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Asmodean is offline Asmodean
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Aarhus, Denmark
Aug 1999
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  Old Post 25-02-2005 15:45 Visit Asmodean's homepage!
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Has Firaxis ever said anything about the possibility af a SMAC 2? Support Apolyton, buy Civilization: The Boardgame

Like the thread title says.

I seem to recall (but I'm not sure) that they said it was not in the cards. Does anybody have some hard info?

Asmodean

korn469 is offline korn469
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Poetic Justic
Apr 1999
time: 00:22
  Old Post 25-02-2005 20:55
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Well I have no hard info about it, but here's a couple of things that you might want to consider.

The first and most important thing to consider is that as far as I know, EA owns the rights to SMAC. So if firaxis was going to do SMAC2 it would have to negociate for those rights with EA. You may want to check into this and make sure that EA does indeed own SMAC and just didn't publish it, but I'm fairly certain that's the case.

Secondly SMAC has Brian Reynolds handiwork all over it. I think it is more than a coincidence that many of SMAC's themes and storyline have philosophic overtones, especially since Brian Reynolds has a philosophy degree. In some ways I think that SMAC is the thinking man's civ. I think it would probably lose much of its personality if anyone besides BR created a sequal for it.

Another thing to consider with BR and Firaxis is the way he left in the middle of developing Civ3 to start BHG. Certainly even under the best imaginable scenario, in which BR wanted to do something new and he was burnt out on TBS games and he had the opportunity of a lifetime with BHG getting a publishing deal with Microsoft, that there would have to be some hard feelings over his departure. Since most of SMAC's hands on development team went to BHG I'm sure that few people working at firaxis feel attached to SMAC. They may even feel that hey it's BR baby and even if we could get the rights to it we wouldn't want to do it for any number of reasons...payback, mutual respect, etc.

Then as franchises go I'm sure that civ is much larger, much more recognizable, and much more profitable than SMAC. My brother always called it Alpha Civ, and I'm sure that most people just think of it as Civ in space. If I could do a Civ5 which would come out between a year and a half to three years after Civ4, or a SMAC 2 to come out somewhere between seven to nine years after SMAC came out, I think I would go for the more recent and better established franchise.

I woukd say that the best hope for a SMAC 2 would be somewhere down the line Brian Reynolds wants to make another TBS game and BHG negociates and gets the rights to it.

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:22
  Old Post 25-02-2005 21:34
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Re: Has Firaxis ever said anything about the possibility af a SMAC 2? Remove this text

quote:
Originally posted by Asmodean
Like the thread title says.

I seem to recall (but I'm not sure) that they said it was not in the cards. Does anybody have some hard info?

Asmodean

The Firaxis web site used to have a SMAC FAQ (can't find it now). The FAQ specifically stated that there were no plans to make SMAC 2. Perhaps that's what you were thinking of.

livid imp is offline livid imp
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  Old Post 25-02-2005 23:02
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Pray to the Great Cosmic Muffin that Civ4 will include many of SMACs better features.

Maybe we should all spam Brian Renyolds with adoring, flattering requests to make SMAC2 for years on end

mart7x5 is offline mart7x5
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Sep 2002
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  Old Post 25-02-2005 23:38
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I took a look at civ4 preparation and ideas that people contribute, and some little feedback from the civ4 designers - i am almost certain that civ4 will not be for players who love SMACX.

Asking Brian Reynolds if he might consider making a sequel to SMAC in some future with BHG would be some way to go. Nothing like asking him to actually do it, but just simple question - any chance BHG would see fun in making it, and possible profits when it comes to selling it. It may be viewed by us, hardcore players, as extremely interesting game, though they have to live from something...

Dis is offline Dis
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I still have a dream that Brian Reynolds would go back to doing TBS games.

It's good to have dreams

mart7x5 is offline mart7x5
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Sep 2002
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  Old Post 26-02-2005 01:20
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Maybe write a short letter to him from Apolyton community about how much we still love this game? Or maybe he already gets such letters in tones every month...

Asmodean is offline Asmodean
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Oh...so EA owns the rights. Or they probably do.

