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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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No Hurry Geo. I'm holding back on 2.1.0 for a little while while I do some playtesting. If you want to send me those bases as a .pcx, I could put it as is into the 2.1 release. It looks pretty good to me!
Darsnan, I've actually had to do a lot of tinkering with the Universality. They are really too powerful, but a bit frustrating to play from the research point of view, until the mid-game.
+ 50% research from Ascetic's Retreat, but 200% research penalty = ~150% to general time to research something. One key is to research something not likely to be recieved via the datalinks. Getting the first tech completed is critical to ending the 'recalculate labs every turn' feature of the first tech.
+1 support = 3 units free of mineral support
+1 planet = free army
and the big one:
-1 drone from the Ascetic's retreat, +50% to psyche allocation.
That means you don't need garrisons at size 2 on Transcend. Size 3 without rec commons. It also permits rampant ICS to the second b-drone limit.
The hardest thing from the research end is that you keep getting free techs via the fungus. This slows down your own research and makes other factions hate you for being so smart 
But in the mid-game, when you start researching things the AI doesn't care about, and at a faster pace via ICS, the human tendency to create lots of lab points starts to pay off, and you actually get to do some targetted research.
What I like most about the faction is their natural momentum-rush nature. While you accrue Mindworms, Spore Launchers and IoDs on your way to the enemy, you'll be gaining free military techs to upgrade your regular military via the datalinks/fungus net. You can focus all your energy production into ECs for rushbuilding, and still keep up with the other players. Then, when you take an enemy base, your free Ascetic's Retreat quells the Captured Base drone. Quite vicious.
Before 2.0.9, they were nigh unstoppable because of the further extra talent. Even the AI would ICS with that. I think they are closer to balanced now. I've also changed the Planetlovers (not sure if it's in 2.0.9 or not) to have a -1 industry penalty rather than the -1 Growth that the Uni has. The Planetlovers are more traditional Hybrids.
I think I will try to post a 2.1.0 before I head off for vacation this weekend. I'll be gone ~10-14 days, but may have net access some of the time.
-Smack
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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I recently tried to change the farm graphics as farming domes on an inhospatible/airless world with the solar collectors (and changed those too off course with the little mirror from the Echelon Mirrors). It works pretty well, but I also spread those 'domes' to the outer edges of the tile, and they deform quite extensively when the terrain is 'dented'.
But keeping them centred is no option since the 'heavy' terraforming stuff makes them invisible later on...
What's so bad about the regular SMAC(X) farms? 
No, I didn't try to alter the deep trenches color, was black enough IMO.
Tell me, to be sure, on Aldebaran the Fungal Towers still have the same graphics as the vanilla version? Otherwise I prefer to make some habitation around that. If you use the seamonster graph of the pic I posted for sealife, I use that one for the waterbases and adapt the habitation in it. Are the Planetlovers alien or human (for the perimeter)?
O yes, and by working slow, I mean weeks, not days. So don't expect it to be ready before your vacation. 
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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quote: Originally posted by #endgame
It also might be worthwhile writing in the world of Aldebaran as a planetary Manifold, which would explain the presence of bright pink semisentient fungus and mindworms. Or make the colonists have trapped fungal spores in their clothing or something. |
That part of the backstory is written. Actually, I should say, it is waiting to be written I wrote the plot outline before learning much of anything about Smax, but it still works, though it's strange how I came up with some real similarities to part of the Progenitor fiction. In short, the Progenitors are not the true masters of the fungus, nor of the manifolds. They are a means to a greater end. The Galactics are part of a consortium of aliens known as the Alliance. The galactics were human, until thousands of years of space exploration and genetic engineering have made them a distinct subspecies. Some true aliens are coming in the various scenarios and are a big part of the plot. The Chironians are pretty surprised to find Fungus on Aldebaran, though some of them had fore-knowledge of this that they kept to themselves. The Outlaws are from the Galactic empire, so they are quite a shock for the Chironians, yet they all pretty much hate the Galactic Empire.
