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Been a long time since I touched Civ III but I recall a very different system of air power.SMAC advantages:Air Units destroy their targets if successful. Not just an alternate form of artillery.Needlejets and Choppers can choose to exhaust their fuel in suicide runs.Recon missions work in straight lines. In civ, you only see certain areas, not everywhere you fly over.Civ III advantages:Ground units can't block air units.Rebasing air units in new bases works better.Missiles aren't recon units.Aircraft can't be shot down halfway through a recon missionAir units never run out of fuel.Miss anything?
I'd be grateful -and this is aimed at all the other modders, too- if the mod, and future major updates, could be uploaded to our Downloads section, too. AC2 benefits from hosting content, you can crosslink with GitHub -please!- it makes the mod easier for random SMACers on the net to find, AND it's something I can promote on Facebook and at CFC and other places. You also get an autopost in the Chiron News Network subforum when you post to Downloads, which promotes your mod on our Front Page.Everybody wins, thank you.
Idea: Hab complexes have a secondary effect, so you don't boom and then scrap them for credits. Maybe some sort of efficiency boost or +1 unit supported in the base.
You can scrap Hab complexes and continue to grow??? Didn't know that.
Personally, I don't think the population limit lifting facilities have any sense whatsoever. Player just has to build them to grow further. There is no strategical choice in that as with other facilities which have benefits and penalties and one needs to carefully weight the conditions to decide whether to build them. They are remnants of Civ 1 aqueduct that was there for historical reasons when cities really could not grow without them. They don't have any solid game playing value.
They're not a strategic choice sure but they do make it harder for a faction to gain runaway momentum. This kind of game is vulnerable to the leading player accelerating faster than the others to easy victory. Mechanics that give other players a chance to catch up are useful.
(1) Hab complex costs no upkeep (can be done in txt) and gives +1 energy in base square.
(2) Complex gives +1 (or 2) nutrients in base square because additional space opened up for hydroponics. This allows the base to feed another citizen or specialist.
(3) Stacking workers in hab complex reduces pollution. Base gains +1 clean mineral.
(4) Better housing turns one drone into a worker.