and indigenous life isn't remotely threatening enough to justify that. That's another predefined unit that must be eliminated. The Gaians also caught this obsession. And the Morganites. Wow.
I have designed it for myself to not design over and over again every game.
There is some merit to invest 50% more in production but lose them about twice as rarely. Do you think it's not the case?
inferior |
8 balled |
excess colonists |
MY 2107. OMG! 3 times in a row. What did you break? Ending this game, and no more playtesting until this showstopper is resolved. Gonna go do life productivity stuff. Yeah.
[Limit reached]
I don't think anything but an infantry chassis should be able to have ECM. Yes the original game is flawed that way.
You mean you are able to carry it over to other chassis? Yes. Reverse engineering exploit.
You mean you are able to carry it over to other chassis? Yes. Reverse engineering exploit.
No I just straight up designed that unit. I was going to take a screenshot of the ability being available in the designer, but for some reason as I was fumbling around I didn't. It'll be easy to do again.
Analogous and alternative to extra armor.
Analogous and alternative to extra armor.
Then it should probably not be so cheap. Or so effective, take your pick.
Whereas, last one is for super seasoned players who can beat game at any starting condition.
I don't think we need to work on this more.
This is the luck element of the game equally favorable to all factions.
I have already addressed this in WtP by increasing farm output and giving formers at start. With that moist bases do not suck completely comparing to rainy ones as in vanilla.
QuoteI don't think we need to work on this more.
There is a point at which I'm willing to cease testing work, or fork the code. I hope I can convince you over time, what early game play quality and balance require. I don't expect you to see this immediately, because every author thinks their work is "their baby". And also, you are distracted by many competing priorities. But if someone of my familiarity with the game and modding ability, is saying these things, you should pay them some heed. It's not like I don't have a lot of test cases of these early Thinker placement phenomena by now.
I am the kind of player who is not interested in playing the "random early janking" game. The effects of early jankings are so magnified, that there becomes little point in continuing.
I do not argue with this as I don't have strong opinion about it. I just stated that I don't see it as overwhelming problem since many people played it for decades and it is probably not the worst thing that happened to them.
I do understand that early luck fluctuations are seriously magnified. Early game natives are weakened for that specific reason. That's why I proposed to weakened them even further - either all of them of just towers. Other than that I don't see any smooth way to do it. Extra colony is too much on highest difficulty.QuoteI have already addressed this in WtP by increasing farm output and giving formers at start. With that moist bases do not suck completely comparing to rainy ones as in vanilla.
But you also dialed colony spawning up to Eleven. Which means more food is needed to have any hope of keeping up.
Err, man, don't mix things up. One is AI thinking ability improvement another is luck management. Each one may have own problems and solution but I don't see much sense in fixing one with another.
bvanevery and others properly noted low value of RESEARCH effect.
bvanevery proposed to increase RESEARCH bonus by giving all faction with positive inherent RESEARCH a flat +50% to research speed.
Instead I have proposed a simple multiplier for this effect. Like 2, for start.
5, Labs research speeded by 100%
Quotebvanevery proposed to increase RESEARCH bonus by giving all faction with positive inherent RESEARCH a flat +50% to research speed.
I did not. I have no idea where you came up with that idea.
This does not address the severe discrepancy between the University's +2 RESEARCH and the Knowledge choice's +5 RESEARCH. The point is the University does not currently have any advantage worth mentioning. It's supposed to be the faction that does RESEARCH the best, but it is grossly inferior to any faction choosing Knowledge.
Currently, you are giving away RESEARCH very cheaply to anyone who wants it. Far better than even the University can do.
Why do yo divide RESEARCH bonuses? What does this ratio tells us?It tells us that the University's rate of research is only 13% better than most other factions choosing Knowledge. This is all the advantage the U. has. Meanwhile those other factions have advantages like higher ECONOMY, higher INDUSTRY, higher MORALE, etc. They're worth more than what the U. has got over them.
It doesn't matter whether faction discovered twice as more techs than other.
Let also say both factions labs equal to current tech cost so they routinely discover one tech a turn.
What do you propose to change?
To start with, lower Knowledge. It's too high. Try +3 RESEARCH.
Knowledge then has too many penalties. Get rid of the GROWTH penalty. It doesn't make any sense anyways.
Then make University have +3 RESEARCH. Now there's still a reason to be the University.
+60% vs. +30% = 1.6 / 1.3 = 23% relative advantage.
The GROWTH bonus for Power doesn't make any sense either. It's a giveaway. Get rid of it.
Trance Scout Patrol, Trance Formers, and Trance Sea Formers removed from predefined units.
I may asked before but why do you think they hurt AI?
Configuration option to allow AI deviate from its social priority choice (social_ai_soft_priority). Turned off by default.My thinker.ini is correct:
; Manage social engineering priorities.
social_ai=1
; AI may deviate from their SE priority when beneficial
; by default soft_priority=0 - never deviate if this choice is available
social_ai_soft_priority=0
What's with Roze going Fundamentalist? Her agenda is Democratic. This was supposedly fixed in version 181:
Politics, Democratic, PROBE
Values, Power, nil
Yes, it's right there in Roze's screenshot I provided. AGENDA: POLITICS, DEMOCRATIC. But she went Fundamentalist. We all know from the original game that she's Democratic, a sort of Lal wannabe. Here are the relevant lines in angels.txt:Code: [Select]Politics, Democratic, PROBE
Values, Power, nil
This is her agenda all right. I am asking did she have Democratic choice available? Did she discover Ethical Calculus.
This is her agenda all right. I am asking did she have Democratic choice available? Did she discover Ethical Calculus.
I found the autosave. It's now attached. No she did not know Ethical Calculus. Maybe that helps you with your bug tracing. It is still a bug. Her valid political choices are Frontier and Democratic. Right now she should be Frontier.
Oh. Is this how it is in vanilla? I shall correct it then.
Working on OpenXcom mod now. Could be not responsive here.You're working on TFTD, huh? Hats off to you.
https://openxcom.org/forum/index.php/topic,8661.0.html
No. In this scenario, you use the PTS to forcibly relocate the population to other bases. Not starve them.
The doubling road movement within territory is a step on the way to magtubes more than anything else.
In single player, you're more advanced than everyone else by the time you build it.
By the way, does Empath Guild infiltration expire?
You took crawlers out of the alphax. I had mistakenly thought you left them in but done some exe wizardy so that they could only crawl and not be used for projects.
In the readme, you mention issues with crawlers. Other than project exploits, what do you have in mind?
[Limit reached]
The odds are terrible. I don't even try. I don't think "half strength" is happening with fungal towers either. It's only MY 2125.
On that note, have you fixed the probe bug? The AI always detects probe incursions.
Been a long time since I touched Civ III but I recall a very different system of air power.
SMAC advantages:
- Air Units destroy their targets if successful. Not just an alternate form of artillery.
- Needlejets and Choppers can choose to exhaust their fuel in suicide runs.
- Recon missions work in straight lines. In civ, you only see certain areas, not everywhere you fly over.
Civ III advantages:
- Ground units can't block air units.
- Rebasing air units in new bases works better.
- Missiles aren't recon units.
- Aircraft can't be shot down halfway through a recon mission
- Air units never run out of fuel.
Miss anything?
I'd be grateful -and this is aimed at all the other modders, too- if the mod, and future major updates, could be uploaded to our Downloads section, too. AC2 benefits from hosting content, you can crosslink with GitHub -please!- it makes the mod easier for random SMACers on the net to find, AND it's something I can promote on Facebook and at CFC and other places.
You also get an autopost in the Chiron News Network subforum when you post to Downloads, which promotes your mod on our Front Page.
Everybody wins, thank you. :)
Idea: Hab complexes have a secondary effect, so you don't boom and then scrap them for credits. Maybe some sort of efficiency boost or +1 unit supported in the base.
You can scrap Hab complexes and continue to grow??? Didn't know that.
Personally, I don't think the population limit lifting facilities have any sense whatsoever. Player just has to build them to grow further. There is no strategical choice in that as with other facilities which have benefits and penalties and one needs to carefully weight the conditions to decide whether to build them. They are remnants of Civ 1 aqueduct that was there for historical reasons when cities really could not grow without them. They don't have any solid game playing value.
They're not a strategic choice sure but they do make it harder for a faction to gain runaway momentum. This kind of game is vulnerable to the leading player accelerating faster than the others to easy victory. Mechanics that give other players a chance to catch up are useful.
(1) Hab complex costs no upkeep (can be done in txt) and gives +1 energy in base square.
(2) Complex gives +1 (or 2) nutrients in base square because additional space opened up for hydroponics. This allows the base to feed another citizen or specialist.
(3) Stacking workers in hab complex reduces pollution. Base gains +1 clean mineral.
(4) Better housing turns one drone into a worker.
Interesting, especially regarding having the pop check every TURN and reducing pop, I think the risk of PROBE is anyway a bit overstated. Targeted facility destruction is a harder probe action for one (untargeted sabotage is easier), the other thing is if you can get a probe team in and sabotage a facility, might as well wreck a perimeter or other defensive bonus facility and attack the base in force to raze it.
One way to make it less obnoxious would be if maybe the depopulation could remove just one pop per turn, until it gets to the limit. Plenty of time to rush it back, random facility loss (ex. from low income) wouldn't [fuddle-duddle] you over as much and you would still have a reason to keep it long term and not scrap it.
Idea: foil chassis can sail up river squares.
I don't think it will work well for this game especially since player can drill for them.
Think about it. Drilling may change whole river grid completely. Rivers just jump from one place to another. This is minor impact when they are just roads for land troops and extra energy but sea units traveling on them may get stranded.
Besides, what do you actually want for sea units inland? What would be their role? For one they can get closer to enemy troops and territory to bombard them. This role is already taken by land artillery that is cheaper. So no practical benefits there. Other than that I don't see any meaningful use. Transporting troops? They already travel pretty fast on rivers themselves.
Since you are active again, I'll try to sell you an idea ( maybe I've mentioned it already but don't remember ).
Satellites are overpowered, better then most SPs and the bigger the faction the more it gets from them.
Instead of them giving a resource point to unlimited amount of bases, make them create a pool of resources, 10 points per satellite and then distribute them among the bases up to their satellite resource limit.
Another out-there idea: Cloudbase Academy does not have current effect. Instead, gives +2 movement for air units and enemies cannot airdrop anywhere within your territory.
On similar note, space elevator that didn't halve costs for Orbital Defense Pods would be an improvement. Very powerful project that allows total space dominance.
Aerospace complexes give +2 morale to all air units built in the base, +100% defense against air attacks, they allow for rapid repair of air units, they prevent airdrops within 2 squares of the base and they allow the base to build satellites. Not only does it do a lot, what it does is important. Hybrid forests do a lot too but they're not essential. Cloudbase Academy gives all of these bonuses to every base in your faction.
