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I am with you on that, man. Didn't understand the context, though. I am not working with SE in this topic.
Psi combatPsi combat should have equal base odds regardless of realm. This way secondary factors like Morale, Planet, attack and defense bonuses play tremendous role and force player to chose SE models wiser. Free Market's -3 Planet now is really bad penalty. In other words, you still can tune you faction for psi combat but you have to make specific SE choices and pay the price.
I've created simple program that reads technology tree and calculates statistical average for each technology discovery sequence.
An alternative approach taken in AI Growth mode is to hard chain military technologies to ensure strict item progression.
In short, advice for novice players: don't build land mixed units (attack + defense)
and don't build air armored units (obviously) - they are ridiculously expensive.
To align them the only choice I had is to add 1 to chassis price of land units making them 2-3-4 for infantry-speeder-hovertank, respectively.
That changed the cost of some non combat units too but it is easy to fix since most not combat units have their price slot in alphax.txt.
Overall I made speeder price equal its weapon strength, infantry is 25% less and hovertank is 25% more than that.
To compensate for that and to aid AI I increased sensor bonus to 50%.
I removed penalty for ship caught in port. I don't really understand this. Sea battles are insanely skewed toward attacker even more than land ones.
The only active defense you can build in sea bases is air or sea units.
And now this sea unit in base that suppose to be active defender is penalized??? P-lease.
Instead I reverted this penalty into +100% bonus for ship in port.
I removed penalty for non combat units. Do not really understand why it was there.
To make sure they die 100% at any encounter?
Where is variety in that? Giving them some survival chance make every battle more interesting.
Bumped prototype cost to +100%.
I was thinking to raise it to +200% instead. This would slow down fast military technology adoption giving you a choice whether you want to prototype something new or keep up with old stuff.
Also at this prototype cost rate skunkwork becomes a very important addition.
Quote from: tnevolin on November 08, 2018, 08:27:31 pmI am with you on that, man. Didn't understand the context, though. I am not working with SE in this topic.Thought you were? This:Quote from: tnevolin on November 08, 2018, 08:20:03 pmPsi combatPsi combat should have equal base odds regardless of realm. This way secondary factors like Morale, Planet, attack and defense bonuses play tremendous role and force player to chose SE models wiser. Free Market's -3 Planet now is really bad penalty. In other words, you still can tune you faction for psi combat but you have to make specific SE choices and pay the price.
Psi combat equalized.1,1, ; Psi combat offense-to-defense ratio (LAND unit defending)
This one just taken from some other mod. Don't remember which.50, ; Combat % -> Fanatic attack bonus
Taken from some other mod. Feels like it makes sense.15, ; Combat % -> Psi attack bonus/penalty per +PLANET
Disabled rest of reactors.
Missile Launcher, Missile, 6, 2, 6, -1, OptComp,
Chaos Gun, Chaos, 8, 0, 8, -1, Fossil,
Resonance Laser, R-Laser, 9, 1,11, -1, Bioadap,
Plasma Steel Armor, Plasma, 5, 2, 5, Chemist,
Pulse 8 Armor, 8-Pulse, 24, 1,11, Solids,Resonance 8 Armor, 8-Res, 20, 1,10, SentRes,
Quote from: tnevolin on November 08, 2018, 08:32:42 pmI've created simple program that reads technology tree and calculates statistical average for each technology discovery sequence. I think it is not generally possible to give 1 statistical output for this.If I have failed to understand your methodology, I apologize.
Quote from: tnevolin on November 08, 2018, 08:43:57 pmIn short, advice for novice players: don't build land mixed units (attack + defense)It can make sense if you're trying to crack an enemy city that is heavily defended with artillery, and you don't want to bring in your own artillery. If you bring a mixed force of pure offensive infantry and pure defensive infantry, the pure offensive infantry are going to take enormous amounts of artillery splash damage and be rendered useless. Whereas, if you approach only with armored infantry, they will not. Not unless the artillery is way more powerful than the armor you're using.
QuoteThat changed the cost of some non combat units too but it is easy to fix since most not combat units have their price slot in alphax.txt.Not true. Predefined units don't exist for things like Fungicidal Formers, Super Formers, Super Fungicidal Formers, Foil vs. Cruiser variants, and different reactors put on them. All of these are dynamically designed by the game, or by you the human player. There is no method in the standard game to specify a reactor size for a predefined unit, a real problem I've run into recently. I just happened to read that Scient's patch version 2.0 has that feature. However, I'm not currently prepared to require Scient's patch or any other patches. Especially, the more and more I get out on YouTube looking for ways to push my work, the more I'm realizing there are people who have never played SMAC before. Asking them to try my mod is already a lot to ask. Really need slicker installers and packagers and downloaders to handle this sort of problem... but first has to come something even more basic, getting more people playing the friggin' game.
Quote Overall I made speeder price equal its weapon strength, infantry is 25% less and hovertank is 25% more than that. Huge issue is when you get hovertanks. They come absurdly late game in the original game, so who really cares what they're priced at then. In my mod, I put them on Tier 4. These things are gonna get used. They move 50% faster than a Speeder, so they should cost 50% more. Unless it's going to be the "once you get it, you win" technology.