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# Slow down weapon progression to bring it to about 3:2 best attack to best defense ratio at any given point in time instead of 2:1 as it is now.
# Remove small attack and defense bonuses those make no sense. Like infantry +25% against base. Why on earth attacking unit in base would be more effective that in plain? I never understood a strategical need for this. Same goes for 25% intrinsic base defense. It is too small to make a big difference. If one wants to protect a base they need to build a Perimeter - that's it.
# Make all psi attack base odds 1:1 everywhere. Currently the 3:2 ground psi attack odds encourages unlimited planet pearl harvesting and worms harvesting.
With 1:1 player will be cautious about natives as it should be.
Strategically placed fortified units in a bunker should be able to at least deflect first attack against contemporary weapon even if weakened in half by bombardment.
Comm jammer is not applicable against ships.
Without ZOC at sea enemy ships can surprise attack any of your bases.
So you need sea or air defenders in all of them and not only one. This is insanely expensive.
My understanding of strategic game is that ... That is why they are called strategical after all.… That, in my mind, is a cornerstone of strategy games appeal.
Now the best flat field defense bonus is 1.5 * 1.25 = 1.875 (bunker + sensor)... The base with perimeter is a little better: 2 * 1.25 = 2.5.
So overall sea bases are helpless against even contemporary weapon. The only way to effectively defend it is with own ships and aircrafts.
Quote from: tnevolin on October 18, 2018, 08:42:17 pm# Slow down weapon progression to bring it to about 3:2 best attack to best defense ratio at any given point in time instead of 2:1 as it is now.In my mod the ratio of weapon to armor power in the tech tree is 1:1. There are more weapons than armors in the tree so parity is reached, then weapons creep forward, then parity is reached again. I had heard too many complaints over the years about armor being pointless because the weapons are so powerful. I tried to adjust that.
Quote# Remove small attack and defense bonuses those make no sense. Like infantry +25% against base. Why on earth attacking unit in base would be more effective that in plain? I never understood a strategical need for this. Same goes for 25% intrinsic base defense. It is too small to make a big difference. If one wants to protect a base they need to build a Perimeter - that's it.The idea is that infantry do a better job in crowded streetfighting conditions. This is historically accurate. Tanks, especially Cold War tanks that were designed for the plains of Europe, aren't so good in the 3D combat of a modern urban environment. It is possible to make "street fighting" tanks and vehicles that do better in cramped quarters, but it's a specific kind of design, and infantry do generally have real world advantages in such environments. Whereas out on the plains, infantry get killed.You might be getting hung up on the idea of the infantry "attacking". Instead consider how they are "performing". Of course they should be getting +25% attack and defense in a base, meaning you want your city to defend with infantry. Or else infantry is +0% and various vehicles get penalties. For a sci-fi game, it is significant that they didn't bother with powered armor. It would have obvious advantages in urban combat.
Quote# Make all psi attack base odds 1:1 everywhere. Currently the 3:2 ground psi attack odds encourages unlimited planet pearl harvesting and worms harvesting.You mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.
QuoteWith 1:1 player will be cautious about natives as it should be. One thing I did do in my mod, is take away free Trance and ECM abilities. You have to pay for those. This in essence makes mindworms tougher on offense, because they face fewer units specifically designed to defend against them.
QuoteStrategically placed fortified units in a bunker should be able to at least deflect first attack against contemporary weapon even if weakened in half by bombardment.I took bunkers out of my mod entirely. The AI builds them obsessively when it should be developing other terrain improvements. Then it never populates those bunkers, instead just creating liabilities when a human player invades their home territory. Human gets all this great free defense that the AI built for it. Forget it!
QuoteComm jammer is not applicable against ships.It isn't? I thought ships are "fast units".
QuoteWithout ZOC at sea enemy ships can surprise attack any of your bases.So strategy might say not to invest in the sea then. You were interested in strategy. Are you sure you aren't just making synonyms for "turtling up" rather than strategy?I did make Sensor Arrays buildable on water, i.e. sonar buoys ala Call To Power. I'm told that they won't give any defense bonus on the water though. Still, being able to see what's approaching is valuable.
QuoteSo you need sea or air defenders in all of them and not only one. This is insanely expensive.I cut chassis costs in half for foils and cruisers. They are equivalent in cost to speeders and hovertanks. Expense problem solved. I've had naval wars against the Hive where I took a whole lot of his sea bases. Then he counterattacked with his own ship spam and foil probe teams, taking back most of what I'd gained. The naval wars are more fluid now. Easy come, easy go. Like water itself!
Quote from: tnevolin on October 18, 2018, 08:42:17 pmNow the best flat field defense bonus is 1.5 * 1.25 = 1.875 (bunker + sensor)... The base with perimeter is a little better: 2 * 1.25 = 2.5. A little clarification that furthers your point even more: I believe those boni are additive, not multiplicative.
Quote from: tnevolin on October 18, 2018, 08:42:17 pmSo overall sea bases are helpless against even contemporary weapon. The only way to effectively defend it is with own ships and aircrafts. Another little clarification: Naval Yard provides +100% defense against ships.
As I understand it, SMAC is all about active defense, i.e. counterattack with mobile forces: rovers on roads, ships, aircrafts, probes. Only groups of combined arms defenders in prepared locations stand a chance against attack in force, and even that only to buy time to bring reinforcements. And in my humble opinion this more dynamic warfare is good. Less turtling makes the game better, just not to the point of simple exchange of devastating blows - leave that to Blanet Buster apocalypse. After all it's not ancient times with years-long sieges. Except maybe air power should be nerfed somewhat. If only AI could execute active defense better!However, another defense buffing mod is always welcomed.