The other facility secret projects give:
(1) Command Centers (+2 morale to ground units and repair injured ground units quickly)
(2) Perimeter Defenses (increase base defensive bonus from 25% to 100% against ground attacks)
(3) Network Nodes (+50% research at base, cash in an artifact)
(4) Energy Banks (+50% econ at base)
(5) hologram theater if base already has network node (+psych and less drones)
In other words, aerospace complex, as a facility, already gives more bonuses than any other facility, which is fine for one base but quite a lot for a project. You can just increase the SP's mineral cost but I like the idea of a SP that does a few new things rather than lots of things that you can get by building facilities. No airdrop in territory is a lot better than no airdrop within two tiles of bases but you'd make up for it by the project not giving all the old aerospace bonuses. Extra movement opens up new tactical options.
Just had an idea that your air units don't run out of fuel inside your territory if you have cloudbase academy but, even before thinking about it, probably way too powerful.
The Cloning Vats, 120, 0, BioEng, Disable, Population Boom At All Bases, 0, 0, 0, 1, 2,
The Space Elevator, 120, 0, Space, Disable, Energy +100%/Orbital Cost Halved,0, 1, 2, 2, 0,
The Ascent to Transcendence, 600, 0, Thresh, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,
The point of a facility SP is to get the facility to your bases cheaper than building it everywhere. Increasing the cost of Cloudbase would solve the balance issue but it goes against the point of this kind of SP. I feel that a new feature would be more interesting.
You may remember I've altered the basic growth formula. I increased the GROWTH needed to pop boom by 1, so before future society or cloning vats, only way to boom is with golden ages. Hence, increased cost for the cloning vats. With the latest hab complex rules, you won't be able to boom once you exceed your limits, which is a nice touch. In fact, could even increase the necessary GROWTH by another 1, so you need hab complex to boom. Will have to tinker around. Regardless, cloning vats should cost more.
Don't know if I've mentioned it but abolishing planetpearls, the new tech cost mechanic and what you've done to reactors are all brilliant. Your modding has vastly improved the game.
As I recall, in air-to-air combat, both sides use their weapons. Armor is ignored.
; SE GROWTH rating cap (vanilla = 5)
; Anything above triggers population boom
; allowed values: 0-9
se_growth_rating_cap=6
Population boom is a powerful feature leading to OP strategy: expand - pop boom - repeat. The population boom is a nice feature. However, its cost is obviously negligible comparing to benefits.
This mod changes the GROWTH upper cap and thus GROWTH rating requirements for population boom making it more difficult to achieve.
; attack and defense bonus when fighting in own territory in percents
combat_bonus_territory=25
Ground units moving at infinite speed is somewhat breaking the balance between army classes.
Ground units moving at infinite speed is somewhat breaking the balance between army classes.
Ya think? ;lol It's the one true tactic of the game. It's also the only thing that makes unit pushing manageable. That's why I tend to retain it as my favorite, privileged tactic, rather than seeking to get rid of it. And because I'm not binary modding.
Command Centers costing an arm and a leg, that's new. 16 of 80 minerals, would still need 192 credits to complete it. Maybe the necessary completion threshold to avoid penalties has changed though. Or not, maybe it's just damn expensive. Don't feel like figuring it out right now.
Wow, 8 credits to mind control a Cultist Gun Foil. What a deal.
Oh wait, maybe I see the problem. The readout says their odds of winning are 99%. I think it should say our odds of winning are 99%. "Their" is ambiguous, it could mean the defender. I may have been reading earlier odds calculations backwards.
Yep, I won. "Attacker" would be unambiguous.
However, people correctly pointed out that this erases the difference between infantry-rover-hovertank so people would just switch to infantry.
As for binary modding you are free to build on top of WTP.
Simple economical balance. At 40 it is like a cost of 4-1-1 infantry unit. Many people noted its overly cheap so building it before building any combat unit is no brainer. Doubling the cost is not that much of a robbery. Just making player think whether they want it from the day one. And more thinking is always better. I don't like no brainers.
😀
It's intentionally formal and emotionally detatched, changing Their to Our would make it more intuitive, but less formal and would suggest personal emotional investment from a security chief.
"Our forces are ready -> Their winnig chance is.
Our forces are ready to begin the assault, $TITLE0 $NAME1. Their odds are:
10 to 1 (vanilla estimate)
20 to 1 (exact simulation)
Attacker winning chances are 70 %.
Shall I order them to proceed?
- Reactor power is [ignored] in combat. Both units have {10} max HP.
I have to admit, the reduced road movement is seriously making me itch. It's throwing off all my muscle memory for the game.
"Our... our" is parallel. "Our... their" is not.
Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 10 to 1 (vanilla estimate)
Odds are 20 to 1 (exact simulation)
Winning chance is 70 %.
Shall I order them to proceed?
Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 10 to 1 (vanilla estimate).
Odds are 20 to 1 (exact simulation).
Winning chance is 70 %.
Shall I order them to proceed?
- Reactor power is set to be [ignored] in combat. Both units have {10} max HP.
Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 10 to 1.
Winning chance is 70 %.
Shall I order them to proceed?
1) attacker strenght / defender strenght
I'd either go for full disclosure:Code: [Select]Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 10 to 1 (vanilla estimate).
Odds are 20 to 1 (exact simulation).
Winning chance is 70 %.
Shall I order them to proceed?
- Reactor power is set to be [ignored] in combat. Both units have {10} max HP.
Or minimalistic display skipping any unnecessary mentions of modded features:Code: [Select]Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 10 to 1.
Winning chance is 70 %.
Shall I order them to proceed?
I'd say just go for the minimalistic one, or make it a config option with the former being a default to inform new users.
Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 10 to 1 (vanilla estimate).
Odds are 20 to 1 (exact simulation).
Winning chance is 70 %.
Shall I order them to proceed?
* Reactor power is set to be [ignored] in combat. Both units have {10} max HP.
Our forces are ready to begin the assault, $TITLE0 $NAME1.
Odds are 20 to 1 (vanilla displays 10 to 1).
Winning chance is 70 %.
Shall I order them to proceed?
* Reactor power is set to be [ignored] in combat. Both units have {10} max HP.
Vanilla odds are: attacker strenght * HP / defender strenght * HP, which is actually a very useful inormation with a bit misleading label.
Because it's proportional to a statististically expected damages if I'm not mistaken, for example with 3 to 2 vanilla odds you are expected to win and suffer 67% damage. Am I right ?
I don't know how to calculate expected damages for our little skewing algorithm if you wanted to display it in place of vanilla odds, should be close to vanilla, or you may try to solve it.
So I'd present vanilla odds as the main ones: Odds are 10 to 1 ( exact simulation is 20 to 1), or just drop redundant exact odds info completely.
lucky chance = something rarely good happened
it's your only chance = it's your only option
no chance = no way it is going to happen = this is not happening
All the above examples can be used strictly with singular form.chances are my dad with let me drive his car = I anticipate this to be a high probability
I bet my chances are high to land this job = I anticipate this to be a high probability
Let's weigh our chances in that = estimate our probability / chance of success even if we are considering a single action
With increased defence values in your mod, expected damage is useful for determining how many units you need to take over a base, instead of just suffering bigger losses than defender with no payof.
Seems a little bit spread but who cares?
The main confusion there is what are these odds are?
Our forces are ready to begin the assault, $TITLE0 $NAME1.
^Winning odds are {$NUM0 to $NUM1} (vanilla odds are $NUM2 to $NUM3).
^Winning chances are {$NUM4} %.
^
^Shall I order them to proceed?
^
^* Reactor power is set to be [ignored] in combat. Both units have {10} max HP.
Something makes the game take a relatively long time to start up. At least 30 seconds after I set all factions to random and then hit ok. Maybe as long as 1 minute. There's just a blank screen waiting that whole time, an uncomfortable pause that makes me think something is broken. I noticed this behavior in both versions 218 and 215.
Could the world generation or faction placement algorithm be iterating over and over again without success, until finally something succeeds?
In comparison, stock binary has very little delay from time hitting ok to the time telling me what faction I got.
Why are the Usurpers able to settle bases on fungus?
[Limit reached]
Even if you thought Aliens should be able to do this for some reason, it makes no lore sense at all for the Usurpers. This smells like a bug. Heck it doesn't even make game mechanical sense, as your version of the Usurpers has the unaltered -1 PLANET.
I noticed that too. Could be world generator or PRAX patch Thinker embedded. Not sure. Does it happens every time?
To aid AI in base placement among large fungus/rocky patches. It doesn't know how to clean spot for bases with formers.
I may also automatically remove fungus/rocky from base site to not confuse people. Probably I should do it.
If you have time to play Thinker 2.5 as well - try it out and let me know if it suffers the same problem.
To aid AI in base placement among large fungus/rocky patches. It doesn't know how to clean spot for bases with formers.
Well, that's a cheat for the AI. But at least in the stock binary, it would be a defensible one, considering how badly the AI does with colonists and fungal mazes. I'm surprised that Thinker doesn't handle things ok, considering how much more AI oomph it's got in settlement algorithms. Are you sure you really need to have the AI push out this many more colonies, on these places? Doesn't Thinker already spew enough bases as is?
It would be preferable to actually have the AI clean spots for bases, but I understand that could be a lot of work.
Instant startup is a certainty for vanilla. Years of testing on that. Don't know about Thinker. Kinda busy conquering. You could test it yourself, wouldn't take you any more time than it takes me. It's not going to be any different on my machine with a "clean install" of Thinker. This isn't a graphics problem, the recent instant startup proves that. The problem may be gone now.
Regarding the colony clearing cheat, my working hypothesis is that the AI fights badly because it spends too much time colonizing. Thus, denying more colonization spots might be in your best interest. A halfway house would be to allow the cheat for X number of configurable turns at the beginning, then turn it off.
I keep getting distracted from the original thing I was going to post about. As the Cult, of course I'm acquiring wild hatchling mindworms. When they survive a combat, why are they never leveling up? Is this intentional? In the stock game, winning with a hatchling guaranteed turns it into a larva.
There is no point me testing it. I do not observe it.
Energy Market Crash does not take Energy Bank into account.
The big idea of random events in this game is that more fortunate factions experience more bad effects and vice versa.
Maybe your mod does something similar to give player things to play with at the beginning.
We may be already slightly spoiled by that and forgot how long and dull vanilla was with its yield restrictions where there were nothing to do except colony spamming for quite a while.
It is easy to build mineral output due to recycling tanks and other mineral multiplier moved slightly closer.
QuoteIt is easy to build mineral output due to recycling tanks and other mineral multiplier moved slightly closer.
Excessive early game Recycling Tanks on bases that don't actually yield much additional minerals for having done it, will bankrupt you.
It's not exactly clear how bases are supposed to develop in WTP.
You get bombarded by lotsa techs in WTP, but many of them are useless
like weapons and armor that are too expensive to have any battlefield relevance for a long time.
Meanwhile it can take a surprisingly long time get something like, a Children's Creche.
Which does seem like it should be useful, but I don't know yet if it actually is. Now it seems you've got Hab Complexes sorta competing with CCs for the growth functionality, and I don't understand the tradeoffs between those yet.
So if you did learn Recycling Tanks - which doesn't always happen, as you could be researching differently and factions will not just trade it to you - then you think well shoot I don't have enough minerals, should I be building these??? It looks like an early game tech, since Recycling Tanks is very basic to vanilla SMAC. But it may actually be a serious liability in a lot of cases.