Hmmm....never mind. I want SMAC 2

Asmodean

livid imp is offline livid imp
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  Old Post 26-02-2005 02:33
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quote:
Originally posted by mart7x5
I took a look at civ4 preparation and ideas that people contribute, and some little feedback from the civ4 designers - i am almost certain that civ4 will not be for players who love SMACX.


Yea, I looked into it a while back and it basically looks like the designers are intent on continuing to spiral down into console hell. Hey! Who wants to play Diablo XXXVII? I think we are approaching a dark age of computer games. Even big deal titles like Halflife 2 and Sims 2 really haven't energized the industry the way their predecessors did.

Kaboth is offline Kaboth
Chieftain
Wollongong
Dec 2003
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  Old Post 27-02-2005 16:16
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SMAC never got the appreciation and commercial success it deserved. I think perhaps because it may have been released a little early for its time.

I love the Civ franchise but I really do not feel to excited about Civ4; not because of the possibility of even more dumbed down gameplay or anything I'm just rather tired of the whole play through history idea. I've done it numerous times in Civ2 and 3 and the idea has been flogged to death in numerous RTS, TBS Civ clones.

SMAC came out hot on the heals of Civ2 which is beloved by almost everyone unlike Civ3 and I think people were still keen on playing a Civ Sequel back then. Had SMAC been released now or even after Civ4 I think it could be more successful as gamers looked for a change in environment, playstyle.

Civ's gameplay can never be as fresh and unique as SMAC's because it must be Constrained to the passage of history to remain plausible

quote:
Hey! Who wants to play Diablo XXXVII? I think we are approaching a dark age of computer games. Even big deal titles like Halflife 2 and Sims 2 really haven't energized the industry the way their predecessors did.


I totally agree with you there hasn't been a pc game that really rocked my word for innovation and fun since Warcraft 3. There have been some excellant games like UT2004 but they have done nothing to advance the genre. The ammount of History based Strategy games and WW2 based shooters is discraceful. I think the PC games market really went through a golden age in the late 90's but now there is very little variety. I've actually bought a Gamecube to supplement my gaming because I find good PC games in short supply and with huge reqs. It was a good decision to I loved playing through Metroid Prime and Prime 2 very much different to your typical shooter. How about the ID FPS titles I don't think their gameplay has advanced since Quake 2; a venerable 8 years old now.

Last edited by Kaboth on 27-02-2005 at 16:31

Alex is offline Alex
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Brasil
Mar 1999
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  Old Post 27-02-2005 20:34 Visit Alex's homepage!
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Tired of ads?

SMAC 2 is just a dream. It will never happen.

Lord_Icewind is offline Lord_Icewind
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Madrid, Spain
Jun 2001
time: 06:22
  Old Post 27-02-2005 22:03
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Hey, when doing a review on "Mortyr", many magazines said things like "This is the most Wolfenstein-like game you'll ever find. And as we all know, Wolfenstein 2 won't ever come out"...
Some time later, it was announced.
So don't give up peeps! Cheer up!
And even if it does not come out, we can still rely on the good 'ol modders...planet bless them...

Dis is offline Dis
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  Old Post 28-02-2005 00:14 Visit Dis's homepage!
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the problem is SMAC didn't sell that well considering all the great reviews it had. I'm sure they made a profit, but it wasn't a blockbuster title.

Sntml is offline Sntml
Settler
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Feb 2003
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  Old Post 28-02-2005 03:00
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quote:
Originally posted by mart7x5
I took a look at civ4 preparation and ideas that people contribute, and some little feedback from the civ4 designers - i am almost certain that civ4 will not be for players who love SMACX.

No doubts.

quote:
Asking Brian Reynolds if he might consider making a sequel to SMAC in some future with BHG would be some way to go. Nothing like asking him to actually do it, but just simple question - any chance BHG would see fun in making it, and possible profits when it comes to selling it. It may be viewed by us, hardcore players, as extremely interesting game, though they have to live from something...

