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I got steamrolled by the Free Drones.
Is there a changelog with all the changes, not just the changes from one version to another?
Is there a tech tree to consult, as opposed to fumbling through the datalinks?
I don't want to sound like a choosing beggar but I feel it's hard to plan without having a clear idea of where the new techs lead.
With +4 econ the take I haul in is just indecent and should inspire an "Occupy Borehole Cluster" protest against inequality or something to that effect.
Looks like I did my job. The game has some shelf life for you yet.
SMAC was limited in what it offered. However, as a matter of game design, one could go even farther with what they did offer. They offered "Blind Research", where you don't just get to pick the next thing you're working on. Well, what if like in real science, you don't even know what discoveries are possible? It's a valid way to try to design a game. It would have quite a burden for player expectations though, and those would have to be met somehow. You think about the game in terms of planning your tech strategy, because you have that available to you. Well what if you didn't? You'd need something else to strategize about.This kind of question, has me scratching my head and rubbing my chin, about "what I would do" in a similar 4X TBS title. Choosing "what you're going to discover" is teleological. It's non-sensical. But as a play mechanic, what would I replace it with?
An even more vexing question, is what it means to "win". In real life, is the United States "winning" ? It won WW II, but it hasn't actually won anything since then. If your goal isn't to take over the planet, then what's to win? The idea of winning, is either archaic, or despotic.
Code: [Select]if (PlayersData[factionID].SE_ProbeBase <= 0) { if(tech_is_preq(techID, Facility[FAC_HUNTER_SEEKER_ALGO].preqTech, (PlayersData[factionID].AI_Tech != 0) + 2)) { if (!PlayersData[factionID].AI_Power) { valueRet *= 2; } if (PlayersData[factionID].AI_Tech) { valueRet *= 2; } }}
if (PlayersData[factionID].SE_ProbeBase <= 0) { if(tech_is_preq(techID, Facility[FAC_HUNTER_SEEKER_ALGO].preqTech, (PlayersData[factionID].AI_Tech != 0) + 2)) { if (!PlayersData[factionID].AI_Power) { valueRet *= 2; } if (PlayersData[factionID].AI_Tech) { valueRet *= 2; } }}