I'm kinda having suspicions about your base facilities, that I have about your SE table choices. Mostly useless. Best avoided. Except for the clearly obviously good choices, like Fundamentalist and a Command Center. I just haven't proven that this is the case yet.
What is useless weapon??? Everybody are going with about same pace. When you get 4 weapon/armor others get the same. Why now 4-4-1 is useless?
I usually go for it when I have 10 minerals in base.
All of the weapons except Lasers and Synth, appear way too soon, and are way too expensive, for the minerals productivity at the point in the game in which they appear. If you chase after the "better weapons" as they appear, you will never have more than 1 or 2 units in your army. Which are gonna die, because your combat system has a fair amount of volatility.
There are 13 weapons in game. So on average one should research one each 25 turns or so depending of research paths.You might want to think about player real wall clock time rather than simulation game turn time. Early game turns do not have the same number of moves in them as later game turns. I'm seeing lots and lots of weapons whizzing by at the the beginning of the game, that I can't use. I play a game for 6 hours and my perception is, what is all this useless stuff. That I can't produce effectively, and the defenders are vastly Scouts anyways. I have yet to push past a 6 hour game, that's the max so far.
What's the specific problem with having 1-2 units in army?
So it is always beneficial to build stronger units.
Would you prefer to play 6 hours with a single researched weapon?
Besides, somebody has to have this penalty.
It would be quite dull to grant only positive bonuses to everyone.
Only million AI-AI simulations can gather sufficient statistics.
Base faction EC? I think it is solid factor that is pretty difficult to change very quickly. So anyone trying to prevent their bases from MC should accumulate sizable sums of credits instead of spending them on hurrying.
It is difficult to raise it on purpose in recently captured bases with all psych facilities ruined
It is also difficult to compute it and it adds additional complexity for the player to eyeball how much "happiness" their bases have.
How about some simplification then? Use Psych allocation as a direct MC cost multiplier? Like every 10% Psych increase MC cost by 20% or something like that? Should be very transparent to players.
Evey facility costs 20.
I don't see any purpose at all to the guaranteed ruining of various base facilities. For me as a single player it creates busywork. In MP everyone's experiencing the same thing, so it doesn't matter. If it were easy enough to do, I would simply eliminate this play mechanic as unnecessarily baroque, un-fun, and not contributing anything to simulation. C'mon, you're the Nazis fleeing the American advance, you're gonna make sure your card playing room is trashed before you head out the door and flee down the road? Priorities man, priorities.
Look I'm gonna flat out say it: it's stupid. Who knows what some game designer or designer wannabe was thinking when they decided upon that. Probably contemplating "destruction". Doesn't mean they had good ideas.
The point would be to eliminate other factors in the formula until it is, in fact, easier to compute. Whoever designed various formulas for SMAC, clearly didn't have in-the-head computability in mind, when they were working on it. Especially for the Bureaucracy formula, over time I learned to just stop worrying about it. That actually took me years, to stop worrying about the inverse square root for the map size and so forth.
Also BTW:QuoteEvey facility costs 20.
That kind of simplification, sucks. You're making cities with lotsa expensive facilities in them, into a bargain basement.
How else TC will be better.
Like content citizen = 100 and happy = twice as much?
Vanilla doesn't even count facilities.
Trying to factor every facility cost makes formula more complex to understand and compute in head.
If you have easy access to the maintenance cost of the base, that's a better approximation of facility cost.
You're treating happiness as a minor factor only. 0.5 to 1.5 is not a very big range of variance. Like it could be the most singin' and dancin' est place in the world and it doesn't matter much compared to ho hum. It's not exactly easy or realistic to get a base with all talents. You're doing well if you've got people in a Golden Age.
I think facility cost is good enough estimate for base value.
I have already changed the range to 0-1-2 in my release but this is risky. Base of all drones now will cost zero.
From the other side it is easy to turn everybody to specialists in captured base to avoid having drones at all.
QuoteI have already changed the range to 0-1-2 in my release but this is risky. Base of all drones now will cost zero.
Not sure what the lower bound of cost should be. But that's not as important, as making a base too expensive to take over, because people are too happy to put up with mind control. So, what is a cost threshold, that represents "really can't afford that" ? Who's doing the buying? At what point in the game?
QuoteFrom the other side it is easy to turn everybody to specialists in captured base to avoid having drones at all.
Is negative nutrient status / a famine, a readily accessible quantity? You could put in a penalty if people are starving, even if they haven't lost population yet.
I have loaded yours "Aki Zeta-5 of the Consciousness, 2155" save (I assume this is the one after which you experience the crash) into 240 version running on my machine. It passed without any problems and continued my turn by showing me which facilities are built in my bases. See attached. Did you get to this point?
If not then it could be not WTP error. Vanilla still has plenty of fatal bugs out there.
Are you launching terranx_mod.exe?
Please send me your exe and configuration files.
alphax.txt
conceptsx.txt
helpx.txt
labels.txt
Script.txt
socwin.pcx
terranx_mod.exe
thinker.dll
thinker.ini
Alpha Centauri.Ini
Even better would be to zip and send me entire AC directory. However, it could be huge. If you can send it me over google drive or some other method – that would be good.
I have also created issue on that. Can you access it? It would be nice if you can attach directory zip there.
https://github.com/tnevolin/thinker-doer/issues/84
The Caretakers start the game with the ability to make them, as they're given by Progenitor Psych. You sure you want to do that? Not that I object to Biolabs being given very early, I have them in D1 Biogenetics in my mod. But it takes a little time to get them, and you need to be a little Discovery focused to have the likelihood of getting them immediately. Giving factions stuff that they can immediately completion scum, is pretty darned good for completion scumming as a tactic. And as you can see, it's well within the mineral allotment of the new approach.
Oh, uh, that's not what the popup said. Was that like a 10 minerals bonus or something? I'll need to pay better attention next time to the before and after. If the bonuses are paltry, then the immediate availability of a Biolab isn't gonna matter. The dialog should be changed to reflect reality though.
I've got 4 units and no SUPPORT issue? This is new. I remember that being talked about, but I was busy with my own modding at the time. Well, we'll see. I wonder how long I can crank out the units? I'm not opposed to getting a bunch of Formers in a hurry, it's pretty much standard drill with my own mod's Clean Formers at the beginning of the game.
Ok, assuming this doesn't somehow vary per city, looks like 4's the limit. I'll shift their homes and fill things up. I would have opened a little differently if I'd known I could have 4 free units.
Ok, assuming this doesn't somehow vary per city, looks like 4's the limit. I'll shift their homes and fill things up. I would have opened a little differently if I'd known I could have 4 free units.
https://github.com/tnevolin/thinker-doer#alternative-support
base support = ( * (4 - SUPPORT)) / 4
[Limit reached]
Why does Knowledge not have any penalties? alphax.txt says it does. PEACE.txt doesn't show any special faction ability like Impunity to this choice. I need me some EFFIC right now so I'm just gonna go on rockin' this cheat. I mean, it's MY 2222 and I've never learned Democratic. As the Peacekeepers.
I don't find the new support regime to be a big deal.
I don't find the new support regime to be a big deal.
What do you mean?
It favors early ICS too much and removes tough decissions from early game.
The AI support hurdles should be fixed on the AI production selection code, and/or by introducing AI only bonus.
This line in thinker.ini:
; Faction placement can also add two nutrient bonuses for each land-based faction.
; 0 = disable for all, 1 = enable for AIs only, 2 = enable for all.
nutrient_bonus=2
No longer seems to work on premade maps like the map of planet. Still works fine on randomly generated maps. A deliberate change?
I've been Fundamentalist almost the entire game. It was a good fit to the Data Angels' lack of research. And, as I've been saying in the Issue Tracker and Reddit, research is unnecessary.
Research hasn't been necessary for any faction I've played. Allies will give you sufficient tech or sell it very cheap. This is all in that Issue I filed, that I think you closed without taking any action on it.
I've now filed an Issue about reverting the Recycling Tank to original game behavior. It is a huge mistake to give away a cheap 50% mineral multiplier early in the game. It has risen to the level of exploit because the AI doesn't know how to use it anywhere near as well as I do. It would take a lot of AI programming to correct this... or you could just admit that in light of the needs of writing AIs, some rules changes are a bad idea and shouldn't be done.
Any fixed bonus is a no strategical choice as it clearly was in vanilla.
People just build it without much thinking.
You won't build them everywhere even when you got the tech, do you?
It doesn't matter how soon you get the tech as long as item cost is right.
In vanilla people get Network Nodes at level 1 and what? They didn't build it until their bases grow to some pop 5 with sizeable energy input. That is absolutely correct strategical balance.
Any fixed bonus is a no strategical choice as it clearly was in vanilla.
You can't always be thinking / planning about this game, in terms of some far off mid to late game "payoff". Massive gains in the early game, count for tons. This is kind of 4X 101, that better early game moves pretty much determine the rest of the game. That's pretty much a problem with the genre, the foregone conclusions.
QuotePeople just build it without much thinking.
By replacing "Recycling Tanks is always an automatic minor benefit" with "Recycling Tanks has a cost, but doing it early is the key to winning the game" is not improving the situation. If something will win you the game, it's not a thought, and you pay the cost. That's what cash from supply pods is for, paying your initial costs.
The problem with vanilla RT is that it is redundantly add resources to base tile which can be done in configuration.
added some other that really boosts early game progress
and also requires certain level of thinking whether you want to apply it or not and at every single base.
Just for the sake of arguing?
Vanilla until tech level 4 was just a drag with excruciatingly slow growth and really nothing to build.
If you really don't see a difference then there is no point in further discussion.
The Believers are supposedly the leading faction according to the power graph, with the Hive right behind them. They were gifted the Monsoon Jungle at the start of the game, yet they've built no advanced facilities at all. Not even a single Recycling Tank!
How do I find you cookbook among thousands of pages?
I didn't change global warming formula.
Although, I am skeptical anyone encountered mind worms in real life.
having a single and not symmetrical exception from the whole case is bad play wise.
Same way you can argue that spore launcher in a duel may inflict psi damage but should receive conventional damage as it is just bombarded with mindless shells.
Indeed, nobody ever reported that problem before. People just largely don't care.
AI is doing much better now, I didn't see unprotected bases even with (rare) supply pods enabled.
Formers are making roads and getting more things done than earlier, but I can notice them being unable to decide what improvements to keep - mines to solars and back to mines. Miriam has a former planting fungus on a rocky mine near New Jerusalem while the square is being worked by the base.
I am playing with 1.25 mineral weight in thinker.ini to see what effects it would have.
I find it odd that AI terraforming performance took such a huge nosedive in WtP. If memory serves, it was much stronger in Thinker. Maybe making the AI use the farm+solar+road and farm+mine+road orders instead of single improvements could help while forbidding the replacement of existing improvements? Exceptions for replacing forest spreads or drilling boreholes included, of course.
Another thing I would love to see would be the turn resolution order change in Yitzi's patch, where bases grow before the governor adjusts PSYCH specialists for drones. Losing a production turn to base growth is incredibly frustrating and manually checking and adjusting the cities is tedious.
