gratuitously obsolete |
gratuitous yet again |
ephemeral blessed unit |
You mean obsolete cheaper inferior unit? I think it already does it.
2.0 to 1.6 it is still a huge jump for undeveloped civilization.
I guess this is the consequence of Thinker mod making AI faction smarter in terraforming and thus developing faster which speeds up common research pace too.
Although, upon thinking, it does seem about normal to uncover 25-30% of research by turn 100 assuming
You mean obsolete cheaper inferior unit? I think it already does it.
No no no, the opposite! The criteria for obsoletion should consider whether a unit is cheap and useful. If it is, it shouldn't just cancel the design.
2.0 to 1.6 it is still a huge jump for undeveloped civilization.
In my mod, first I had to stabilize the appearance of the reactors in my tree. That took some time because many direct and indirect factors could cause me to move a tech around in the tree. Then I had to make sure that the paths to reaching the techs were equitable. I've had very easy paths to get to Fusion power, very obstructive paths, and I think now I have something sort of in between. How you weight the tech changes very much how quickly or slowly it is discovered.
After my regime of Fusion Power and Quantum Power were settled, it took several iterations of manually tweaking unit costs, before I found a balance of chassis, weapon, and armor costs that seemed reasonable to me. I may have nailed it now, but my provisional results are still subject to other people's playtesting and complaining. People could still tell me that they think things are unfair. But I think I've at least stepped away from the ridiculous. I've had enough iterations to figure that out. For awhile I had some grossly expensive late game units, and I toned that down recently. The real trouble with deciding such things, is you have to actually get to a late game to experience those costs firsthand, to have an idea how much they really impact. It's always more difficult to get to a complete late game, they take a bloody long time to play.
All of these costs are tied together in a web. It's not generally possible to figure out a simple formula for what the costs should be, because the web is sufficiently complex.
I guess this is the consequence of Thinker mod making AI faction smarter in terraforming and thus developing faster which speeds up common research pace too.
I don't believe in establishing any game rules or phenomena with Thinker Mod egging anything on. To me, the purpose of Thinker Mod is to find the exploits that it likes, and then plug them as best I can. This also somewhat simulates a human player who likes to use exploits. Often I can only delay the exploit, I cannot end it entirely. Huge delays are an important tool though, i.e. no Thermal Boreholes until the late midgame in my mod.
You of course aren't required to use Thinker Mod's default settings to create an experience though! You can tone it down or change it around however you want.
It doesn't sound like Thinker mod a I know it. You should read its description and/or play it.
And what is useful?
It doesn't sound like Thinker mod a I know it. You should read its description and/or play it.
Dude, go read the writeups of the 14 games I played of it earlier this year. Here's the last one (http://alphacentauri2.info/index.php?topic=21232.0) I tested. I haven't played it lately and I don't intend to.
Drop capability is somewhat expensive, so I have found that Fission Drop probe teams are often more cost effective than Fusion Drop versions.
2. Reactor doesn't change the effective HP. I.e. higher reactor burns HP proportionally faster. This way higher reactor doesn't give battle advantage but it makes units cheaper thus more economically effective. Unit with singularity reactor will be twice cheaper.
While you are at it, you could make both reactor impact on cost and reactor HP burn rate as you called it, adjustable through ini, since it will be hard to find a consensus among players on what values should be.
Hey while you're at it, look at upgrade costs. I just learned from the Reddit sub /r/alphacentauri that there's a pretty serious exploit where you can upgrade a supply crawler for very cheap. Way cheaper than you can then cash it in for Secret Project minerals.
2. Reactor doesn't change the effective HP. I.e. higher reactor burns HP proportionally faster. This way higher reactor doesn't give battle advantage but it makes units cheaper thus more economically effective. Unit with singularity reactor will be twice cheaper.
I was always thinking that would be the best solution, but didn't want to bother Inductio about it, since gameplay changes are not his thing. It gives quiet interesting effect, when max army size one can support doesn't change, but in case of total war across land border cheaper production allows to replace looses faster. That way reactor is both less overpowered and provides a different benefit than weapon and armor.
While you are at it, you could make both reactor impact on cost and reactor HP burn rate as you called it, adjustable through ini, since it will be hard to find a consensus among players on what values should be.
I'm not even sure on values I'd set for myself until I try it ingame, but I lean toward completely neutering combat advantage and changing cost reduction rates to 100/75/50/25, from 100/50/25/12,5 %
There is one more issue to consider though, you should also adjust calculation of combat outcome estimation, to not confuse both AIs and players decission making.
While you are at it, you could make both reactor impact on cost and reactor HP burn rate as you called it, adjustable through ini, since it will be hard to find a consensus among players on what values should be.
Think carefully about providing "ease of fundamental change" features like this. Is your goal to write a modder's toolkit? Or is your goal to popularize your mod?
If the latter, you need to make decisions, and then promote your game design. For my mod I don't run around apologizing or second guessing the changes I made. I do take input from other people and I do listen to what playtesters have to say. Tweaking your scheme yourself is very different from promoting a never-ending expansion of different forks to be tweaked. And I really don't believe in handing players the tools to turn important core features on and off, because that means (say) 50% of people who could have been playtesting your mod, now aren't. They're off on that other options path. Option-itis is a curse for any kind of testing: game, 3d graphics benchmark, doesn't matter, it creates work.
The considerate thing to do would be to document how you did your changes somewhere, so that other binary modders who want to grab your GPL licensed work and commit to doing something different with it, can do so. My version of that sort of thing is my CHANGELOG. Almost every gory detail of what I've done is in there. Only my 1st month of initial development is missing, before I made a release.
Yep. That is an exploit all right. Essentially it makes your project about twice as cheap to spend money on.
However, it is still extremely expensive to pay completely for. Big part of it is usually minerals.
Woo-hoo! Apparently I fixed this exploit even not knowing about its existence.
:D
I have found that Secret Projects cost a flat 40 minerals to avoid the big rush penalty. Even projects in my mod that cost 1000 minerals. I was led to believe that one had to complete 20% of a project in order to avoid the penalty. 40 minerals is indeed 20% of 200 minerals, the cost of the cheapest projects in the original game. However what I see is that it costs 40 minerals, period, The End, doesn't matter what the project costs.