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Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000 time: 00:17
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I just got back to this game after a halfyear hiatus. I still love it to bits, but there are a few things that I think we could definitely do with.
1. Choppers are overpowered (as has been mentioned many times on this thread). I suggest that they should be fully effective only against units out in the open. A chopper attack force trying to take on a city should have a much lesser chance of survival than a needlejet attack force since they move much slower and are therefore easier targets (say, attack at -50% effectiveness vs base). This would relegate the chopper unit to "sniping" strafe runs against infantry or vehicles in the open, at which it would be more effective than needlejets, but reduce the amount of abuse that goes into base operations.
2. Secret Projects should only give a low-power unique ability, OR a high-power ability available through base facilities. I like SPs like the Planetary Energy Grid and the Command Nexus, since if you miss out on building the SP you can just build the facilities in each of your bases as a second-best option. SPs like the Telepathic Matrix (drones never riot ), the Hunter Seeker Algorithm (probe proofing), and The Planetary Transit System a very powerful, and their effects cannot be emulated through other means.
3. I think the refugee idea is sound but needs to be incorporated into the game in a more gradual way. A look at Democracy in SMAC and in Civ2 will show that the government type enjoys high population growth. Why is this? Well, if you think about it, people in a Democracy don't actually have a considerably higher birth rate than those not in a Democracy (democracy's a government form, not an aphrodisiac ). What actually happens is that people from less "open" social models often prefer to leave for the new Democracy. So bluntly put, Democratic models gain population points at non-Democratic nations' expense.
This is of course a gross simplification of the case (since just being called a "Democracy" doesn't always translate into positive immigration counts) and many other national factors are important concerning refugees and immigrants. Ideally I had hoped that Civ3's Culture points might be able to implement something similar to this. A country could be quite undemocratic but attract people on quite different facets, eg economy, trade, standard of living. Of course democracy helps but it's the economy and not the politics that make people most want to go.
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RGE
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Karlstad
Jul 1999 time: 06:17
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I would improve SMAC by simplifying it so that the AI could keep up. If the AI can't be programmed to use a feature, I'd limit that feature until the AI can take full advantage of it, or perhaps limit that feature to multiplayer.
A better map generator would be nice, but not having one at all would be a cheaper option, as it ought to be easy enough for fans to make their own maps with an editor.
It would be nice with some kind of limit to the amount of bases that a faction could control. After all, how close to total world domination have any one civilization been here on earth? Maybe a faction should only be able to control as many bases as they have population in their biggest base, or maybe in their headquarters? A faction could still occupy an opponent's base and freeze production and economy there by putting as many combat units in there as there are citizens, but the citizens wouldn't join the occupying faction until that faction could accomodate it.
Furthermore, occupying units could be supported first hand by the would-be mineral production of the base that they're occupying, so it would be advantageous to keep the rioting to a minimum. Citizens for which there are no occupying units work any tiles the occupied faction wants them to, as well as the base tile. Only when the base is completely occupied does the faction lose all benefits from any SPs in that base. In the end you don't prove the excellence of your faction's ideology by force, you prove it by having the biggest and best bases on Planet! I suppose this could be similar to the culture aspect that Civ3 has, but I wouldn't know for sure since I don't plan to play that game. I also believe I've seen someone else suggest something like this, but since it wasn't in this thread I thought it worth repeating. 
Maybe the leader of the opposing faction would also have to willfully release the base to the occupying force? This would only be possible if that faction could accomodate the new base and the base would then shrink (if necessary) to the same size as their biggest base. Reasons to do this would be if the occupied faction wants to colonize some other part of planet and need to give up one base so that they would be allowed to build a new one. This would give the impression of peace negotiations where some citizens stay and join the occupying force, while others move to a new base somewhere else.