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stuntman19
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Wa, usa
Aug 2000 time: 05:37
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I downloaded this mod a week ago and finally got around to playing a game with it. The AI was doing very well in the first 100 years or so, but now seems to be having some problems. The map is huge and is a lil over half water and I have know noticed the AI has no sea bases. I'm talking between all 6 AI's they have zero sea bases. This really has hurt their progress.
This really does seem to be a nicely developed mod and congratz on that, but possibly the AI could be looked at to utilize the sea since it is such a big part of the game.
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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Edited: the whole line of Planetlover landbases is ready now.
Last edited by GeoModder on 03-08-2004 at 20:49
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Thanks Kaboth, for the feedback. That's just the sort of thing that makes it faster to develop. I've kept all the original factions 'as is' except for their starting techs, which had to be changed to match the Aldebaran tech tree. The Covert Ops center being tied to a different tech than originally leads to the mis-blurb you noticed. I'll have to update that. The facility is the same. facility behaviour is unchangeable, for better or worse.
As to the Probe Team rollover bug. Yes, it's real. Yes, the Angels will be able to rollover in Aldebaran. They can in Smax as well. However, there are currently more ways to increase the probe rating in the Aldebaran SE table than in Smax, which has caused me a little concern anyways. I spread out the probe rating increases to make the various SE choices more attractive to the AI factions that think probe rating is 'what it's all about'. IE, they take SE choices that help them in other ways just because they 'think', 'Hey, I can improve my probe rating by taking the Controlled SE choice', etc.. But it does create various issues, as you've noted.
Currently, I've noticed that while my above SE nudging does help the AI make decent choices, it's not imperative. They will take choices that are not in their native preference, so I've been preparing to phase out the probe bonuses from the SE table, testing as I do so. In fact, much of my play testing currently focuses on balancing the SE table further, as well as making sure that the various factions (All 32 of them!) can navigate the SE table, are not crippled, and make decent tech choices as the game proceeds.
Again, thanks for the feedback, which is dead on. Any other suggestions, critique, or just observations are very welcome 
-Smack
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Lord Nword
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A2 MI USA
Aug 2004 time: 05:37
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I guess i could be considered a beta tester...
My prior experience is that i also enjoy mucking around wiht the files, though nothing quite this ambitious has ever resulted 
I'm just gonna state some format fixes for the various .txt s...
For the text for when opposing alien factions try to contact each other (I'm talking about the two new ones), there is still a line at the end that talks about tearing out mandibles.... which the homo galacticus are clearly lacking... (in the usual sense of the word, it would be tearing out a person's entire jaw bone )
For the following Techs, (in the datalinks commentary) the person the commentary is attributed to, can be separated from the last line; make's a more uniform format *shrug*
i.e.
quote: Commentary here. Blah. Blah. Blahblah. --The Name here |
needs to be changed to
quote: Commentary here. Blah. Blah. Blahblah.
--The Name here
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Techs:
Antimatter Applications
Arboreal Beginnings
Collective Projections (i suggest changing the name to --Goethe - Faust to denote the fact that Faust is a work of fiction instead of a first name, as Goethe, Faust implies)
Gravitons Are
Planetweapons
Robotics
Sentient Algorithms (add an extra return)
Structural Frontiers
Tacit Controls
Telekinetic Defenses
The Planet Pill
The following names in commentaries should be edited for clarification of what is a name, and what is a work of writing
(Tech, then name correction)
Human Ecology -- Arthur C. Clarke - Childhood's End
Planetary Metaphysics same as previous
Social Controls same as previous
If you'd rather I just do this mundane work and upload the .txt or something, just tell me....
Also, do we still need a good icon for the game?
I could try making it (though i don't recommend myself....)
A good program for making Icons (ok it's really basic i guess) is Icon Edit Pro (google it)
*goes back to playing the game*
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