Author Topic: can't even play my own mod  (Read 730 times)

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Offline bvanevery

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can't even play my own mod
« on: October 15, 2018, 07:13:55 am »
Stared up SMACX AI Growth mod version 1.21, the latest.  Huge map, random factions.  Got Lal.  Totally forgot that I'd given Lal +2 GROWTH.  Got gifted with a start next to the Monsoon Jungle and no competitors for it.  Had the intent of testing whether I'd broken the game by making hovertanks available too early.

And what actually happened?  Stagnated due to piles of growing.  Geographically isolated by fungus and water.  Went Fundamentalist trying to fix my unhappiness problem.  Built way too many probe teams.  Belatedly started building Rover Formers to try to cut through the pile of fungus.  Got Social Psych extremely late due to keeping default "Explore, Conquer" focus, although I might have expected to get it sooner since in my mod it is an Explore tech.  Zhakarov finally brings some units down to bother me, over the fungus.  I can't subvert them because he's got a stack of 4 all together.  I'm feeling completely stupid that I have such an excess of probe teams that aren't useful for anything.  Managed to play to 2 AM with this unproductive nonsense.  Quit!

I believe in the same situation, the AI would actually have seriously outperformed me.

Offline bvanevery

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Re: can't even play my own mod
« Reply #1 on: October 15, 2018, 09:03:23 am »
I tried again, playing from 2:30 AM to 4:00 AM.  Oddly I got Lal again.  This time I settled my capitol on the lava dome of Mt. Planet.  Only recently did I realize you can settle the middle of an active volcano, because I saw the AI do it!  Previously I had always settled for a flat prominence, pun intended.  I did "ok" but spread insufficiently, thinking that my +2 GROWTH was going to cause my cities to get reasonably big reasonably fast.  They didn't.  I'm realizing that bonus may sound like a lot, but does not actually amount to that big a deal.  Which is why presumably I awarded it.

Offline bvanevery

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Re: can't even play my own mod
« Reply #2 on: October 15, 2018, 03:52:44 pm »
This morning I tried again.  Got the illustrious Datajack Roze, who in my mod doesn't need to infiltrate to get techs.  That oughtta be an awfully convenient way to start the game, eh?  I start with 2 supply pods near me.  I usually take advantage of the beginning of the game near immunity to mindworms to pop these things.  The 1st one gives be a fungal bloom, ruining my landing site!  The 2nd is now on a river square with fungus.

No matter, I figure I'll move a colonist onto the clear part of the river, then just walk upriver next turn. I'm thinking, even on fungus, on Turn 2 a mindworm can't kill me.  And for extra efficiency, I'll walk my other colonist onto that colonist, so that I don't need my Scout to do that "fungus crossing" job.  It can go after another pod.  Sounds nice, right?  Well, I do pop a mindworm.  No problem, units are all but immune to mindworms, right?  I'll just put both colonists in the same sqaure, what can possibly go wrong?  Even if they both die, I'd just restart somewhere else on the map, which wouldn't be the most awful thing ever.

Rozey Mindworms
Rozey Mindworms

Guess what?  I was half right about the immunity.  I believe the colony pod that was attacked, was completely unscathed.  But I forgot about splash damage, because who would think of that?  Surely, if you don't take splash damage in an attack, things can't get killed, right?  Well they weren't that careful about it.  Splash damage did kill my 2nd pod, I think.

Well I almost quit this thing, not "rage" quit exactly, but definitely "peeved" quit.  In the course of writing this up, I remember that I could go back a turn and just do it over.  Am I even right about my mindworm assumptions?  Went back to Alpha Centauri Autosave 2.SAV and anti-save-scummed until I got a mindworm again.  Now I've saved that game, here's what I'm working with.  2/3 of a move remain for the colony pod with the mindworm next to it.  My other units haven't moved.

Contemplating the Illustrious Mindworm
Contemplating the Illustrious Mindworm

I figure, my whole tactic is based on the assumption that I can't die on turn 2 from a mindworm attack, even while standing on fungus.  So I don't need the Scout for anything.  I pop the 3rd pod with it.  Almost to tempt me, that yields a Unity Rover.  I save the game, because I want to prove that I can be cheeky.  The Rover has yet another pod next to it, but it's in fungus and it wasn't easy to tell that.  I reload my game to prevent waste of motion from fungus I should have been made to see, and just move it somewhere else.  My other colony pod stuck in the fungus, I try to move to another square, knowing that it won't be able to.  I've got the move to burn, might as well do something with it.  I save my game and hit Turn Complete.  I find out...

Death Is Good
Death Is Good

...my belief is wrong.  A mindworm can kill you at the beginning of the game if you are standing on fungus.  And oddly, no splash damage is inflicted on a 2nd colonist.  Whatever!

Death to Mindworms
Death to Mindworms

I go back to when I popped the Rover.  I use it to kill the mindworm.  I move my 2nd colony pod onto the river fungus my 1st colony pod is occupying.  I move my 1st colony pod 1 more square along the river and found my capitol.  I rename it to "Mindworm SNAFU" to honor this near debacle.  It's pretty much the same settlement plan, except a mindworm appeared, then a Rover conveniently appeared to kill the mindworm.  Whatever!

I played for a few more hours, but got bored and quit.  A rockfight with some Caretakers.  I guess I'm not enamored with Huge maps right now.
« Last Edit: October 15, 2018, 05:28:29 pm by bvanevery »

Offline bvanevery

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Re: can't even play my own mod
« Reply #3 on: November 03, 2018, 02:37:35 pm »
Once again I get a sea base taken over, because I keep forgetting how vulnerable they are to Foil Probe Teams.  Once again I quit.  In this game as Zhakarov, somehow I didn't even manage to acquire probe team capability, despite being Unsurpassed.

 

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