I know about how Yitzi disappeared and left no documentation, but hey, a man can dream ;lol
Faction Stats:
- Founding base is not HQ, may not build HQ, does not acquire HQ upon conquest
- Faction does not experience drone riots, instead drones may not work tiles
- Enemy factions may never in any way infiltrate the Data Angels, other probe operations will function as normal
- Rival bases within 4 tiles of Data Angel territory gain +1 drone
- -1 Support
I've been tinkering with the Cyborgs: ;aki;
TECHSHARE, 1, ... SHARETECH, 1,
; SHARETECH = Gain any technology known to # other players
...
; TECHSHARE = When used with SHARETECH, requires one to be spying on the other
; factions (by probe, Empath Guild, Governor, or Pact). Parameter is ignored.
Of all people you should know (or be able to lookup) these numbers!
Does WTP get rid of sending units home when a Pact ends? Miriam just got huffy with me because I wasn't interested in war with the Hive. She cancelled our Pact, but I still have this Scout wandering right through her territory.
[Limit reached]
Happy New Year!
Since when can bases be founded right next to each other?
[Limit reached]
I had an elite foil probe team and 2 other ships in my captured sea base. A Pirate ship attacked and somehow the foil probe team was selected as the defender. Considering that it was unarmored, that's rather strange. I have trouble believing it was the best defender available. If indeed it was the best defender, just by virtue of being elite, then something is rather weird and counterintuitive about the WTP combat system. This smells like a bug.
[Limit reached]
Couldn't get a screenshot of the event as it happened, it went by too fast. These are the 2 ships remaining.
A Clean Reactor costs nothing once you know the tech? I'm really surprised at that decision. I get that you don't obtain it until say the early late game, but you do still obtain it, and there's a lot of the game left to go.
This base keeps resetting the production to stuff I don't want, typically a low grade military unit.
This base keeps resetting the production to stuff I don't want, typically a low grade military unit.
What do you mean keeps resetting? Is it under your control?
Does it overrides your build queue items?
This base keeps resetting the production to stuff I don't want, typically a low grade military unit.
What do you mean keeps resetting? Is it under your control?
Nope.QuoteDoes it overrides your build queue items?
Yep.
I think probe teams should be allowed to have amphibious pods. I'm playing a game of extreme landlocked isolation, where there are almost no land bases near my cities. But there are a few coastal cities, still far away, but reachable by hovertank.
I notice that something called a Police Garrison is proudly displayed as a capability of The Will To Power tech, but Non-Lethal Methods is available via Intellectual Integrity much earlier.
I meant whether the base is yours so you can set the production yourself. If it is yours but production queue items gets overridden by something else that is definitely a serious issue.
If it is not yours then why do you care what it produces?
That is weird. It is not disallowed for probe teams neither in vanilla nor in my version.
Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Amphibious Pods,1,AdapDoc,Amphibious,000000111001, Attacks from ship
I have the additional codes:[Limit reached]
This is the point in the game where I transitioned from a strictly Planned society, to a Democratic Green Wealth society.
I meant whether the base is yours so you can set the production yourself. If it is yours but production queue items gets overridden by something else that is definitely a serious issue.
Yes it is. I believe production gets reset when my ally is attacked in my base. I think the game treats it like my ally's base.
QuoteIf it is not yours then why do you care what it produces?
You need to remember that I'm the best Q.A. person you're ever going to get, and would not be calling a bug to your attention, if it weren't happening. I'm not "casual" about making these reports.
That is weird. It is not disallowed for probe teams neither in vanilla nor in my version.
Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Note how flags in my own mod differ.Code: [Select]Amphibious Pods,1,AdapDoc,Amphibious,000000111001, Attacks from ship
I have the additional codes:I think a probe team is a Noncombat unit.
- Allowed for Terraformer units
- Allowed for Noncombat units (non-terraformer)
If you have a save right before that happened that will help but it is not mandatory. I'll probably can simulate one.
[Limit reached]
This base keeps resetting the production to stuff I don't want, typically a low grade military unit.
I assume it changes production to some defensive unit?
[Limit reached]
Why is a Singularity Planet Buster so darned cheap? Alternately, why are Fungal and Tectonic Missiles so darned expensive? SPBs cost about what a tough garrison unit would, so I don't even know why I'm playing the game anymore. Switching all production to SPBs. I'll wipe out everyone in 1 turn and declare victory.
In my own mod, I don't have as precise a control over costs. So I had to do things with the cost halvings of the fission fusion quantum singularity progression. Although there is some stiffness to my SP costs, it's not remotely as onerous as in your mod.
For some reason the turn counter didn't advance between turns. I'm still in MY 2327. I've seen this problem before. I don't know what causes it.
I made a screenshot of the Datalinks info for the Habitation Dome, but the screenshot ended up wrong. There are two errors in the first two lines. I post the description below:
"Eases population growth beyond defalut limit 14.
The limit can be modified faction settings and SP's."
Helps base grow faster by improving living conditions.
^Eliminates population limit GROWTH penalty.
^Default limit without this facility is {7} (alterable by faction settings).
^
^Base with this facility gets GROWTH bonus below the limit.
^GROWTH bonus = min(3, limit - population)
^
^Base without this facility gets GROWTH penalty approaching the limit.
^GROWTH penalty = max(0, population - limit + 3)
I recently started playing your mod. It's very different experience from vanilla AC but I'm enjoying it. It's fun to re-learn the mechanics and technology tree.
I just tried downloading the original save, from the post before I reported the bug. I downloaded to a non-game directory. I started up SMAC, picked load game, picked the original save. Then chose End Turn. Got the dialogue about how I haven't moved all my units yet, said yeah sure bite me. Interim turn period begins. I just hit Proceed a bunch to get through it. At the end of it all, it's still exactly the same year.
Try it yourself.
I tried poking around at the Data Angels. Didn't get anywhere. Tried deleting all their Interceptor units, hoping it was an Interceptor bug. Didn't help.
As a human player, part of my personal limit is driven by boredom! I simply don't want to keep colonizing endlessly. The AI unfortunately does not have a boredom function. Maybe one could be simulated. Like of all the various moves it spends, what % are building and moving colonists?
As you know from my abundant test game posts, I've adopted a strictly vertical approach to compete against the spammy horizontal AIs. This is about being able to dominate Secret Project races, since there's no horizontal way to do that in WTP. It's also about being able to crank out real military units. Typically I have 1 city with a Command Center and a big mineral deposit, dedicated to making all the garrison troops.
I also typically have 1 city that's on colony spewing duty. More at the beginning, of course, everybody's doing it. But at some point, I whittle down that role to 1 city. Has to do with having enough happiness facilities available to build, and enough places settled with good resources that need more population to work them. So I'm adding cities but it slows down a lot.
I made a screenshot of the Datalinks info for the Habitation Dome, but the screenshot ended up wrong. There are two errors in the first two lines. I post the description below:
"Eases population growth beyond defalut limit 14.
The limit can be modified faction settings and SP's."
Thank you for noting. I am a quick typist.
😢
Note 1.
Feel free to edit these text documents in GitHub for further changes if you are up to co-authoring but don't feel bad if you don't. I'll fix this one myself.
Note 2.
I think this needs to be reworded as the whole mechanics about it is not simple yes/no as was in vanilla. I may use yours and all other forum folks help to set it right. The first sentence does not quite catch it.Code: [Select]Helps base grow faster by improving living conditions.
^Eliminates population limit GROWTH penalty.
^Default limit without this facility is {7} (alterable by faction settings).
^
^Base with this facility gets GROWTH bonus below the limit.
^GROWTH bonus = min(3, limit - population)
^
^Base without this facility gets GROWTH penalty approaching the limit.
^GROWTH penalty = max(0, population - limit + 3)I recently started playing your mod. It's very different experience from vanilla AC but I'm enjoying it. It's fun to re-learn the mechanics and technology tree.
Yeah. The mechanics change is there. As for tech tree I tried to stick to vanilla more or less in latest versions.
I'm not really sure how Github works. Do I need an account for that?Not to download a release, inspect a repository, or clone a repository. But if you want to file an Issue in a repo's Issue Tracker, I think you need an account for that.
Thank you for your reply. I'm not really sure how Github works. Do I need an account for that?
I like the idea of how Hab Complexes work. Does it mean it rewards the player for building them earlier for some extra growth? In vanilla SMAC I always found building them a bit of a burden but here you actually get an incentive for it.
The description of the Covert Ops Center doesn't state what kind of bonuses it gives. (It only describes what the building is)
EDIT: The new description for Hab Complex looks good. (Although I can't tell from which population size the bonus or penalty kick in)
WTP does a very poor job with probe teams lately. Factions often don't make them at all. If they do, they'll use them as defensive garrisons only. I haven't had an AI faction try to run a probe team mission on me in eons. I suspect you have made them too expensive for the AI to consider them worth building.
Since I hate probe team game mechanics, I haven't been inclined to complain about that. But it does affect whether tech leakage happens or not, so I thought I should come clean.
I'm making a cursory effort to understand WTP's source code and .ini options. I'm not willing to get "deep into the weeds" with the code. It's not my project, I'll never gain fame, glory, or money for bothering to spend a lot of effort on it. Things that take a lot of effort, need to go into my own 4X commercial game work, that could potentially get me out of living out of my car poverty someday. But, if I happen to spot something that's low hanging fruit and easy, I will at least make note of it. I'm really only interested in whether there's 1 knob, somewhere, that can majorly change the AI performance by adjusting it.
I noticed the function, void evaluateLandColonyDemand() in aiProduction.cpp. It looks to me like the algorithm is fundamentally opportunistic, driving colony production on the basis of available nearby empty space. This is completely, flatly, strategically wrong. If I've guessed correctly as to what this function does, without really thinking hard about it or trying to deeply analyze it, the whole AI incompetence is based on this "map slidealong".
You don't colonize stuff because you can. You colonize stuff because it's a valuable contribution to your empire. That means it's got good resources, you can turn it into a big city, you don't have enough cities yet, it's close to the core of your empire, it's defensible, and it's not in danger of being overrun by mindworms or enemy factions.
If the algorithm is just trying to "fill up available space", without regard for the quality of the space, or the necessity of filling any space at all, then it explains why the AI is a complete child.
it's got good resources, you can turn it into a big city,
you don't have enough cities yet,
it's close to the core of your empire,
it's defensible, and it's not in danger of being overrun by mindworms or enemy factions
The worst thing is that I cannot work on just some AI feature in isolation. They need to work at least somehow consistently. So I need to create similar code for all types and all activities at the same time and this alone is a big pain.
How do you define this limit for yourself when it is no use to build even another single base?As I said some posts ago: boredom. The factor working against boredom, is recognizing there's some "minimum necessary" clump of cities to do the job of stomping others. If I've made enough cities to do the job, then I don't need more. "Enough" in my current AAR about Thinker (https://alphacentauri2.info/index.php?topic=21768.0) turned out to be 15 cities. This was based on a procedure of happiness facilities, penalties due to EFFIC / Bureaucracy, and resources in the vicinity of my capitol.
Another question is what if all factions follow this limit and do not populate entire planet? Is it optimal?
Good point. I'll be working on that.
From the other hand do you stop expansion as a human? How do you define this limit for yourself when it is no use to build even another single base?
