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I'm going to keep playing this mod for the foreseeable future and I feel no need to try any of the other mods out there (none of which I have played before).
I thought Zak would be my pal but he never gave me any tech even when pacted,
and he ended up in long-time alliance with Miriam of all people.
I'm slowly grinding Lal down but Zak's research is just ridiculous.
It's about 2360 now, I just got photon armor and chaos gun, but it feels a very marginal advantage and I feel as though I'm just doing everything I can to keep him from running away with it. Very great fun!
Here are the particular things that I'm not as fond of, mentioning just to make my feedback as useful as possible.1) I was surprised to see magtubes come out so early. It's certainly useful in home territory, but it makes invasions so much easier because it eliminates maneuver. Once I take the first base, I just pick which square I want to attack the next base from and I'm there instantly. I get extra attacks because I spend no movement points. I would recommend removing it to a good deal later in the tech tree.
2) The removal of the infantry bonus vs base seems to have rendered infantry without a purpose.
The only reason I've been able to find for building them anymore is if I'm attacking a base filled up with AAA + ECM units, which is rare.
Again it makes invasions less complicated because I can just build a bunch of rovers or hovertanks and attack whatever units and bases are in front of me without discrimination. I think it would be better to be forced to build a diverse task force and to have to be attentive to which targets are attacked by rovers vs infantry. I do like the +25% base defense bonus, so I think restoring the infantry bonus vs base at 25% or even just 15% would be beneficial.
It makes sense for base defenses to be better suited to destroying large tanks and jets rather than infantry.
3) +2 Economy is very easy to achieve and maintain via SE choices. I think I ran it the whole game as the Spartans, which just felt weird. It's too good to pass up though, so I'm having a hard time envisioning a scenario in which I wouldn't run it the whole game.
I think the penalties should be increased or else the Economy bonuses removed from a couple of the SE choices. I do think it would be fine to allow +2 Economy (obviously for a non-Morgan) achievable with a Future Society choice, combined with an early choice. Hope that makes sense.
4) Lastly, and this may be luck of the draw on the maps I've played, but the Alien factions feel very weak, like positively weaker than most of the human factions.
It was strange to end up next to them as Morgan, when formerly I would have nearly just given up, only to roll over them with ease.
I am glad they are nerfed from vanilla, as I feel they were too powerful then, but it turns out I kind of miss being scared by being next to them.
I think that's about it. Again, great job on the mod and I look forward to many more very fun games playing it.
I said that it's rare for the AI to have a base with multiple of both types of units.
I'm finding the AI to have either ECM or AAA on the vast majority of defenders and ships
Now, about the infantry. I'm seeing unarmored fusion chaos infantry is cost 50, unarmored fusion chaos rover is 70, and unarmored fusion chaos tank is 80.
Surely the infantry should be 1/2 the cost of rovers
and 1/3 the cost of tanks (that being their ratio of attacks) to still make sense to build them, assuming infantry has no other advantages? In other words, why would I not pay 20 more minerals to double the attacks, or 30 more minerals to triple the attacks, all else being the same?
Also, I've found that the AI is still building lots of infantry units.
it would seem that any bonuses given to infantry would therefore benefit the AI *more* than the player, the player being highly unlikely to build such a lopsided amount of infantry.
If the goal is to benefit the AI, maybe removing the rover's open terrain bonus would be more beneficial than nerfing the infantry. After all, the rovers are compensated by their number of attacks and movement points.
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000