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mart7x5
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I will test these factions on my windows system this weekend. Just been busy last couple of days, little sleep too...
I also eagerly await for the new graphics in pcx format. Anything new?
The new graphics is just awesome.
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DilithiumDad
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After reading this thread, I am convinced that my Turbo-SAMC mod will rely on alpha.txt changes only, at least at first. New factions create the potential for many, many bugs!
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mart7x5
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I have checked Covenant and Totality in new edition. Everything works fine. I'll see 5 remaining factions later this evening
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mart7x5
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I have checked remaining factions. They work ok on my system - win XP home.
I'm ready to start the game.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:22
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Observations:
I noticed you messed around with retooling:
code:
3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
20, ; Retool exemption (first X minerals not affected by penalty)
This does not do what you expect. First, I believe that a retool strictness greater than 2 is just treated as 2. Furthermore, the retool exemption is used also as how many free minerals a new base gets, and how many minerals are required to avoid paying double to hurry.
Unity Foils are still foils, and thus move 4 tiles. Finding one early let me relatively safely pop all the pods at sea, and ferry rovers to new islands. Rovers with 3 moves can pop pods on rocky terrain and attack mind worms that spawn, so I was ridiculously successful at popping pods. Of course, eventually the land pods started yielding 8 mindworms apiece, but not before I found 2 artifacts, 3-4 techs, and several hundred ECs. What use do cruisers have apart from being transports, anyway? They're slower, more expensive, and come later on the tech tree.
It can be really hard to find enough food early, to the extent that in one game, when both of my starting cities rose to size 2, one had to starve back. Of course, with more experience, I wouldn't have let both grow like that. After recycling tanks, ICS becomes a piece of cake, especially with all the energy that is hard to spend anywhere else. In fact, ICS is even easier to tolerate because it's hard to make large cities, so vast expanses of land lie unused even in the middle of a fledgling empire.
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fluxionman
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Midwest
Sep 2004 time: 05:22
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quote: Originally posted by Chaos Theory
Observations:
I noticed you messed around with retooling:
code:
3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
20, ; Retool exemption (first X minerals not affected by penalty)
This does not do what you expect. First, I believe that a retool strictness greater than 2 is just treated as 2. Furthermore, the retool exemption is used also as how many free minerals a new base gets, and how many minerals are required to avoid paying double to hurry. |
I hadn't noticed this. I hadn't noticed it had caused any problems, though.
quote: Unity Foils are still foils, and thus move 4 tiles. Finding one early let me relatively safely pop all the pods at sea, and ferry rovers to new islands. Rovers with 3 moves can pop pods on rocky terrain and attack mind worms that spawn, so I was ridiculously successful at popping pods. Of course, eventually the land pods started yielding 8 mindworms apiece, but not before I found 2 artifacts, 3-4 techs, and several hundred ECs. What use do cruisers have apart from being transports, anyway? They're slower, more expensive, and come later on the tech tree. |
I've always played without Unity scattering - I find pods too unbalancing. A few at start is okay.
Cruisers are problematic. I find the inability to assign attack/defense modifiers to chassis types frustrating. In the end, foils and cruisers are identical except for speed, cargo, and cost. When cruisers are faster AND carry more cargo, why build foils?
quote: It can be really hard to find enough food early, to the extent that in one game, when both of my starting cities rose to size 2, one had to starve back. Of course, with more experience, I wouldn't have let both grow like that. After recycling tanks, ICS becomes a piece of cake, especially with all the energy that is hard to spend anywhere else. In fact, ICS is even easier to tolerate because it's hard to make large cities, so vast expanses of land lie unused even in the middle of a fledgling empire. |
The purpose of the mod was to make survival and expansion more difficult, and to require more careful planning. I guess the changes were made to effect a specific style of play rather than to alter play balance.
Would you say these criticisms invalidate the other changes I've made?
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:22
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quote: Originally posted by fluxionman
I've always played without Unity scattering - I find pods too unbalancing. A few at start is okay.
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Fair enough - I'm used to having unity pods around, but with large risks if I touch them under most circumstances.
In default SMAC, Unity foils die if IoDs appear and Transport Foils have a good chance of dying. Combat foils can't pop units, and still can't pop pods in fungus safely. Rovers can pop pods on open flat or rolling terrain in relative safety, but risk dying when popping other pods. Therefore, I often leave even nearby pods untouched until I can handle the worst case outcome.
quote:
Cruisers are problematic. I find the inability to assign attack/defense modifiers to chassis types frustrating. In the end, foils and cruisers are identical except for speed, cargo, and cost. When cruisers are faster AND carry more cargo, why build foils?
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Because they're cheaper, in base SMAC. You've made it even worse - why build cruiser combat ships, ever? For transports, I'd still probably use foils, as speed is very important for a successful invasion, and the lower cost of foils partially makes up for needing twice as many.
quote:
The purpose of the mod was to make survival and expansion more difficult, and to require more careful planning. I guess the changes were made to effect a specific style of play rather than to alter play balance.
Would you say these criticisms invalidate the other changes I've made? |
I don't believe you've made expansion more difficult or require more planning, and the native life is rarely threatening enough to challenge survival. Other players certainly can, but I can't test that adequately on my own. The changes you've made intentionally are worth trying, but they aren't obviously bad or good.
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