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Here's what i was saying about combat problem with worms and psi combat. The way PSI combat works it turns out that its really bad idea to attack anything non-combat in enemy land due to territory bonus. Worm is relatively expensive and it actually badly loses attacking cheap formers for example. On screenshot in attachment formers are in base.. and its double bonus - and they are unarmored. Foils are also problem.. probes probably - AI at least builds armored probes.
Territory bonus is kind of understandable for military units - they are "trained".. but it turns out that non-combat is real pain for PSI attack. I had quite a few situation where these units did way better than equivalent trained/experienced defensive units. I read about combat goals of the mod - and its ok i can see how you want for example to have 8 str attacker die vs former on forest in his land (having 2 str total)... so its like 4:1 and say 20% of cases attacker dies.
10x the facility cost for an SP is quite high. You're often better off just building the facilities at that point. What's omitted is the opportunity cost. It takes one base longer to make the SP than individual ones. Ok, a human player can do mass crawlers to circumvent this but can the AI? The bigger opportunity cost for many SPs is all the labs spent. SPs should be a reward for investing in labs over other things like facilities or units. Otherwise there's not much advantage to being ahead of the curve, which leads to conquer being more of a dominant strategy over build. Or simply tech stealing because the SP race is so long.
Command nexus - looks way too expensive.
The Human Genome Project, 30, 0, Cyber, Disable, +1 Talent Each Base, 0, 0, 0, 0, 2,The Command Nexus, 30, 0, Poly, Disable, Command Center Each Base, 1, 2, 0, 0, 0,The Weather Paradigm, 40, 0, EcoEng, Disable, Terraform Rate +50%, 0, 0, 0, 2, 2,The Merchant Exchange, 30, 0, IndEcon, Disable, +1 Energy Each Square Here, 0, 0, 0, 2, 0,The Empath Guild, 60, 0, HomoSup, Disable, 2x Votes; Infiltrate Every Faction, 0, 0, 0, 2, 0,The Citizens' Defense Force, 30, 0, Subat, Disable, Perimeter Defense Each Base, 0, 1, 0, 0, 0,The Virtual World, 30, 0, Brain, Disable, Network Nodes Help Drones, 0, 0, 1, 0, 1,The Planetary Transit System, 30, 0, EnvEcon, Disable, New Bases Begin At Size 3, 0, 0, 0, 0, 1,The Xenoempathy Dome, 50, 0, Eudaim, Disable, Fungus Movement Bonus, 1, 2, 0, 0, 2,The Neural Amplifier, 60, 0, WillPow, Disable, Psi Defense +50%, 0, 1, 0, 0, 2,The Maritime Control Center, 40, 0, DocInit, Disable, Naval Movement +2; Naval Bases, 1, 2, 0, 0, 2,The Planetary Datalinks, 30, 0, OptComp, Disable, Any Tech Known To 3 Others, 0, 1, 1, 1, 1,The Supercollider, 30, 0, E=Mc2, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,The Ascetic Virtues, 30, 0, Magnets, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 0, 2,The Longevity Vaccine, 40, 0, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 2,The Hunter-Seeker Algorithm, 50, 0, Algor, Disable, Immunity to Probe Teams, 1, 2, 0, 0, 0,The Pholus Mutagen, 80, 0, AlphCen, Disable, Ecology Bonus; Lifecycle Bonus, 1, 2, 0, 2, 2,The Cyborg Factory, 80, 0, MindMac, Disable, Bioenh. Center Every Base, 1, 2, 0, 0, 0,The Theory of Everything, 40, 0, Unified, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,The Dream Twister, 100, 0, SentRes, Disable, Psi Attack +50%, 1, 2, 0, 0, 2,The Universal Translator, 30, 0, Integ, Disable, Two Free Techs, 0, 0, 1, 0, 0,The Network Backbone, 60, 0, DigSent, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 2, 0, 1,The Nano Factory, 40, 0, IndAuto, Disable, Repair Units; Low Upgrade Costs, 1, 2, 0, 1, 0,The Living Refinery, 60, 0, Metal, Disable, +2 SUPPORT (social), 0, 0, 0, 2, 0,The Cloning Vats, 100, 0, BioMac, Disable, Population Boom At All Bases, 1, 2, 0, 2, 2,The Self-Aware Colony, 60, 0, SentEco, Disable, Maintenance Halved; Extra Police,0, 0, 0, 2, 2,Clinical Immortality, 100, 0, NanEdit, Disable, 2x Votes; Extra Talent Every Base, 0, 0, 0, 2, 2,The Space Elevator, 100, 0, IndRob, Disable, Energy +100%/Orbital Cost Halved,1, 2, 0, 2, 2,The Singularity Inductor, 150, 0, ConSing, Disable, Quantum Converter Every Base, 0, 0, 0, 2, 0,The Bulk Matter Transmitter, 100, 0, Matter, Disable, +2 Minerals Every Base, 0, 0, 0, 2, 0,The Telepathic Matrix, 150, 0, Thresh, Disable, No More Drone Riots; +2 PROBE, 1, 2, 0, 2, 2,The Voice of Planet, 100, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, 2, 2, 2,The Ascent to Transcendence, 300, 0, Thresh, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,The Manifold Harmonics, 100, 0, SecMani, Disable, Bonus Resources In Fungus, 0, 0, 0, 2, 2,The Nethack Terminus, 60, 0, HAL9000, Disable, Stronger Probe Teams, 1, 2, 0, 0, 0,The Cloudbase Academy, 80, 0, Gravity, Disable, Faster/Stronger Air Units, 1, 2, 0, 2, 2,The Planetary Energy Grid, 50, 0, PlaEcon, Disable, Energy Bank At Every Base, 0, 0, 0, 2, 0,
One thing I wasn't sure about was why Empath, Clean, Hypnotic, and Non-Lethal had such high costs. They might as well be disabled in that case?
If you're releasing a fork, you should update the MOD_VERSION #define accordingly. It's supposed to uniquely identify the version you are using while in game.
The tech cost formula in this mod is broken. It ignores the actual faction SE Research rating completely, m->rule_techcost does not refer to the same variable in social engineering. Actual variable Faction->SE_research is not included.
Did you do anything about the combat odds? I think they are fine as they are. Maybe they give a slightly too large advantage to the side with higher strength.
But for instance two Missile interceptors should be able to trade with one Chaos Interceptor.
Another potential problem is Fusion reactor. It both makes units cheaper and gives them huge power boost.