Another question is what if all factions follow this limit and do not populate entire planet? Is it optimal?
When the Ai expands on sea it should try to expand close to the core bases first and then slowly move outwards in a ring pattern.
1. On land the AI keeps a minimum amount of distance between bases according to the Thinker.ini file. But on sea the Ai keeps much more room between its bases. Especially for the Pirates this means overextended empires which are difficult to defend. When the Ai expands on sea it should try to expand close to the core bases first and then slowly move outwards in a ring pattern. (I haven't seen the Pirates AI settle on land yet)
2. Sea formers seem to pick unusual locations to terraform. I've seen the Ai send their sea formers across the map to aid an outer sea base, while there are other (sea) bases nearby and closer to Headquarters which also need help. This causes the Ai to lose valuable terraform time.
3. There have been a few instances the Ai prioritized expanding on sea over land. There was one game the Believers had around 3-4 land bases, and ignored the rest of their landmass for settling sea bases. It doesn't happen that much but it did cripple them in that game.
Send together with colony pod few formers and few crawlers to home in new base, or in case of WtP send few colony pods to start with few pops instead and rush punishment sphere, to provide huge food and mineral input from the start, send few military units to protect the base, rush essential infrastructure with money. Basically rapidly grow new bases tall with help of the whole empire, there is not enough time for them to grow organically and there is too much risk of a conflict that could sweep them away before they'd amount to anything growing organically.
One thing about PS
You need like size 12 bases to be benefiting from PS over conventional happiness facilities.
I've forgot about colony pod cost in WtP, you are right there is no good tool like crawlers, to artificially speeed up pop growth in WtP, in fact it was a design goal.
It backfires a bit by making mid game colonization feel a bit unrewarding and slow.
Simple answer for that. By midgame your colonization should be over. I've written a ton of posts on that theme. You don't need lots and lots of cities to kick the snot out of things.
PS allows to cheaply build 3 (three) police for the cost less than Recreation Commons and for bigger effect than it.
Recreation Commons, 4, 1, Psych, PlaEcon, Fewer Drones
Punishment Sphere, 10, 2, MilAlg, Disable, No Drones/-50% Tech
So: no, false. And not even relevant, because you can't have a PS at the beginning of the game. Like you can in my mod. I have experimented with it. Here are my costs:Recreation Commons, 3, 1, Psych, SentEco, Fewer Drones
Punishment Sphere, 4, 1, EthCalc, Disable, No Drones/-50% Tech
On top of this it grants more support
which can be used either for these extra police units of for other units if some bases do not require that many police yet.
PS allows to cheaply build 3 (three) police for the cost less than Recreation Commons and for bigger effect than it.
In your mod? That's certainly not stock, and sounds way cheaper than even I made it. Checking your alphax.txt.Code: [Select]Recreation Commons, 4, 1, Psych, PlaEcon, Fewer Drones
So: no, false. And not even relevant, because you can't have a PS at the beginning of the game. Like you can in my mod. I have experimented with it. Here are my costs:
Punishment Sphere, 10, 2, MilAlg, Disable, No Drones/-50% TechCode: [Select]Recreation Commons, 3, 1, Psych, SentEco, Fewer Drones
Punishment Sphere, 4, 1, EthCalc, Disable, No Drones/-50% Tech
QuoteOn top of this it grants more support
No it doesn't. It supports whatever a base of that size supports.
The PS does not affect SUPPORT at all. Go read the Datalinks. Nor have I ever observed it to affect SUPPORT in any game I've ever played.
Police State
Prerequisite: Doctrine: Loyalty
+2 Support, +2 Police, -2 Efficiency (except Yang)
I almost completed my first game on Transcend and I had a great time. I really like how the Gaians focus on fungus terraforming later in the game. It really adds a lot of flavor. The Gaians may not have had the biggest bases (which fits their ideology) but they became the runaway tech leaders and most powerful faction (see image below), surpassing even the University.
...
The Peacekeepers focused on an almost farm-only build. Given that farms provide more nutrients in WTP it worked wonders for them due to their habitation/talent bonuses. It may have been a coincidence, but the Morganites focused heavily on Echelon Mirror farms which also suits their identity.
I've been trying to create some distance between myself and their empire by taking a number of sea bases but resistance has been tough. I've lost nearly a dozen Quantum/Gravitron Cruisers/Interceptors before I could make some progress and now my campaign has stalled because the Gaians have build Tachyon Fields around the bases which were under threat.
After the AI ended their expansion phase (50 bases in Thinker.ini) they got a power spike around 2310 and went crazy. The WTP/Thinker AI is adept at building infrastructure, increasing science and within two decades I went from Unsurpassed to Wanting and I had go all out in order to keep up. Three factions declared war on me and I lost several of my outer bases in a combined Penetrator/Cruiser/Artillery attack.
- Missiles/Planet Busters are surprisingly cheap. In the endgame i can finish a PB within a few turns.
- The AI builds Tectonic Missiles, which is a nice surprise, but are they able to use them effectively?
- Some of the later buildings feel too expensive. There is a pretty big gap between Tree Farms and Hybrid Forests and I find myself skipping the latter most of the time. (The Ai doesn't seem to be building them either)
- Orbital improvements are pretty steeply priced as well. I used to build them to give my empire a nutrient/energy boost but due to their cost I couldn't find the right moment to use them here.
- The later Secret Projects also feel too expensive. Around the time I got projects like Space Elevator/Cyborg Factory/Universal Translator it takes a pretty long time to build them, and in my case I had already reached the endgame before I could make use of them.
-This was already pointed out by bvanevery but the Ai overall seems generous in trading techs. The AI was willing to sell or trade me the more exotic techs (like Planet Busters/Graviton Weaponry/Orbital tech) for pretty good terms. I felt a kind of reassurance from this and I decided to lower my science budget for a stronger economy.
I'm not sure if it's possible but to encourage the player to invest more in end-game research the AI should be more "stingy" or demanding when it comes to techs above (for example) level 9/10. Like: I trade you this Discover 13 tech in exchange for this Build 9 tech, Conquer 10 tech and 4000 energy credits.
I saw Domai light up a fungal missile the other week, I think. Pretty sure that wasn't Thinker but WTP. He did not make sustained use of them though. I have no idea what he thought he was accomplishing, as he threw it at someone else. Maybe he threw the only such missile he made?
I don't think I've ever seen any AI in any binary ever use a Tectonic Missile. Tectonic missiles are a lot less tedious that land formers for raising land in the late game. They can be used to lift sea bases out of the water. You can't air drop or orbital insert into a sea base, so suddenly turning them into land, can make them much more invadeable.
The stock AI does know how to engage in extensive orbital warfare, if you let its production get that far along. I'm surprised that I haven't seen that in Thinker or WTP. It happens in my own mod if the AIs are allowed to get too far ahead. There are 2 responses to this AI orbital spamming: Conventional Missiles, because they are cheaper and the AI will waste Orbital Defense Pods trying to stop them from hitting. Or ground assault. What does not work, is trying to out-compete an entrenched, large AI at making ODPs. ODPs are defense pods, and have really bad kill ratios when they go on offense. It's like 3:1.
the PBEM group over at RPGCodex
One thing I also noticed (and this may be something you've already changed) is that the AI doesn't colonize islands or uninhabited (small) landmasses. I remember Thinker AI colonizing islands as the Pirates. (Or an Ai which commits to expansion on the sea) They surrounded islands with sea bases and then built bases on it and terraformed it. It created production/economic hubs which gave the AI a lot of resources.
I'm not an experienced player and I want to be careful to suggest something that isn't well founded.
One thing I do feel more confident about is the cost of a Hybrid Forest. Which felt like it kind of broke the "flow" of building up infrastructure. If you wish, would you consider changing the cost from 36 to maybe something like 27?
One thing I also noticed (and this may be something you've already changed) is that the AI doesn't colonize islands or uninhabited (small) landmasses. I remember Thinker AI colonizing islands as the Pirates. (Or an Ai which commits to expansion on the sea) They surrounded islands with sea bases and then built bases on it and terraformed it. It created production/economic hubs which gave the AI a lot of resources.
Tech trading on an equal value level sounds good. The AI being more careful with technology also sounds good.
I feel it would be best if the AI is less willing to trade when it comes to key techs. It already seems to do this for Secret Projects, but I wonder if this can also be extended to key technologies which give things like: Reactors, weaponry that is currently state-of-the-art on Planet, air power, orbital tech, missiles, economic facilities like Tree Farms, tech that unlocks resources, etc)
It doesn't have to mean the AI will never trade them, but more that the AI values them more and takes the current geopolitical situation on Planet into account. (Like "I want two D9 techs in return for this C10 tech." "Instead of 250 energy credits, I want 2500." Or "the human player is allied with my enemy, I'm not trading these techs right now.")
An idea could also be that (AI) players which are rivals (Like being in the top 3 power chart) will make the AI even more cautious to trade key technologies because it could put their own position in jeopardy.
What should be avoided IMO is for the AI to value tech humans have as less than the same tech the other AI's have. That would create a kind of unfair feeling to put the human player at a disadvantage.
However, it would be okay for the AI to overcharge certain key techs. (If few factions have them) The argument can be made that these techs offer new options that will last throughout the game. The additional price tag could be justified as an "investment" for long term benefits.
One thing I also noticed (and this may be something you've already changed) is that the AI doesn't colonize islands or uninhabited (small) landmasses. I remember Thinker AI colonizing islands as the Pirates. (Or an Ai which commits to expansion on the sea) They surrounded islands with sea bases and then built bases on it and terraformed it. It created production/economic hubs which gave the AI a lot of resources.
Simple answer is that you're not playing against Thinker AI when you're playing WTP. The mod replaces nearly everything with unit movement last time I checked, so there's nothing really similar between the AI actions of these two mods.
I noticed WTP's readme makes these kind of claims "New AI terraforming algorithm replacing Thinker's. These are few notable changes among many. [...] * Works best tiles first. * Properly selects best basic improvement option between rocky mine, farm-mine, farm-collector, forest." etc.
Unless the author elaborates on the terms like what means "properly", "works best tiles first", how these two implementations compare, or what you're even comparing them against (vanilla AI?), it's hard to justify those claims.
Unless the author elaborates on the terms like what means "properly", "works best tiles first", how these two implementations compare, or what you're even comparing them against (vanilla AI?), it's hard to justify those claims.I've now got some recent experience in both mods. I don't have any opinion on this issue yet. My Thinker games have been determined by other issues so far:
> I won't go into deep details of my approach as it may take long. Here are paradigms I am trying to stick to.
Okay, but generally it's important not to over-engineer the solutions. I'm not making that judgment on any specific thing here, just saying some elements in WTP code already look quite complicated. Also another consideration is that WTP presents lots of very complex parameters in its config file. It's a usability concern if it's too hard understand what those options do without knowing all the implementation details.
You cannot escape this fate either. Thinker AI code is the biggest part of the project. And most obscure one too - I don't try to understand it in its entirety or integrate with it. Same for WTP, I guess.
As for obscure AI configuration parameters I never planned them to be dials users would turn the way they like and understand what is going on. This is for my own and dedicated testers only use.