From another point of view a question can be asked: why to do the seqel? Is the original game so bad(except bugs)? Grafics is too old and simple? Again, as we understand, TBS with 3D grafics as main feature is not for us.
Mmm.. and we already got almost the seqel - SMAX. IMHO. Nothing, but increase in quantity, nor quality (even decrase in it). And, at last, the experience, that says: thing, that already done well,.. it will not be done second time. How can we create Zakharov again? It will be just Aki-Zeta five. The prime-function . We cannot just take sand from the beach to produce new SMAC.. at least if humanity will not make nuclear war on Planet in AC system...

Googlie is offline Googlie
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  Old Post 28-02-2005 04:14 Visit Googlie's homepage!
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quote:
Originally posted by Dissident
the problem is SMAC didn't sell that well considering all the great reviews it had. I'm sure they made a profit, but it wasn't a blockbuster title.


Ah, but it did !!

(This from BHG's bio of BR - my bold italics):

quote:
The runaway success of Civilization II gave Reynolds the beginnings of “name recognition” in the industry and he became a founding partner in Firaxis Games, his first entrepreneurial venture. At Firaxis, he contributed to the design of Sid Meier's Gettysburg™(1997), and then led the design and creation of Alpha Centauri (1998), his second million-selling game. In 2000, Brian sold his stake in Firaxis to pursue his new dream, Big Huge Games.

Dis is offline Dis
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  Old Post 28-02-2005 04:16 Visit Dis's homepage!
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quote:
Originally posted by Sntml

No doubts.


From another point of view a question can be asked: why to do the seqel? Is the original game so bad(except bugs)? Grafics is too old and simple? Again, as we understand, TBS with 3D grafics as main feature is not for us.
Mmm.. and we already got almost the seqel - SMAX. IMHO. Nothing, but increase in quantity, nor quality (even decrase in it). And, at last, the experience, that says: thing, that already done well,.. it will not be done second time. How can we create Zakharov again? It will be just Aki-Zeta five. The prime-function . We cannot just take sand from the beach to produce new SMAC.. at least if humanity will not make nuclear war on Planet in AC system...


improvements in graphics and sound of course.

But the big one would be improvements in the AI.

mart7x5 is offline mart7x5
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Sep 2002
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  Old Post 28-02-2005 09:21
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quote:
Originally posted by Dissident
the problem is SMAC didn't sell that well considering all the great reviews it had. I'm sure they made a profit, but it wasn't a blockbuster title.

I remember seeing a few years ago a number of copies of SMAC sold. It was around 250,000 (two hundred and fifty thousands)

I payed for my game $35 just after release (price for Costco members) in stores it was like $40 i guess. Later game went cheaper. And it does not include recent releases by EA. So let us say it was like 250,000 times $20 more or less. We get 5 million dolars. It has to be split among developers, producers sellers, etc.

If we consider that the game took for development some months or years - that may be not much. It all depends how many people had to work on it and how long. Considering though there are a lot of movies, which make less than 5 million dollars, that is quite a number.

GeoModder is offline GeoModder
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Jan 2004
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  Old Post 28-02-2005 14:02
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And back then (1998-1999) the dollar's value was higher as well.

livid imp is offline livid imp
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Mar 2004
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  Old Post 28-02-2005 22:21
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quote:
Originally posted by Sntml
why to do the seqel? Is the original game so bad(except bugs)? Grafics is too old and simple? Again, as we understand, TBS with 3D grafics as main feature is not for us.


The bugs aren't that bad, but the AI is. That is a big one for starters. Even Civ3's crappy AI would be an improvement.

I think we are all looking forward to additional gameplay features.

I personally would be just as happy if they just rehashed the old storyline (perferably without the progenators) as I would if they did something total new.

But most importantly, the game needs to be redesigned with up to date strategies in mind (Crawler farms, ICS, etc.) and some balancing of the game.

fender is offline fender
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Welland
Apr 2004
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  Old Post 01-03-2005 08:04 Visit fender's homepage!
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This SMAC situation reminds me of another game that needed updating. I used to love to play a racing sim called Sports Car GT. I played it for years, and learned how to make cars for it, and the community for it is still huge to this day.