One can develop stronger weapon earlier on purpose and other can opt for better armor.
So it varies. I just wanted to avoid situation of 8 weapon fighting 3 armor or something.
Anyway, with other defensive bonuses this going to bring defense on par of somewhat better.
OMG, man. "historically accurate"? I've heard this stupid argument a lot of time before but didn't expect it from you taking that you are seriously focused on balance. Pardon my language. Didn't mean any offence but, seriously, let's not appeal to real life while creating a game!
The idea of giving different bonuses to different unit types is to support variability.
Quote from: bvanevery on October 19, 2018, 04:02:24 amYou mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.It doesn't matter who bother to do what. What matters is the exploit is there and don't want it to be there.
You mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.
Besides, this is not the most important aspect of psi ground combat. The more important one is base defense against random worms and psi warfare. Existing ratio is too high it is a guaranteed kill of unit in a base without additional psi ability. I don't want the attacker to have free advantage.
Hmm. I noticed this too. I agree bunker doesn't help AI. How did you get rid of it without exe patching?
Bunker, Disable, Bunker, Disable, 5, Construct $STR0, K, K
But then without bunker how do you bump up defense in a field?
Nope. Read docs. It says it there explicitly. I would love it to extend to naval.
Let me reiterate it once more. It's not about strategy. It's about making game strategical. Which means: every choice should be viable in some way or another. If they have an ability to build sea bases then they should be defendable at least with some effort. No level of efforts help protecting them in vanilla game. Whoever has bigger armada eventually knocks out all enemy ships and takes all sea bases with zero loss. That is not a strategical game.
Aha. That's a good solution. I should try it. Is it all in your AI growth mod now?
By the way, bvanevery.I want to apply your mod to Yutzi's patch and Binary Dawn. I guess since it is all alphax.txt I should be able just cut and paste it and get best of both worlds. Any special things I should keep in mind besides that?
Quote from: tnevolin on October 19, 2018, 02:26:57 pmOne can develop stronger weapon earlier on purpose and other can opt for better armor.Um, actually, you can't. Not unless you're an Alien, or playing with directed research turned on, which I consider to be cheating. Ordinary blind research is you can choose Explore, Discover, Build, or Conquer, that's it. And in my mod, both weapons and armor are strictly Conquer techs, they have no overlap with any other category. So in my mod you can choose to research weapons and armor or not research them, that's all the choice you have about it. There are more Conquer techs than anything else in the tree, so whether you get stronger weapons or armor first is pretty much random. The only way you're going to get a lot better of one or the other is if your research rate is very fast.
QuoteSo it varies. I just wanted to avoid situation of 8 weapon fighting 3 armor or something.It happens all the time. So does fighting with Fusion Power units against fission units. In Civ terms I think of it as a Colonial slaughter. I considered taking Fusion, Quantum, and Singularity reactors out of the game but I didn't do it. I tried to shove them all the way to the end of the tech tree for awhile, but that didn't work as it was very annoying to suddenly go through 3 tiers at the end. Also the Unit Design Workshop got very cluttered because there was no point at which units would become obviously obsolete. I eventually went back to the way the unmodded game mostly does it, although I think due to the breadth of Conquer techs available, Fusion Power actually comes a bit later. Maybe late midgame.
QuoteOMG, man. "historically accurate"? I've heard this stupid argument a lot of time before but didn't expect it from you taking that you are seriously focused on balance. Pardon my language. Didn't mean any offence but, seriously, let's not appeal to real life while creating a game!There is nothing inherently invalid about taking a Simulationist approach to game design. GNS Theory is the usual way in which I personally consider the concerns.
QuoteThe idea of giving different bonuses to different unit types is to support variability.This approach is inherently Gamist. A Simulationist says if tanks are supposed to die in the streets because they can't move around, then they must die. Regardless of whether that creates interesting choices for a player or not. I say it does create a choice: the choice not to be stupid with urban combat.
QuoteQuote from: bvanevery on October 19, 2018, 04:02:24 amYou mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.It doesn't matter who bother to do what. What matters is the exploit is there and don't want it to be there.Ah, but that's what you want. I don't feel like dictating how to play the game, when the payoff comes from doing a pile of real world work. Let's put it this way: if we had a competition where the goal was to win the game fastest in real time, not turn time, I think the mindworm farmers would lose. Some people want to build and sandbox when they're playing the game. I don't see a reason to stop them when their excessive micromanagement isn't terribly consequential to the ordinary flow of the game.
QuoteNope. Read docs. It says it there explicitly. I would love it to extend to naval.It says, "50% defense bonus against ground units with more than 1 move (Speeders and Hovertanks)." It doesn't talk about ships. I think the bonus might still be applied to ships attacking a unit in a sea base, regardless of whether or not it's documented. I'm certain it doesn't apply to air attacks. In my mod, ships are not allowed to have comm jammers, as I believe them to be "fast units".
For Yitzi, try to see if you can get Vidsek to make a public release of his own incorporation.
3, 4, 5, 6 yields 100%
Not familiar with Vidsek. Why do I need a special release?
Actually, it would be much much easier and natural to chain military technologies together to assure higher weapon and armor ratings come in succession.
Quote from: tnevolin on October 19, 2018, 07:21:09 pmActually, it would be much much easier and natural to chain military technologies together to assure higher weapon and armor ratings come in succession. I did that. The Conquer sequence is pretty much the backbone of the tech tree.