Valid design goal. It makes it possible for someone as hardcore as myself, to do playtesting, consider very carefully the biggest problems, and look for a knob that might solve the problem. Maybe even feed in a value and see if it actually does something better. Without such knobs, and a list of "choke points" in the code where it would indeed be profitable to look for answers, I surely wouldn't bother.
Asking devs about stuff, is typically pretty slow. It also has political risk. You can piss off the dev. It doesn't actually take much with typical open source devs working on things. Although you and I have a track record, there's still the risk of pushing you too hard on something. You can take a lot, but in the past I've observed, even you have limits.
Not expecting any commitment from anybody either. Not even from myself.Well, even that is not something you just find out from people. "So, are you committed to what you're doing?" Gets on people's nerves fast. I don't ask about that. I look at how many commits they're making to their code repository, whether they respond to questions put to them, and critically - if I do work, do they do work?
But you haven't really made a good case why it's a bad policy in general.
so you are asking for AI to stop playing competitively at some point,
didn't Induktio already implemented an adjustable AI expansion limit
because of your complaints ?
I agree that techs ai weights are much better handled in the alphax.txt, than in the gamecode, but making his tech weights optional is like the first thing he made due to your feedback at the very beginning.
making his tech weights optional is like the first thing he made due to your feedback at the very beginning.
There was no point in making it programmatically in the first place, but Inductio had a policy at this early stage for thinker to work with vanilla alphax.txt.
It was made optional through thinker.ini setting within weeks after bvanevery first complained about it over 3 years ago:
; Prioritize former/crawler/resource cap-lifting techs when selecting what to research.
tech_balance=1
There was no point in making it programmatically in the first place, but Inductio had a policy at this early stage for thinker to work with vanilla alphax.txt.
It was made optional through thinker.ini setting within weeks after bvanevery first complained about it over 3 years ago:
And this kind of feature is still is very necessary for the AI if the players use some other alphax.txt mods that haven't adjusted their tech weights.
; Bunkers are disabled because the AI builds way too many of them,
; which simply gives a human player an easy way to invade.
; A predefined unit cannot be upgraded to. That's an unfortunate limitation of the original game.
;
; We can work around this problem making our predefined units, seem different than the designs
; the player comes up with in the Workshop. The 30th and 31st ability bits are not used, so we
; can turn one of them on to make it seem like a different unit design. Unfortunately this messes
; with the display of unit abilities and their cost, but there's no other way.
;
; We do not need to create a seemingly different unit design, if one cannot ever upgrade to it.
; For instance, you can't upgrade to a mindworm. Nor to a Scout, Former, Sea Former, Probe Team,
; Foil Probe Team, or Supply Crawler, because they have no abilities and the lowest possible armor settings.
; TECHSHARE = Gain any technology known to # other players that have been infiltrated
; (by probe, Empath Guild, Governor, or Pact).
Tech weights are still used normal way for majority of tech. They are not optional.And probably, back at the beginning, I saw "not following standard way to implement / solve" as far more of a big deal, with far more invasive scope, than it may have ever been at the time, or turned out to be over the long haul. Like I see this guy changing weights that I've spent
That's such a well-known bug from the times of yore I didn't think I had to explain it and I was very surprised to encounter it in a modern mod. Since the Pbem version is heavily tampered with I'm not sure the bug is actually in WTP. (Or Thinker, how are they connected?) So I'd rather not create a ticket for it.
Bug description: Every time a base completes a facility it will automatically switch to Stockpile Energy. Since the game handles energy income after production you will then get the full Stockpile Energy amount added to your energy reserves on top of the normal turn production that went into the completed facility. Essentially you get the turn production for that base twice, once in form of Energy.
If you construct a unit instead you normally won't get extra energy as the game automatically inserts another copy of the unit when the first finishes. However, you can trigger the bug manually by inserting Stockpile Energy as a build option below the unit you are producing.
Psych now will override pacifism making it less of an issue.That would be a case of it actually working like you'd reasonably expect it to though. A PSYCH budget isn't magic, it can take a lot of expenditure to make just 1 drone happy, if you don't have any special facilities yet. In fact it often just doesn't work... I've never worked through the "super drone" problem to figure out exactly what's up with that, but I wonder if that's part of what I've seen. Anyways, I don't think it's typical for players to break the bank on PSYCH budgets because of EFFIC penalties. So I'll typically be doing 50-0-50 budget for quite awhile, then switch to 50-10-40 in a Hologram Theater / Tree Farm era, then 40-20-40, then 40-30-30 or 30-30-40 as time passes.
Superdrones are visible in base screen. They have a lighter red than normal drones.
The main effect of superdrones is to decrease the efficiency of Psych (from slider or specialists) as a drone control mechanism. This has the rather important consequence that you cannot GA-boom past a the first bureaucracy drone warning without the HGP and that you cannot GA-boom at all past the third bureaucracy warning.
To be clear, I don't actually like the way some factions can't pop-boom when they expand to a reasonable number of bases.
Thank you for fixing this. Switching the mod in midgame is not a good idea, though. It's nice for later games. I just wanted to make sure you are away of the bug.
To be clear, I don't actually like the way some factions can't pop-boom when they expand to a reasonable number of bases.
Sorry. Didn't get you. Are you still talking about stockpile exploit?
Psych is exempt from slider inefficiency. You can dump 100% energy into psych with no losses.
Both negative and positive psych input for a base is capped by 2*(base size) . You can have more but that won't have any effect on drones.
Take a size 3 base. If you are at twice the bureaucracy limit every base has exactly one b-drone which is equivalent to -2 Psych. You can at most gain 6 Psych via slider and specialists so total is +4 which gives you one talent and one worker. To reach a GA you'd need a second Talent.
Superdrones are visible in base screen. They have a lighter red than normal drones.
@bvanevery: Extremely high psych expenditure is used exactly for this. Achieving golden age so factions with Growth mali or inability to use Planned/Democracy can pop-boom.
They only appear in the Psych screen IIRC. They should be noticeably super-red compared to regular drones.Superdrones are visible in base screen. They have a lighter red than normal drones.
Are you sure? I never were able to distinguish them.
This is base with GeneJack factory which is supposed to turn single content citizen into drone. There are total 6 * 3 Morganites bases. It is 3 times the limit. I also noted limit warnings to be sure. That means 2 b-drones per base. Those are supposed to appear as super-drones. Can you see them in the picture?
Didn't you mix it up with Civ 1/2 where super-drones were of completely different color?
Are you sure? I never were able to distinguish them.They only appear in the Psych screen IIRC. They should be noticeably super-red compared to regular drones.
This is base with GeneJack factory which is supposed to turn single content citizen into drone. There are total 6 * 3 Morganites bases. It is 3 times the limit. I also noted limit warnings to be sure. That means 2 b-drones per base. Those are supposed to appear as super-drones. Can you see them in the picture?
Didn't you mix it up with Civ 1/2 where super-drones were of completely different color?
Summarizing above, the mechanics behind b-drones and psych strongly favors horizontal expansion and hinder vertical one very much. Whereas the sole purpose of b-drones is to counter unlimited spread! Some major mechanics flaw. I believe now that this flaw and not the colony cost is the major contribution to ICS strategy that many people tried to combat so far.
Not sure I agree. There are two ways to look at it. Pop-booming is very powerful. So the way, b-drones make pop-booing via GA hard to possible can act as a check to expansion. B-drones also very much hinder early expansion. Past the first bureaucracy limit bases will riot at size 2 and in FM already at size 1.
On a meta level, another base is always worthwhile as long as there is good land. Since in Smac all land is good and you make settle basically everywhere there is no reason to ever stop expanding, nor should there be. In the short term however, another colony pod may not be the best build on a profit vs opportunity cost basis; formers, booming infrastructure, multiplier buildings and of course military units often have a higher profit vs. opportunity cost ratio.
I don't even have the brain cells to follow all of this.
The ecological damage formula is complex:
...
^(6) Take the number of minerals produced this turn (but not from Orbit)
...
Which implies minerals from orbit are not counted toward eco damage.Anybody ever built, loaded, and transported amphibious unit specifically to assault ocean/coastal base?
Needless to say AI never uses them.
For example, both 6-1-1 and 1-6-1 infantry units now cost 6 rows of minerals. Imagine the simplicity!
A 6-1-1 because of its slow speed is liable to get intercepted and destroyed before it can attack anything important.
A 6-1-1 because of its slow speed is liable to get intercepted and destroyed before it can attack anything important.
Base defense. Rails. Make it amphibious and attack off a boat. Accompany it with an armored unit.
Exactly. It requires more support from other units to do its job effectively, hence why it should cost less.No... it's a cheap way to kill stuff, that actually works. You aren't owed a bunch of capabilities in the game "for free or cheap".
I think things should have a cost proportionate to their utility. I think that one 6-1-1 is less useful than one 1-6-1 and therefore should have a lower cost. If you disagree, that's fine.
Mind Worms | 4 |
Spore Launcher | 4 |
Sealurk | 6 |
Isle of the Deep | 8 |
Locusts of Chiron | 8 |
Any objections?
Natives do not require maintenance at all and not only they are parked in fungus. Parking them in fungus is too tedious support reducing micromanagement.That's a bit of a giveaway, increasing the tendency to use the mindworm as the one and only perfect combat unit. Generally you have to pay for Clean Reactors. When you capture a unit and it's Independent, that's a somewhat rare resource, so you typically don't want to just throw those things away.
Optionally, natives require regular maintenance. Either way I want to exclude this "in fungus" logic.
Not personally, but I think it is a misguided use of your effort. I think you should be playtesting something and making a decision. Not hoping that by collecting data and throwing it over the fence to someone else, that someone else is actually going to make a decision. Newsflash: since it's your project, they won't. Not unless they're motivated enough to fork your project and "put things right". No reason to believe that's gonna happen at this time.
Here's what I think you should playtest: my mod. AFAIAC I don't have any problem with tech pacing at all. Nobody's told me differently either, although I sure wish more people were disposed to chime in about such things. Anyways, I think I don't have a problem, and you do, because I've played both of our mods plenty. You should play mine and see if that helps you figure out what's wrong with yours. I have no doubt your tech pacing is off, as I've filed things in your Issue Tracker about it.
I just want to expand to many people playstyles and get more data. I don't ask anybody to do any conclusions on this.If you like more data, then collect data. It is of very little use though. Is the player going to give you an opinion to go with the data? If not, then all you know is they did X. You don't know whether they considered it good, bad, or indifferent. You don't know if it was in harmony with what they thought was their playstyle, or actively working against them.
I understand you mod uses vanilla tech cost formula?
I like that native units are free when in fungus. I think it's good flavour and encourages you to do thematic things with the worms, like hiding them in the fungus or have them patrol fungus.
Not paying maintenance only when parked in fungus and only on this turn is too micro and it actually forces player to end turn in fungus or suffer hefty penalty.
In most mods, by the time you have gained a Brood Pit, you don't need one. You should have won the game already.I'd argue this is also the case in vanilla, by the time you get the BP, you don't really need it. a couple of cheap garrisons with non-lethal methods will be more useful.
Don't believe people telling support is not significant in late game.If you can't beat up the various AIs within the confines of a 20+ minerals factory, you're not any good.