We were also talking, hoping and praying that ISI would put out SCGT 2, but they never did. Instead, they teamed up with EA Sports and did F1 2002 and F1 Challenge '99-'02. Both amazing F1 sims, but not GT racing.

As you may have guessed, the "community" modded the living crap out of the later game F1C, as it is easy to mod, and somewhat of F1 2002. The result is well over 70 different mods, each one is far better than any dream I every had of what SCGT 2 might be and some are just amazing, like the GTR mod.

My point is. I think this is the best chance for SMAC 2. A modded Civ game. I don't know which one, or even if there is one good enough to mod, as I don't play the Civ series. I really do think this is the answer though. There is hope.

Dis is offline Dis
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quote:
Originally posted by fender
This SMAC situation reminds me of another game that needed updating. I used to love to play a racing sim called Sports Car GT. I played it for years, and learned how to make cars for it, and the community for it is still huge to this day.

We were also talking, hoping and praying that ISI would put out SCGT 2, but they never did. Instead, they teamed up with EA Sports and did F1 2002 and F1 Challenge '99-'02. Both amazing F1 sims, but not GT racing.

As you may have guessed, the "community" modded the living crap out of the later game F1C, as it is easy to mod, and somewhat of F1 2002. The result is well over 70 different mods, each one is far better than any dream I every had of what SCGT 2 might be and some are just amazing, like the GTR mod.

My point is. I think this is the best chance for SMAC 2. A modded Civ game. I don't know which one, or even if there is one good enough to mod, as I don't play the Civ series. I really do think this is the answer though. There is hope.


then get to the civ4 suggestions thread and demand they make the game more moddable.

Googlie is offline Googlie
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quote:
Originally posted by Dissident
then get to the civ4 suggestions thread and demand they make the game more moddable.


Sounds like your prayers are pre-answered:

PC gamer writes (in Jan 2005):

quote:

As if it didn't already offer a ton of things to do, Civ IV has been designed to fully support the mod community. The game is written using flexible XML data files and the Python scripting language so that modders will have no trouble at all creating their own personalized worlds, units, technologies, and historical events. Advanced modders will even be able to control the AI. It won't be long after the game's release before we start seeing mods posted online

dacole is offline dacole
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May 2003
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  Old Post 02-03-2005 03:43
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quote:
Originally posted by livid imp
Pray to the Great Cosmic Muffin that Civ4 will include many of SMACs better features.

Maybe we should all spam Brian Renyolds with adoring, flattering requests to make SMAC2 for years on end


You got an email address for him so we can? I would be up for a campain to send him emails!

Lord Nword is offline Lord Nword
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Aug 2004
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  Old Post 02-03-2005 06:20
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I think, assuming that all the features promised for Civ4 are included, most of us will be happy as long as Firaxis includes a unit design method... like the one in AC...

Thus, one of the more feasible things we can do is beg for Firaxis to include a unit design workshop in Civ4, possibly as a module that can be turned on by modders...

Or depending on how moddable we think Civ4 will be, someone (or a group) could try mimicing parts of the SMAC unit design workshop using the Python language...

Zoetrope is offline Zoetrope
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Unit design like that in SMAC would be good, if they make the unit list quicker to navigate. (Perhaps i should reduce the number of designs i keep current, but the principle of planned convenience remains.)

All lists, e.g. the list of bases, should remember the last visited position, so i don't have to scroll through many pages every time to modify the next base. (Of course it would also be good if more could be done while in the base list.)

Stack-movement: the slowest unit in a stack should determine the rate of movement. Stack commands: as many of a stack of units as it makes sense for, should respond to a command. An obvious example is a stack of formers.

Graphics: units move fast when off-screen. They should also move quickly while visible, so the players don't have to wait for ages while a hundred units take the same journey (or different journeys). The only occasion when we want to dwell on an individual unit is when something significant and new occurs in its vicinity, such as spotting an enemy unit for the first time.

livid imp is offline livid imp
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quote:
Originally posted by Zoetrope

Stack-movement: the slowest unit in a stack should determine the rate of movement. Stack commands: as many of a stack of units as it makes sense for, should respond to a command. An obvious example is a stack of formers.


