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Fix the MP faction graphics bug100Create the possibility for "interlude landmarks"100
1. Create the "Focus Research" production option, a research equivalent to "Stockpile Energy".
4. Enable bombing as artillery for air units. Air artillery would be at range 1 and only against non-air targets (and would have the effects of nerve gas against bases).
5. Make it moddable to require a network node in a base to carry out techsteal and/or Kill Prominent Researcher in that base.
9. Make infiltration not necessarily permanent; instead, infiltration would create a "pool" that is then depleted over time, with the rate of depletion being affected by the target's PROBE rating; when it hit 0, infiltration would end. Repeating the infiltration action would restore the pool to maximum, and The Empath Guild would both increase the size of the pool and set it to maximum once built (but once it ran out, you'd need to infiltrate again).
10. Make an option that artillery vs. ship battles are to the death.
15. Allow faction bonuses for forest nutrients/minerals/energy just like for fungus
16. Allow setting of PROBE modifier to be immune to infiltration, and modifier to be immune to all probe team actions (as Hunter-Seeker Algorithm).
17. Turn the Caretakers' "cannot build Voice of Planet" and "cannot build Ascent to Transcendence and will declare vendetta on anyone who does" into faction features that can be applied to any faction for any project, facility, or predesigned unit.
18. Allow users to assign a single faction ability to each project or facility, to then apply to the base with that facility/faction with that project. (Start-of-game things such as TECH and UNIT wouldn't apply, of course, and something faction-wide like TECHCOST would work for projects but not facilities.)
19. Allow the cost of changing social engineering to be proportional to total population as well as difficulty.
That way, the limiting factor on terraforming isn't former numbers, so there wouldn't be a reason to get such a huge (and annoying to manage) number.
Voting is now closed, and the features and bugfixes slated for 3.6 are as follows:-I intend to fix the creche morale bugs once and for all, and while I'm at it make it somewhat moddable in terms of effect on units homed to that base, as well as enable some modding of probe team morale rules.-I intend to implement "bombing" (air artillery).-I intend to implement an "interlude landmarks" system. A guide to using the system will be included with the patch.-I plan to check how difficult it will be to allow non-permanent infiltration; if it's not too hard, I intend to implement that as well.-Territory rules for sea bases, and for sea bases affecting land spaces and vice versa, will be moddable.-Disabling autodesign will apply to reactor-based autodesigns as well.-The prompt about breaking a truce/treaty will apply before attacking with artillery or having air attacks intercepted.-Scient has done quite a bit since his patch version that Kyrub (and then I) built off of, and I plan to start implementing some of that as well.
I'm not sure what "auto plant forests" would mean? I don't want them planted everywhere, only on flat terrain that's arid or moist.
You can always chop them down.
Another idea is having the green settings affect how many resources you get from forests.
That doesn't make any sense. It means the capability of the Former is being wasted. It also means I'd have to do more mouseclicks correcting its stupidity.
I'm inclined to view that as unrealistic. Going "Green" generally means embracing sustainable practices,
Some people like to plants forests all over the place. I'm one of them and I don't think I'm alone.
Besides you get minerals for chopping them down as I recall.
They also look nicer than mines or farms.
Trees grow back after you cut them. Besides using a forest doesn't just mean chopping it down for wood.It should represent a host of smaller decentralized industries. From hunting to building materials to processing wood for fuel.
The point may be moot but I'll respond anyways.Quote from: Yitzi on January 21, 2016, 09:37:29 pm15. Allow faction bonuses for forest nutrients/minerals/energy just like for fungusNo. That's grossly unbalancing. You're supposed to have to obtain Ecological Engineering to get to a 4 minerals threshold on most tiles. If you can just plant forests and get 3 minerals instead of 2, well that's some kind of silly baby game where the person who plants the most forests wins. Getting a bonus for n/m/e means finding a resource bonus and putting your city in range to work it. Or building your supply crawlers like you're supposed to.
Quote16. Allow setting of PROBE modifier to be immune to infiltration, and modifier to be immune to all probe team actions (as Hunter-Seeker Algorithm).And why should anyone ever be allowed to do that? Probe teams are overpowered, but that doesn't mean it should be "fixed" by having someone become magically immune.