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I suspect that a very low popularity of this mod is caused by wild changes to vanilla tech tree and few other aspects and most fans would rather play more familliar SMAC but with more challenge.
Early game is awful with all these huge costs for everything
The more cardinal solution would be just restrict total crawler yield for base same way as for satellites. This would put a stop on their unlimited spawning.
Forest SHOULD NOT have mineral focus. But it is how it is in vanilla!
Oh i built tons of probes - i actually think i build hundreds in single game . CoC is good i like that - its really worth it. One has to build ton of probes or you are dead on transcend. I actually think AI is doing itself a bit of disfavor by building too many armored probes - but thats hard to change. AI is using tons of probes to attack mine - they use expensive armored cruiser probes and suicide into 0-1-1 cheap infantry probes. Defending probe has +50% territory bonus. So in that sense it hurts them badly but the do apply constant pressure.But i must say armor probes come great against other units - and AI is bated to attack probes so they work great AI vs AI.Note: armored probes have one great stupid weaknes - if they are under another unit - and they are not main defender. If unit dies probes are dead. I killed multiple times 2-3-4 neutronium armored probes this way - its ton of minerals wasted. Poor AI.Btw i have a question:Why does AI can subvert my bases when i have +4 Probe rating? I understood you have Scient patch in your mod - and its supposed to fix this issue - as i understand it. I checked AI did not have ench. probes (yet) - they should not be able to do that. They had Hunter-Seeker but thats irrelevant as far as i know. Its quite a big pain not to be able to use +Probe rating to stop mind-probes. (i have save games i could double check this if its needed)ps. I'll try to make my case about secret projects - i see the logic in your reasoning - it has pluses and minuses. I will describe what happens in my games in new thread and why i think that super expensive projects beat the purpose. There's no need to change anything quickly we can discuss and see where it ends.
Quote from: lolada on May 18, 2020, 03:18:51 pmOh i built tons of probes - i actually think i build hundreds in single game . CoC is good i like that - its really worth it. One has to build ton of probes or you are dead on transcend. I actually think AI is doing itself a bit of disfavor by building too many armored probes - but thats hard to change. AI is using tons of probes to attack mine - they use expensive armored cruiser probes and suicide into 0-1-1 cheap infantry probes. Defending probe has +50% territory bonus. So in that sense it hurts them badly but the do apply constant pressure.But i must say armor probes come great against other units - and AI is bated to attack probes so they work great AI vs AI.Note: armored probes have one great stupid weaknes - if they are under another unit - and they are not main defender. If unit dies probes are dead. I killed multiple times 2-3-4 neutronium armored probes this way - its ton of minerals wasted. Poor AI.Btw i have a question:Why does AI can subvert my bases when i have +4 Probe rating? I understood you have Scient patch in your mod - and its supposed to fix this issue - as i understand it. I checked AI did not have ench. probes (yet) - they should not be able to do that. They had Hunter-Seeker but thats irrelevant as far as i know. Its quite a big pain not to be able to use +Probe rating to stop mind-probes. (i have save games i could double check this if its needed)ps. I'll try to make my case about secret projects - i see the logic in your reasoning - it has pluses and minuses. I will describe what happens in my games in new thread and why i think that super expensive projects beat the purpose. There's no need to change anything quickly we can discuss and see where it ends.Could you attach the saved games with a couple notes about which base(s) get subverted by who? Doesn't have to be anything detailed. I'll have a look and see if there was something faulty with my patch or something else at play. Thanks!
Most SEs don't technically update until your next turn. It's a bit confusing because POLICE, ECON show their effects in your cities right away. I guess it's more manageable that way. Still it's much less harsh than Civ2 with its Anarchy period of no government
It's a bit funny because I had the same thing occur when I was testing COC and MC immunity. I set Data Angels to get +2 PROBE using the campaign editor free switch. Apparently even changing it that way doesn't take effect until the following turn. Something I came to learn is that if you look at a faction's SEs in social engineering (next turn) it can differ from the diplomacy screen (current)
# Version 49* Condenser does not multiply nutrient yield.* Soil Enricher does not multiply nutrient yield and instead adds 1.* Borehole yield is 0-4-4.
I can update my current v. 47 game i presume and continue with save? I was gonna test a bit forests and morgan and some other stuff. Gonna be interesting to see how this nutrient and borehole thing affects the ai and game pace.I can update my current v. 47 game i presume and continue with save? I was gonna test a bit forests and morgan and some other stuff. Gonna be interesting to see how this nutrient and borehole thing affects the ai and game pace.
Btw you have now couple of errors in readme file - I noticed Command Center is 60/1 in game, Brood Pit is 120/3 (like that more than 120/4).. you wrote here and in readme its 60/2.. you also have mistakes in readme with new special projects saying its 60 x 10 bases = and right side is 800.. there are 3-4 of these typos now.