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IRL, hulls are still prefered over foils because they're more resistant to foul weather.Once waves become to high, foils need to stay in port.
I remember an early screenshot showing foils on land, which also makes sense (though possibly not over rocky ground?). I think if the game was to be significantly redesigned foils and cruisers should be differentiated better, but not necessarily swapped.
I have them swapped in my alphax.txt, just as Mart described. It just feels right to me
#CHASSIS...Foil: Moves 7 instead of 4. Note, appears later than Cruiser.Cruiser: Moves 5 instead of 6. Cost reduced to factor 4 instead of 6....
; Names..., Speed, Triad, Range, Cargo, Cost, Preq, ...Large names...; Speed = # of moves; Triad = Movement (0=Land 1=Sea 2=Air); Range = Range in turns from base (air units only); Missile = Chassis is a "missile" (destroyed after attacking); Cargo = # units transported (multiply by reactor rating); Cost = Cost factor of chassis type (normally equal to speed)...#CHASSIS...Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 7, 1, 0, 0, 2, 4, AdapDoc, Megafoil,M1, Superfoil,M1,Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 5, 1, 0, 0, 4, 4, Industs, Battleship,M1, Monitor,M1,...
Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 4, 1, 0, 0, 2, 4, DocFlex, Megafoil,M1, Superfoil,M1,Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 6, 1, 0, 0, 4, 6, DocInit, Battleship,M1, Monitor,M1,
To me, the SMAC(X) foil graphic looks more to a hovercraft then a (hydro)foil. What with the bottom 'skirt' the design shows.
Yes, I wonder why they named it foil? Maybe some people call hovercrafts foils?
So you would keep air domain for such hoovercraft? It would have movement on land and sea in that case. But what with the game applying air benefits/penalties for it?