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dacole
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Yea I was annoyed at that as well, tried not to pick anything first. They really should have a I don't play anything other than PC option. Anyway we can tell them that?
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Senethro
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And increased moddability. I want to do something mean to supply crawlers like a separate Support count for them per base.
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binTravkin
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Lord of Progress of the Council of Lords of Gaia
Jan 2004 time: 07:18
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quote: SMAC 2, really, could just be exactly the same with better graphics... |
Well. I don't need SMACX with "enhanced graphics pack". I can easily live without that.
I want SMACX without all those really stupid bugs - Im a programmer and I know how such bugs appear and some of them are a very usual case of ignorance/lazyness.
One condition there and one there and such bug as "automate home defense" going out of your map would never appear..
Same goes with disbanding crawlers on SPs and changing SE at the same time.
They need only one more property - something like "costAtCompletion", which would save it's build cost under the current industry rating and then use it upon disbanding.
And map generator - a sole person, Smacksim, could optimise the map settings so that it's really really better than the original one.
I haven't seen much games where the creation team has left some areas so incomplete - it seems as they've been testing it for not more than 16h (2 working days for one person).
And mostly those games are not of any popularity.
Where do I draw it from?
I used to fiddle with map myself before I found out about SmackSim's work and I got to the same conclusions regarding 1/3 of the variables in a couple hours.
And I didn't knew how exactly those variables work.
I had to research it at first (which took me some more hours, but not even a whole working day).
But Firaxis did.. 
Many other features work just fine in Civ2 and 3, why don't copy the code (of course modifying it a bit for SMACX purposes) of, for example, patrol order from other Firaxis games?
IIRC Civ3 had it working (I might mistake here, but there are numerous other games in which it does work).
Also - the cheating with reload opportunity in SMACX is pretty much a result of programmer's "an easy way to do it" doctrine.
For me SMACX is a brilliant idea with little work - voila you get a bestseller! 
Take the same brilliant idea, add little (and I mean not much more graphics are needed) of graphics, little to mind of AIs, little to gameplay (as I doubt much can be added without changing the idea itself), and much of testing, programming and all the other "black job"!
More moddable and more reasonable automating options would be simply brilliant.
And I speak it after finishing a 45minute turn with 300 units to issue orders to (700 units in total) and 80 bases to check.
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:18
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quote: Originally posted by binTravkin
Well. I don't need SMACX with "enhanced graphics pack". I can easily live without that.
I want SMACX without all those really stupid bugs - Im a programmer and I know how such bugs appear and some of them are a very usual case of ignorance/lazyness.
One condition there and one there and such bug as "automate home defense" going out of your map would never appear..
Same goes with disbanding crawlers on SPs and changing SE at the same time.
They need only one more property - something like "costAtCompletion", which would save it's build cost under the current industry rating and then use it upon disbanding.
And map generator - a sole person, Smacksim, could optimise the map settings so that it's really really better than the original one.
I haven't seen much games where the creation team has left some areas so incomplete - it seems as they've been testing it for not more than 16h (2 working days for one person).
And mostly those games are not of any popularity.
Where do I draw it from?
I used to fiddle with map myself before I found out about SmackSim's work and I got to the same conclusions regarding 1/3 of the variables in a couple hours.
And I didn't knew how exactly those variables work.
I had to research it at first (which took me some more hours, but not even a whole working day).
But Firaxis did.. 
Many other features work just fine in Civ2 and 3, why don't copy the code (of course modifying it a bit for SMACX purposes) of, for example, patrol order from other Firaxis games?
IIRC Civ3 had it working (I might mistake here, but there are numerous other games in which it does work).
Also - the cheating with reload opportunity in SMACX is pretty much a result of programmer's "an easy way to do it" doctrine.
For me SMACX is a brilliant idea with little work - voila you get a bestseller! 
Take the same brilliant idea, add little (and I mean not much more graphics are needed) of graphics, little to mind of AIs, little to gameplay (as I doubt much can be added without changing the idea itself), and much of testing, programming and all the other "black job"!
More moddable and more reasonable automating options would be simply brilliant.
And I speak it after finishing a 45minute turn with 300 units to issue orders to (700 units in total) and 80 bases to check. |
I'm not sure I follow you. Are you saying the map generator is better in civ3 than in smac? I very much disagree.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:18
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Actually, I'd handle Industry changes differently: I'd adjust the minerals accumulated to reflect the new row widths, in some non-exploitable way. For example, if you have +1 Industry and 22/27 minerals towards a colony pod, if you switch to +2 Industry, you would have 22 * 8 / 9 = 19.6 -> either 19 or 20 minerals (or just allow fractions). You're still closer to completion (or at least no farther), since only 24 minerals total are required, but it makes no since that accumulated production should benefit from or be penalized by Industry changes.