Otherwise, people would stop bothering with [clean reactors] beyond mid game.
The mere talk about using Clean Reactor
I am actually thinking to raise number of free units to 4 in future releases.and what about The Living Refinery, which (I think) adds SUPPORT?
Another option I didn't yet decided on is to scrutinize it stronger for large military. However, it is more voluminous change too lazy to even think about details right now.
- Free units: 6 instead of 2 as of now.
- Support increment by level: 1/2 instead of 1/4 as of now.
- Increase cost for any SUPPORT granting bonuses, projects, etc.
- Rearrange SE models to value SUPPORT more and don't give too much positive values.
I am actually thinking to raise number of free units to 4 in future releases.and what about The Living Refinery, which (I think) adds SUPPORT?
Another option I didn't yet decided on is to scrutinize it stronger for large military. However, it is more voluminous change too lazy to even think about details right now.
- Free units: 6 instead of 2 as of now.
- Support increment by level: 1/2 instead of 1/4 as of now.
- Increase cost for any SUPPORT granting bonuses, projects, etc.
- Rearrange SE models to value SUPPORT more and don't give too much positive values.
These number thrown around are not realistic. Noone is gonna have 20 or even 10 combat units per base. There is not enough time in the game to build them.I agree with this, even endgame at Talent level difficulty, my entire army might be 10-15 offensive units, not counting however many garrisons per base. Early game, support is very powerful as you want to crank out some formers quickly, and even mid and late it's powerful as you can pick up the more juicy secret projects.
What support really influences past the early game in vanilla is how many stock formers a base can employ. If you get into a real war the support cost obviously also matters but fairly quickly up-to-date combat units become much more expensive per unit than 2 row formers.
What support really influences past the early game in vanilla is how many stock formers a base can employ.
Apologies if I don't actually have time to look at your work for awhile. I recently bought a brand new laptop with a RTX 3060 in it. I've made no use of that 3D graphics capability at all, so far. Verified I'm getting the expected performance with a few benchmarks, but that's it. No games. I'm only barely starting to get used to the new keyboard and touchpad gestures. Haven't compiled anything yet. Life is just chaos right now.
; Make SMACX run on the native desktop resolution by disabling DirectDraw.
; Recommended value is 0. This overrides any value in Alpha Centauri.ini.
DirectDraw=0
; Enable windowed mode in custom resolution while DirectDraw=0 is set.
; If windowed mode is disabled, native desktop resolution is used instead (default).
; This mode can also be enabled from the command line with parameter "-windowed".
windowed=0
window_width=1024
window_height=768
Thank you for feedback!
Road usage switch is probably disabled due to the fact that multiple reviewers could not find a common ground whether to accept it or not. Too many disputable points as you mentioned yourself.
It seems that it is not too much problem for attacker to contain the invasion on land anyway.
With that in mind, roads providing a multiplier is funky. Rovers and infantry (riding rovers that belong to basic faction infrastructure), should move at about the same speed. Instead of a multiplier, why not a standard movement bonus to roads?
For example, all ground units may move over 10 friendly road squares for free. Could be some value other than 10 but I like the thought of rapid redeployment around your territory. Plus, this would ensure that hovertanks and rovers don't move less than in vanilla. It would, of course, substantially alter the meta but that could be resolved through testing and fine tuning a number of variables.
I ended up uninstalling Galactic Civilizations III after about 80 hours of play, because I saw no evidence of the AI being able to fight in the early to early midgame. Higher levels of difficulty would only add cheating movement and money buffs to the AIs.
Yeah, the counterarguments are strong. But what about this?With that in mind, roads providing a multiplier is funky. Rovers and infantry (riding rovers that belong to basic faction infrastructure), should move at about the same speed. Instead of a multiplier, why not a standard movement bonus to roads?
For example, all ground units may move over 10 friendly road squares for free. Could be some value other than 10 but I like the thought of rapid redeployment around your territory. Plus, this would ensure that hovertanks and rovers don't move less than in vanilla. It would, of course, substantially alter the meta but that could be resolved through testing and fine tuning a number of variables.
Would be more realistic, make for faster gameplay and alleviate that 4x weirdness where wars take way more years than they should. To match the increased road speed, would also want to increase movement for ships and possibly air units but that's easy to do with the txt. Increased movement would make offense far stronger but the territorial defense bonus you added could cancel that out. Either that or make the base/perimeter defense stronger.
You know the code and I don't but I imagined something along the lines of a unit having 10 "ticks" for free movement between two road tiles. When all ticks were exhausted, it would have to use ordinary movement. The game already has "ticks" or whatever they're called to keep track of how much movement a unit has already used in the turn. Magtubes factor into this somewhere, as they simply don't deplete "ticks."
But I think that's what your describing as not possible/inordinately difficult.
chassis | chassis speed | movement points | field cost -> distance | road cost -> distance | tube cost -> distance |
infantry | 1 | 6 | 6 -> 1 | 2 -> 3 | 1 -> 6 |
speeder | 2 | 12 | 6 -> 2 | 3 -> 4 | 2 -> 6 |
hovertank | 3 | 18 | 6 -> 3 | 4 -> 5 | 3 -> 6 |
If it could be made to work, would eliminate 2/3 and 1/3 strength penalties.
Sadly, this can be said about ANY game pre 2000. They didn't do good AI then.
Thank you for resolving this issue with resolution on Windows 11. I don't have it yet but it's good to have it solved already!
Mindworms, the number of them you can capture should be downgraded.
Cancel attack and just follow this alien unit and try on next turn.Hm, despite having odds calculator on permanently exactly so I can abuse capture, I never thought of trying to capture over and over again. I think it's because I'm also interested in leveling up my own mindworms. Killing a pile of them is just fine. Plus in stock, you get money.
I am thinking to make each captured life form cost support. This way one still can gather large native army but this will draw their production. That would force player either start using them or stop accumulating them. Good check in my opinion.
Another easy option I see is to change movement cost along the road based on chassis type and make infantry to move on roads as if they are tubes. Or we can do other way around: make rover moving x1.5 or x2.0 times slower on roads implying that they are already mobile units and use their own motor power moving on roads. Whereas infantry is using transportation that increase their road speed tremendously. Hovertank would benefit road the least as it already don't have impassable terrain so the road doesn't add much to it.
Helps base grow faster by improving living conditions.
^Eliminates population limit GROWTH penalty.
^Default limit without this facility is {7} (alterable by faction settings).
^
^Base with this facility gets GROWTH bonus below the limit.
^GROWTH bonus = min(3, limit - population)
^
^Base without this facility gets GROWTH penalty approaching the limit.
^GROWTH penalty = max(0, population - limit + 3)
Been thinking about roads.
Chassis Speeds:
- Infantry - 4, road multiplier - 3
- Rover - 6, road multiplier - 2
- Hovertank - 8, road multiplier - 2
This value from the txt might need tinkering:
25, ; Combat % -> Mobile unit in open ground
Are rovers and hovertanks "mobile" or is that any unit over 1 movement? When thinking about multipliers, also have to keep elites in mind. An elite infantry unit would move 15 on a road, surpassing a rover! But not a big deal.
I modded the values for base growth limits:
12, ; Population limit w/o hab complex
24, ; Population limit w/o hab dome
Do your changes to hab complexes allow for this value being different?QuoteHelps base grow faster by improving living conditions.
^Eliminates population limit GROWTH penalty.
^Default limit without this facility is {7} (alterable by faction settings).
^
^Base with this facility gets GROWTH bonus below the limit.
^GROWTH bonus = min(3, limit - population)
^
^Base without this facility gets GROWTH penalty approaching the limit.
^GROWTH penalty = max(0, population - limit + 3)
In regards to the SUPPORT question, worth thinking about Civ iii, which switched SUPPORT from minerals to energy and ran it across the entire empire, rather than per base. I don't know whether energy or minerals are a better value for support but spreading the pain makes more sense. Could be tricky if you're paying the absolute minimum on a partial cost to rush a construction and your base suddenly has to support a new unit.
Remember there are also tubes. Supposing they are 2-3 times faster then road then hovertank with 8 movement would cover 8*2*2-3 = 32-48 tiles in one move. It is like crossing the whole map in 1-2 turns. Isn't it too much?
Also could set up hovertanks with 8/10/12 movement but not to move faster on roads.
And AI is not cheating on a major stuff like production or something. If they built it then they could.
Sorry. That was unclear. Meant 8 or maybe 10 or maybe even 12 with no road bonus at all.
It is their priorities compared to myself and other factions, that I question. It is one thing to build out your own empire as though you intend to survive. It is another thing to build with the tacit understanding that your goal is to harass the human player, in concert with all the other AIs.
chassis | chassis speed | movement points | field cost -> distance | road cost -> distance | tube cost -> distance |
infantry | 4 | 12 | 3 -> 1 | 1 -> 1 | free |
speeder | 6 | 12 | 2 -> 1 | 1 -> 1 | free |
hovertank | 10 | 10 | 1 -> 1 | 1 -> 1 | free |
Infantry:Rovers:
- Chassis Speed: 4
- Road Multiplier: 3
Hovertanks:
- Chassis Speed: 6
- Road Multiplier: 2
- Chassis Speed: 10
- Road Multiplier: 1
Magtubes same as in vanilla.
Tables are a pain with this software. Will try.
chassis chassis speed movement points field cost -> distance road cost -> distance tube cost -> distance infantry 4 12 3 -> 1 1 -> 1 free speeder 6 12 2 -> 1 1 -> 1 free hovertank 10 10 1 -> 1 1 -> 1 free
In regards to movement, this proposed system would benefit greatly from slowing the movement rate in rocky and fungus squares.
Movement Costs:
Open tile: 1
Rolling tile: 2
Rocky tile: 4
Fungus tile: 6
Can't find values for this in the txt. Not sure whether is worth distinguishing between open and rolling. Might just confuse the AI. But definitely, slower rocky and fungus would create interesting strategic barriers.
Didn't understand how chassis speed and movement points are tied to each other? What is chassis speed? How many open tiles unit can go without road?
Free tube movement is something we tried to get rid of in this mod. At least this is common understanding that tube movement could be fast but still should be limited.
You need hovertank chassis to build the tubes in the 1st place. Although Xenoempathy Dome can almost do as well. Which is part of why it comes rather late in my mod.
Still thinking about alternate road speeds but had an unrelated thought. How about an alternative to raze base which still demolishes the base but sends the populace to your other cities?
So you have a military unit in base and press B (iirc).
--->
Warning Box: "Are you sure you wish to eliminate base? This is a major atrocity."
--->
1) Yes
2) No, I want to relocate the populace (X credits based on pop size.)
3) No, wrong button. Sorry.
Something like that. Whether the new people would be spread out across your faction or sent to a specific base, am not sure.
With that in mind, roads providing a multiplier is funky. Rovers and infantry (riding rovers that belong to basic faction infrastructure), should move at about the same speed. Instead of a multiplier, why not a standard movement bonus to roads?
For example, all ground units may move over 10 friendly road squares for free. Could be some value other than 10 but I like the thought of rapid redeployment around your territory. Plus, this would ensure that hovertanks and rovers don't move less than in vanilla. It would, of course, substantially alter the meta but that could be resolved through testing and fine tuning a number of variables.