Likewise, if the faction has been completely conquered the conquerer still has to release some bases during negotiations, or those bases will just remain permanently occupied, maybe taking up valuable terraformed space. Extended occupation could also result in commerce sanctions, much like any other atrocity, and as soon as a faction has occupied bases with a total population that is higher than the faction's own, total war should be declared, as it is now evident to all other factions that this one faction is actually bent on world domination. And should they manage to occupy every base on Planet, a conquest victory is theirs! Just because nobody has been able to pull that one off on earth doesn't mean that it's impossible. It's just that in SMAC it's simply too easy.
I think that would be one major improvement, to turn SMAC into less of a war game, while still letting war remain as a useful tool.
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The Vagabond
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of realpolitik and counterpropaganda
Jan 1970 time: 05:17
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IMHO, SMAC is pretty close to perfect as it is. I believe no radical changes are needed, except for only minor ones in order to correct some small imbalances.
1. Agree about Copters. Way too powerful. Perhaps they can be made more balanced by limiting the number of attacks per turn (say, to two).
2. Agree that some SPs are too powerful. E.g. Hunter-Seeker could simply result in +2 PROBE, instead of the complete immunity.
3. Pop booming should be forbidden. +6 GROWTH should merely imply a faster growth. Besides, this is unfair to Morgan and Yang, for whom +6 GROWTH is unattainable. Likewise, Cloning Vats should merely result in +2 GROWTH.
4. IMHO, the AI are too agressive, even those who are formally "pacifists", especially Lady D. Yang, Miriam and Santiago are almost permanently seething, whatever the situation and my social choices. At the very least, there should be an option to reduce the overall agressiveness.
5. The AI are made too intolerant of social choices other than their preferred ones in the same cathegory. I believe this is wrong. I believe that such intolerance should occur only if someone uses their AVERSION.
For example, the Believers get mad when you switch to either Democracy or Police State (i.e. non-Fundy), but at the same time they are indifferent if you set Knowledge (their aversion) as the value. It should be vice versa: they should be indifferent to Democracy and Police State, but hate those who choose Knowledge. But of course being indifferent would not necessarily preclude them from preaching Fundamentalism during conversations.
On the other hand, the AI seem to make no emotional difference between the"Simple" Social Choice and their preferred one. This is also wrong. While the AI should indeed be indifferent to the "Simple" choices, they should give some appreciation to the followers of their "party line". For example, the Believers should like you more if you switch to Fundamentalism.
6. Perhaps, an option such as "trade sanctions" (both partial and complete) should be available. This would provide more flexibility in punishing or pressuring someone without actually denouncing the Treaty.
7. The AI should be more thankful. For example, if you make a gift, the AI's attitude should not immediately jump back to, say, Seething as soon as you disconnect. Instead, it should relax back more gradually, over many turns.
8. Agree that it should be more difficult to change Social Settings. In any case, it should be impossible to switch to Green in order to speak to the Gaians and then switch back to your original setting at the very same turn with recovering the money.
9. Stop the mess with the sea bases! I am extremely annoyed when the AI make sea bases near my coasts and rob me of tiles in the productive city radius.
10. The ecodamage effect is too strong (and besides somehow changes from game to game). The destruction of all the improvements by fungus +8 Mindworms (Locusts) is too much.
11. After the Voice of Planet is completed, all the factions (except for the Gaians) should get an additional +1 FOOD in fungus squares. For otherwise it is quite unpleasant to observe your bases starve out little by little. Besides, the specials should not be negated by fungus (again, only after the Voice of Planet is completed).
12. I like the idea of the landmarks you control giving you global bonuses (e.g. the Manifold gives +1 PLANET). Likewise, the Mount Planet could result in, say, +1 INDUSTRY, etc.
13. The effect of inefficiency is sometimes too strong. For example, even with +6 EFFICIENCY, remote bases lose up to 1/3 of their energy. Too much. I suggest to introduce a more drastic dependence on the EFFICIENCY parameter.
14. When upgrading units there should be an option to upgrade ALL units of this type to units of that type. Perhaps this option already exists, but I was unable to find it. It is quite annoying to upgrade units one by one.