That change alone would nuke the SE quickie/supply crawler exploit, and I have no problem with a player building a fleet of crawlers at +2 Industry, cashing them in under +0 Industry for their +0 Industry value, and completing the build at +0 Industry.
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Fosse
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U.S.A.
Mar 2002 time: 23:18
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Agreed. I think that's basically the consensus here. After all, we're playing a game from 1999, some of us almost religiously, just because it's great gameplay.
Give me an AI that challenges me enough to make single player fun again (as more than just "exercise" for MP), patch a few obvious and regrettable exploits or micromangements, a few tweaks here and there.... boom. Great game.
Please just retell exactly the same story - seven factions land on Chiron in 2101 - and I'll be delighted. I don't want the aliens, or even the SMAX five, I don't want any post-transcendance sequel (or a, "Whoops, transcend didn't work... now you're on a new planet... for some reason" sequel). Just a good old, perfectly balanced set of humans on the surface of Chiron wondering what all this pink stuff is. 
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:18
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quote: Originally posted by Fosse
Agreed. I think that's basically the consensus here. After all, we're playing a game from 1999, some of us almost religiously, just because it's great gameplay.
Give me an AI that challenges me enough to make single player fun again (as more than just "exercise" for MP), patch a few obvious and regrettable exploits or micromangements, a few tweaks here and there.... boom. Great game.
Please just retell exactly the same story - seven factions land on Chiron in 2101 - and I'll be delighted. I don't want the aliens, or even the SMAX five, I don't want any post-transcendance sequel (or a, "Whoops, transcend didn't work... now you're on a new planet... for some reason" sequel). Just a good old, perfectly balanced set of humans on the surface of Chiron wondering what all this pink stuff is. |
I think to work they do have to start in 2101 and have a similar story.
Though I'd want planet to be a lot different. But I like the concept of 7 opposing factions dividing up when they reach planet.
I was never big on the whole mindworm thing (and living planet), I wouldn't mind seeing that go away.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:18
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quote: Originally posted by Dissident
I think to work they do have to start in 2101 and have a similar story.
I was never big on the whole mindworm thing (and living planet), I wouldn't mind seeing that go away. |
I think that there are many different options to starting SMAC2, and for the most part it would only be limited by the creativity of those involved. In one of my SP Challenges over at CGN I created a whole different 8th Faction to replace the MW's, IoD's, LoC's, etc. , and built a new storyline to tell the tale:
By MY 2473, several Factions have established themselves as the dominant forces in the Alpha Centauri solar system. Planet Busters, Drop Units, helicopters armed with Nerve Agent, and growing hordes of native lifeforms make it clear that, with a single spark, Planet could very well go the way of Earth, and erupt into devastating global warfare!
In these most ominous of times, several minor factions discover the wreckage of a Progenitor interstellar spaceship on the farside of Nessus. In utmost secrecy the Factions agree to pool their meager resources and reverse-engineer the alien spaceship, hoping that by using the interstellar drive they can find a new home, free from the dominion of the dominant Factions on Planet.
After much discussion, the Faction leaders agree that their destination is to be an Eden-like planet labeled on the salvaged Progenitor star charts simply as “Colony: Failed”.
By MY 2492, 1,000 years after Columbus made his historic voyage, the spaceship Santa Maria is ready, and the hyperjump is made to the Beta Lyrae solar system.
However, upon arriving in-system, the spaceships sensors indicate that the planet chosen for colonization is not the pristine Garden of Eden listed in the Progenitor database, but an eroded wasteland, showing only brief glimpses of what this planet must once have been like.
Discouraged by this turn of events, a council is called, and it is agreed that another promising solar system is to be chosen for the purpose of colonization.
Just as the Progenitor-cloned hyperdrive is being activated, a strange alien spaceship materializes in the space above you, attacking your spaceship and sending it into a decaying orbit around the planet below, known as Beta Prime.
Now, armed only with what you could hastily salvage from the spaceship, you must begin anew on the former Progenitor colony planet of Beta Prime!
This is just one idea. I'm sure that there are many more, excellent ideas out there for a storyline for SMAC2, and I think that it should tell a different tale, and one that not necessarily starts out in 2101.
D
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dacole
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I agree the story was what really attracted me the fact that it was civ with a story (and a cool one that before I hadn't encountered though I now know it wasn't really all that original..) was the reason I still consider it the best strategy game of all time.
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