I agree that would be more realistic to imagine that foot soldiers are actually transferred by some land transport. This would require complete game rewrite, though. Currently units have only their speed and road multiplier (which is common parameter). To implement your proposal we would need to keep "speed without road" and "speed on road" parameters and there is no space for them both, unfortunately. It is too much game mechanics change proposal. Would you be willing to invent something of the same sort but within the current game mechanics scope? Probably by changing some parameters only?
Besides, what would be the difference between land classes chassis then if infantry start moving that fast?
Still thinking about alternate road speeds but had an unrelated thought. How about an alternative to raze base which still demolishes the base but sends the populace to your other cities?
So you have a military unit in base and press B (iirc).
--->
Warning Box: "Are you sure you wish to eliminate base? This is a major atrocity."
--->
1) Yes
2) No, I want to relocate the populace (X credits based on pop size.)
3) No, wrong button. Sorry.
Something like that. Whether the new people would be spread out across your faction or sent to a specific base, am not sure.
I think an option such as "Abandon base as refugees" would be pretty cool. For instance, a size 7 base could produce seven colony pods that need to be re-homed at another base or HQ to be activated. This could end the massive base sprawl a conqueror ends up acquiring.
* Disabled tech stealing from faction with vendetta.Does that mean if someone declares war on me, suddenly they are invulnerable to me stealing techs from them? Awfully handy and convenient for them. Would be a seriously bad design decision IMO.
Tech is ridiculously cheap. There is no reason to do any research at all, as you will simply buy all your tech for next to nothing, from factions that freely sell it. Or even give it away to allies. RESEARCH penalties that some factions carry, like the Believers and the Free Drones, don't mean a darned thing. To the extent they are meant to offset and "pay for" their faction bonuses, it's a complete deal / slam dunk. A disadvantage that means absolutely nothing to them.
to slow the game down, we could encumber players that buy and steal tech.
Is tech trading or stealing even a significant factor in making the game shorter? I also don't see how it makes the game more fun. Stealing techs is fun and creative and trading techs makes the AI feel more real because they proactively contact you and they have well-written dialogue. I don't want to be discouraged to do that by a penalty I'll be paying forever. A new nation-wide maintenance cost would also be difficult to make readable and understandable to the player.
I think the real problem has to be established to try to solve problems like this. What about a short game is bad for the experience of human players and why? Once that has been established then there may be many different approaches worth trying for solving the problem and these don't necessarily need to change player-visible mechanics.
E.g. these are different problems with potentially distinct solutions:
- human players get conquered out of nowhere by AIs that are more advanced than they expected
- human players lose to AI builder or diplomatic victories before they've got into the game
- tech progression feels too fast or easy and that undermines feeling of achievement or time passing, or makes it unsatisfying to play some factions
- players want more time to play with stuff before new things are introduced
- players find conquering the world too quick or easy
The main actual cost to me as a player in the real world, when stealing techs, is how long it takes me to push a probe team across a map. I play on Huge maps and there's definitely a lot of times in a game, where it's less effort to build my own research infrastructure than to push the probe teams to other empires. I often wait until other empires make themselves closer to my own, before bothering to raid them.
If the game was lying to me about my agency within it, just rubberbanding me if I did well or poorly, I'd be quite annoyed with the game.
In my personal strong option it is the nature of 4X game accelerated growth. Since it is highly accelerated the smallest speed up or slow down at the beginning have a tremendous effect on future progress and, therefore, on the game duration. Original game designers did a lot of adjustments to keep accelerated growth at bay.
We could get the best of both worlds! You know, add additional terraformer at the start or something. Make the game spicy like that--BUT then re-calibrate the cost of tech advancements. Run 10 or 100 test games and create a table of economic curve. Also, table the cost curve of the tech. Then we write a function that uniformly adjusts the tech costs to align with the typical economic curves we have harvested. I hope I'm making my point clear, which is that we can use two or more techniques to get the experience we seem to be aiming for.
Oh, and concerning probes, they are 100% the best example of a positive-feedback loop. Categorically, they allow losing players a come-back mechanism. They also increase player agency, because the stealer has to make a plan and implement it. The system also maintains the victim's agency, because they can either do due diligence to protect themselves or not.
By framing it in this way, I think I can carve out the issue that i see (and this may be relatively minor in comparison to other opportunities being discussed). Its possible for the human players to think quite a bit more abstractly than an AI. As such, it is possible to pretty much ignore tech on purpose, and focus more heavily on economic and military goals, and use the "come-back" mechanism of the probes and trading to gain an advantage. And there you have it, the core problem that I'm trying to point out with trading/stealing. It would be fun to find an elegant way to maintain player agency, but not give players a way to leverage those options WHILE in 1st place.
My original suggestion about implementing a penalty for stealing and trading tech too many times... falls short of this goal. Ironically, the logic above demonstrates that such a change would actually hurt losing players ability to make a "strong comeback" and wouldn't really stop a "winning" player from the gimmick i described. But, maybe i'll think of something truly elegant in the future. Or, maybe i need to demonstrate the issue more clearly if other's don't know what i'm talking about.
I think you are placing carriage in front of the horse even though you described the situation quite well.hehe, i'll own that for sure. I'm probably a hammer looking for a nail here.
The goal of this mod and similar mods (I am not talking about total conversions) was to keep game as close to original playing expectations as possible. I.e. reduce grinding, any micromanagement that does not actually support player agency in the game, restore to expected balance of different features: economy, research, conquest, exploration, infrastructure, expansion, improvement, diplomacy, intrigues, etc. - making sure none of them shadows others.
As a rule of thumb, any not dumb game rules make player/AI to search for optimal strategy.yeah, that's one of my favorite topics. Elegant game design is about increasing the number of meaningful & enjoyable ways to solve a problem with the minimal amount of complexity required to do so. So a 'dumb rule' is one that leads to "automatic" decisions for decent or expert level players.
This being said, let me reiterate my point.i'm tracking with you much better now. I see that it is the bending of the avg economic curve that's a challenge, not the tech cost curve; and that solutions need to be as non-invasive as possible.
I just played a ton of WtP and I don't remember the early game being the problem. I remember quitting in mid to late game, because I couldn't stand to do something anymore. I'm not clear on what, because I lost discipline for writing things down / providing feedback. I'll be honest: I eventually went back to playing my own mod.
In other words, "should there be 1 more terraformer at the beginning?" is barking up the wrong tree, IMO.
I do think that going back to WtP, after playing vanilla or my mod or even just Thinker, always requires a big mental adjustment on the part of the player. A key thing is how to make use of Recycling Tanks early on. They aren't just a little bonus, they're a really important early factory. Pretty much your entire early game strategy should revolve around how / where to build those.
A related adjustment for me personally, is that my usual "forest and forget" strategy is not correct for WtP. You need to build Mines, early, not late. The Recycling Tanks need to be fed minerals, and the global warming / mindworm overrun consequences aren't remotely as bad as in the vanilla game, or my mod. It's inheriting Thinker's lenity / nerfing in that dept., I'm guessing. So mines early instead of mines way late, like in the era of Hybrid Forests, is way different gameplay.
I think I quit mid to late game because there was no point to having a war for some reason. This happened every game. Was it the sheer pile of cities on the map? I played a Huge map, so that I can accurately compare the differences with my own mod, which is designed for Huge maps. I know WtP wasn't designed to be especially so. But for me personally, it's the best yardstick for comparing apples to apples.
It wasn't because militarily I was losing. Generally speaking, I seemed to be winning. But by midgame, bored out of my mind.
Oh, and I do remember one total non-feature compared to my mod. You got rid of instant movement mag tubes. Yeah, it's more realistic. It's also so incredibly dull, trying to move units on a Huge map when you can't get them anywhere fast. Push, push, push, push, push.
I'm remembering another thing that really irked me. Secret Projects are godawful prohibitively expensive. Yet, the AIs manage to build just about all of 'em. At least on a Huge map, things are so spread out and it's so hard to move units to interfere with anybody, that AIs can just allocate a few cities to build SPs for quite a long time. Because they're so spammy with cities, in a way that I'll never be as a human player. And they've got the Transcend minerals bonus, so it's not quite as painful for them to build long term stuff as it is for me. So they end up with 90% of the SPs, split between all of them more or less equally, it seemed. I could get 2 at the beginning if I really tried hard, but otherwise, forget it. Tech acceleration guaranteed they'd start earlier than me and finish before I even got a chance to try.
@Bear, to be clear, my list of problems was hypothetical.
i'm tracking with you much better now. I see that it is the bending of the avg economic curve that's a challenge, not the tech cost curve; and that solutions need to be as non-invasive as possible.
One idea, is to not be so totally universal in how you bend the tech cost curve. For instance, maybe you scale the economic-tech costs up differently? Perhaps, you provide a transformer at the beginning, but explicitly increase the cost of the first few economy techs?
In StarCraft2, eventually the did the same thing. Early game was too boring for expert players and for audiences, so they gave you like 3x the number of workers at the beginning of the game, but made your resource supply less durable.... leading players to lots of fun action at the start, without causing the game to end any faster and without skipping the early game entirely.
So, in terms of this mod, something spiritually similar could be implemented. Heck, it could even be a matter of giving people a terraformer, but then increase the cost of building terraformer, by 15%, decreasing the efficiency of terraforming by 15%.... leading to a more interesting early game, without shortening the game?
Absolutely do please increase the rail movement modifier substantially. I play Huge maps. Going only 2x faster is not enough. Queuing unit push orders for yet another later turn is not enough. The whole game becomes a bog where you can't get anything done. Can't knock off this city, can't knock off that city, have to wait around forever for anything to happen. BORING!
While you're at it, I think increasing Foil speed to 5, and Cruiser speed to 8, is substantially more civilized on a Huge map. I've been doing that in my mod since forever. Don't think I made planes any faster.
Think I did make Gravships faster, maybe put them to speed 18? Or is it 24? Or maybe that's what they end up with reactor multipliers. Gravships are a good benchmark for how fast things should arrive in a region, on a Huge map. There's a delay in deploying them, and you have to think strategically about moving them if you're not doing orbital insertions. But they will get to where you want, and you won't be waiting forever for it. Mag tubes should be working at a similar speed. I should be able to cross an 18..24 square region in 1 turn, no problem. For an infantry unit that's a 8x speed multiplier.
And if you're able to get really simulation fancy about it, faster vehicles shouldn't move any faster on a mag tube. They're gonna be mounted up on a rail bed and then offloaded. Don't know if that's major change to code though. Or screws up AI's ability to calculate distances and paths.
BTW one of my least favorite vanilla bugs in the whole universe is Formers chickening out at borders and derailing themselves. Did Scient's patch or your mod fix that by any chance? It's only the non-combat units that do it. They're chicken about "interference".
For now, I'm going with 8x as the recommended mag tube multiplier for all maps. That makes a Giant map actually giant in some way, rather than mag tubes being scaled up depending on map size. I don't really believe in that.
I will pay attention at some future time, whether non-combat units derail themselves in the presence of enemy borders.