SMAC has stack movements. Hit "Shift-J" to assemble a group. Then either "J" to move the group to a specific tile, or "G" to get a list of bases to auto-move to.


quote:
Originally posted by Zoetrope

Graphics: units move fast when off-screen. They should also move quickly while visible, so the players don't have to wait for ages while a hundred units take the same journey (or different journeys). The only occasion when we want to dwell on an individual unit is when something significant and new occurs in its vicinity, such as spotting an enemy unit for the first time.


There is an option to turn on fast moving units under the preferences.

Petek is offline Petek

Prince
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  Old Post 02-03-2005 21:32
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quote:
Originally posted by livid imp


SMAC has stack movements. Hit "Shift-J" to assemble a group. Then either "J" to move the group to a specific tile, or "G" to get a list of bases to auto-move to.



True, but I think Zoetrope's point was that the stack won't remain intact if the individual units have different movement points. It would be nice if you could keep your rovers and infantry together while the stack moves.

Quezacotl06 is offline Quezacotl06
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Feb 2004
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  Old Post 07-03-2005 08:01
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but consider the deeper philosophical question of whether there's another SMAC coming out:

How can you make another Alpha Centauri?

That game's one in a million and we'll probably never see something like it ever again. I'd rather play Galactic Civilizations instead of ruining the name of Alpha Centauri with disappointment.

Zoetrope is offline Zoetrope
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Sep 1999
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Petek: yes, that's getting close to what i have in mind. There is so much potential in the stack/grouping concept, intelligently implemented.

livid imp: with the J commands we can move 32 formers, but I don't want to see all 32 formers move. It's worse when each 1 pauses for any reason, waiting for me to give it advice on how to progress. I want to see 1 movement of 1 stack.

1 stack should be 1 unit. A compound unit, to be sure, and that's the aim: to be able to combine any number and variety of units into 1 object, an army as it were. An army that has a single graphical representation (a glyph), and that can be issued orders exactly as if it were 1 unit.

That's one way to remove many of the chores of micromanaging large numbers of units that, in the human mind, serve a common purpose. What is a chore? To give exactly the same instructions to a large number of units because the game doesn't provide a way to tell them all to act in unison.

I already think of each unit as a collective, as a conceptual shorthand for all the staff and machines that must really be involved. Why not enable us to create our own larger collective units?

Even if we only allow homogeneous stacks, it would be a great improvement. Then any number of former units can be instructed to merge into one "larger" former unit, and we can give it all the same commands as we now do a "single" former unit. Likewise, a fleet of needlejets could be sent on a single bombing mission, which would not involve sending each jet over in turn. Sure, this is just doing the same as giving each one the same command, but with _much less effort_. So it ceases to be micro-management, and begins to become a humanly controlled macro-management.

When the tedium is taken away, we see _more easily_ beyond the tactics to the strategy, as strategy becomes more worthwhile. It also makes the computer players stronger, because large scale combos automatically create a concept of concentration of force, which as we know is largely absent from the existing SMAC AI. Why? Because once the game designers provide the right tools, they will know how to design the AI to use them.

Heterogeneous stacks of a small size were implemented in Call To Power, so it can be done, though it would have to be done very well indeed to work cleverly for large numbers of diverse units. Imagine the AI that could handle a stack comprising spies, formers, infantry _and_ hovertanks, especially when one such stack comes under attack by another. Quite a programming task, but worth it if exceptionally well designed. The stack's behavior would have to be brilliantly (re)programmable by the player! I'd love to see that! And i do think it very possible, if sincerely planned for from the beginning of the game's design.

That's what I visualise. May it come to pass.

Sntml is offline Sntml
Settler
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Feb 2003
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  Old Post 07-03-2005 18:58
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quote:

...
How can you make another Alpha Centauri?
...
That game's one in a million and we'll probably never see something like it ever again.

100% agreed, man!

quote:

I'd rather play Galactic Civilizations instead of ruining the name of Alpha Centauri with disappointment.

Just to honor Michel Elly, BR, the game, game story and myself!

 
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