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DilithiumDad
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The creators of SMAC clearly intended players to do a lot of breeding of native life. There are many facilities that increase the life cycle of native units (Bio Lab, Bioenchancement Center, Centauri Preserve, Temple of Planet) and many secret projects that enhance the breeding of native life. But how many of us ever use this feature, especially in multiplayer? You may see an occasional locust of chiron late in the game but they are obsolete as soon as real gravships appear.
Why don't players breed native life? Two reasons. One is cost --it's much cheaper to build conventional units. The second is fragility. Native units are strong on offense, but weak on defense. Any low-morale scout can take out a mind worm due to attacker's advantage. Another minor drawback of native versus conventional units is that sea and air native units lack the free deep radar ability that conventional sea and air units get.
All these problems can be eliminated by tweaking three lines in the #UNITS section of alpha(x).txt. I lowered the mineral cost of worms, isles and locusts to 2, 3 and 4 rows of minerals, respectively. I also gave each native unit two special abilities: trance and deep radar. Note that this does not affect wild or captured native life, only those bred in captivity.
Mind Worms, Infantry, Psi, Psi, 1, 2, 0, CentEmp, 3, 000000100000000000000010
Isle of the Deep, Foil, Psi, Psi, 7, 3, 4, CentMed, -1, 000000100000000000000010
Locusts of Chiron, Gravship, Psi, Psi, 4, 4, 0, CentGen, -1, 000000100000000000000010
These changes work well with another boost to psi units, increasing the influence of the Planet rating on psi combat, found in the #RULES section. I like to increase to bonus/penalty from 10% to 15%. A further increase to 20% is unbalancing.
15, ; Combat % -> Psi attack bonus/penalty per +PLANET
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:21
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Sounds like a very good idea. I'm going to test it over the weekend.
BTW, how can I insert probe cruisers in the alpha.txt? I tried to to do it myself, but sth strange happens with it. Could you give me the appropriate line?
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DilithiumDad
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You have to change the first line of #UNITS also. The first line of #UNITS must be equal to the number of units you want to be pre-designed.
I find it works quite well. Miriam in particular fills the seas with probe foils and loves to mind control your sea bases!
Here is the #UNITS section I am working with. It also includes a Jet Transport unit:
#UNITS
17
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 000000000000000000000010
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000010
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 000000000000000000000000
Alien Artifact, Infantry, Artifact, Scout, 12,20, 0, Disable, 2, 000000100000000000000010
Mind Worms, Infantry, Psi, Psi, 1, 2, 0, CentEmp, 3, 000000100000000000000010
Isle of the Deep, Cruiser, Psi, Psi, 7, 3, 4, CentMed, -1, 000000100000000000000010
Locusts of Chiron, Gravship, Psi, Psi, 4, 4, 0, CentGen, -1, 000000100000000000000010
Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000010
Unity Scout Chopper, 'Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100010
Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000010
Cruiser Probe Ship, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 000000000000000000000010
Probe Foil, Foil, Probe Team, Scout, 11, 0, 0, DocFlex, -1, 000000000000000000000010
Air Transport, Needlejet,Transport, Scout, 7, 2, 4, DocAir, -1, 000000000000010000000010
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DilithiumDad
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Well, based on 5 years of reading this and other boards where people have described their single-player experience and playing quite a bit of multiplayer, I'd say native life breeding is a very rarely used feature. It's true that it may be somewhat underutilized. When the game first came out, there was a lot of interest in the Green Conquest strategy, which was prominently featured in the Primus Guide. But there the emphasis was always on capturing support-free wild worms rather than breeding your own. In multiplayer, Green Conquest is a losing strategy. Once "chop & drop" became widely known and copied, Green Conquest virtually disappeared.
But the strategy has always been there. It can come to life just by reducing the mineral cost of breeding natives so they are cheaper than conventional units instead of being far more expensive, plus adding Trance and Deep Radar abilities. Having these abilities on bred human-controlled native life forms works with the storyline quite well by the way.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:21
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In my February SMAX CGN Challenge I gave different NL's various Special Abilities: Cloaks for the land units, and Marine Detachments for the sea-going units, as well as some other goodies.
Not to go too in-depth here, why I felt that these enhanced units really assisted the "Green" Factions, but were very detrimental to the balance of the game for "non-Green" Factions, especially Morgan.
DILITHIUMDAD: what Factions did you use during playtesting you mods? I'm curious, as from extensive playtesting for PBEM's and Scenarios the Factions chosen can greatly influence how each Faction then plays in response. Also regarding your comment about PBEM players rarely employing NL's, especially Locusts: I just ended a PBEM (Lost Secrets) where I had a sizeable Locust army that I employed as a shield against my enemies. However, other than that one instance, why I do have to agree with you that NL's are rarely used in the later game. 
D
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:21
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Well, from 2 SP games (Lal on large, Spartan on huge, both abundant NL) I can say 3 things:
- now NL is cheap. VERY cheap
- Radar ability is extremely useful and now I can't imagine NOT using NL, say instead of sensors
- trance ability works strangely - it is not used when other player attacks me, but actually when I attack indigenous MW with my MW ONLY. I thought that Trance is used in each PSI combat, but apparently it can be used only if the attacker uses PSI attack (e.g. is a MW).
I didn't even add the greate bonus to PSI combat (I forgot about it) and MWs already seems to be strong, maybe too strong. I'll think about it, but I'd change this Trance ability and increase the cost of units.
BTW, DD, are you still with us in my MP game or not? You didnt give a word for 2 weeks...
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DilithiumDad
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Thanks, Choas, I was beginning to suspect that Trance and Empath don't work for native life.
I like the idea of giving AAA to locusts and ECM to worms!
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:21
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Empath and Trance are "Not allowed for psi units" by default. To enable them, change the "1" to "0" in this position in their definitions under #ABILITIES:
Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. Psi
Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
Of course, this will have the effect of making Empath and Trance available not only to predesigned units but also to all psi units cooked up in the Workshop during the game.
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DilithiumDad
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Oh, wow, thanks! It all makes sense now! I will try this out immediately.
I think Trance is the best ability to give native units. They are sitmply too fragile, even if you are lucky enough to get the neural amplifier. Giving mind worms ECM ability is interesting --you can't kill them with a rover unless it's empath. Trance makes more sense, though, and protects against air units as well.
I will stick with AAA ability for Isles, though, since these are usually attacked by air. I may give Empath+Trance to Locusts --they should be stronger units than they are.
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Avimimus
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My personal preference would be to see a high planet rating (really high +7 or +9) allow easier capture and increase the effectiveness of mind worms.
There should be a crippling effect on the economy of the nation doing it. I would like to see the Gaians be able to put up a last ditch joining the planet/mind worms, but sacrificing everything else as an option.
How can I make this mod?
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DilithiumDad
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All I could think of would be changing the Cybernetic future society to have ++++PLANET instead of ++PLANET and changing its negatives. But the negatives are removed by the Network Background (the Microsoft project).
Or you could make Green have ++++PLANET instead of ++PLANET and give it -ECONOMY.
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Avimimus
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Would it be possible to script an event that would give you say fifteen boils but would effectively shut down your economy (through destroying city improvements or some other mechanism)?
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DilithiumDad
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No, but in the scenario editor and also the map editor you can place midworm boils anywhere you like. They will lurk at that spot until disturbed. Make sfor some interesting scenarios.
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