PS I play SMAC. I am not familiar with SMAX.
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Grail Quest
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BC, Canada
Mar 2002 time: 05:17
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(1) When a faction whose Research you can see acquires a technology you do not have, raise an alert.
(2) When two factions trade, allow hiding research if they cannot see all of it. For instance, right now, the game chooses which technology the AI wants, from your entire list of options. But theoretically, the AI faction cannot know what you have unless they have Infiltration, are the Planetary Governor, are Pacted with you, or have the Empath Guild.
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Grail Quest
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BC, Canada
Mar 2002 time: 05:17
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(1) Allow a "Just Enough" Hurry or JIT production Hurry, where the Energy amount buys minerals equal to (minerals required - mineral production for current turn) so that production is completed and the next item in the queue starts with 0 minerals.
This is related to point #2, which is...
(2) Allow banking more minerals than 10 without loss. If I have a city that is crunching out, say, 30 minerals per Turn, and I just want to build a weeny former that costs 16, I don't want to lose all those excess minerals!
Perhaps bank them as crawler pods without any chassis, so that they can't go anywhere, but can be slapped onto a chassis at any time.
(3) Recommend a HQ location from time to time, or on demand.
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Securion
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Landskrona, Sweden
Jul 2001 time: 06:17
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SMAC/X is good as it is. (except the poor AI)
But if I could put a couple of artists and designers on the game I would order them to make the game more... "dark". More like Starship Troopers vs Aliens 2 kinda atmosphere. Who came up with the brilliant idea of having pastell colors in the game anyway?
Anyone remeber that futuristic combat scene in Terminator 2? Do you remeber how cool it was? THATS how a future war will look like! Alot of rubble, ruins and robotics... And it would be nice to have in a game.
So basicly, make a new "darker" SMAC/X ith more power to the user to really design his own military forces.
Make the player LOVE hes creation/empire.
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Securion
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Landskrona, Sweden
Jul 2001 time: 06:17
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One more thing...
Who says that, in the future, we must go out ourself to fight wars when we have super advanced computer AI and robots?
Wouldnt it be esier to just send out military robots?
Put that in SMAC/X also... The more advanced civ, the more robotics would be available for designing military forces.
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Grail Quest
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BC, Canada
Mar 2002 time: 05:17
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quote: Originally posted by Darsnan
Look at the number of EC's it will take to complete the item in question. Divide it by the number of turns it will take to complete the same item (this is in the "Turns to Complete" box visible when you click on a city). |
Sorry, but not exactly.
If the city is producing +30 minerals, and you are building a unit from scratch that costs 32 minerals, it will show that production takes 2 turns.
According to your strategy (which in the early game works well enough because mineral production is low) if you spend half the credits needed (i.e., Hurry it by 1 turn so that it is complete at the end of the present turn), you will buy 16 minerals.
That means at the end of the current turn, +30 minerals will be added to the 16 you bought, for a total of 46, which is 14 more than necessary, meaning 4 lost and a carry-over of 10, which is the limit.
The correct amount to buy for Just-In-Time production was only 2 Minerals.
To figure this out, with SMACX as it is right now, I need to go to Base Status and look at production, then Zoom to Base and look at minerals production, before I calculate the minerals to buy, then go to Hurry to get the EC figure to find out how much the present EC cost per mineral is (it varies from x2 to I think as high as x8 or more).
Obviously it's not a big deal for cities with under +10 mineral production, but in the mid- to late- game, I've got cities pushing +70 mineral production.
There is a line in alphax.txt that can adjust the carry-over,but I think it adjusts the free minerals for a base, also -- can someone confirm? Or have I adjusted the wrong line?
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:17
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quote: Originally posted by Grail Quest
Sorry, but not exactly.
If the city is producing +30 minerals, and you are building a unit from scratch that costs 32 minerals, it will show that production takes 2 turns. |
Sorry for the delay in responding - what with 'poly being down, then playing hide and seek with me, have'nt had a chance to respond!
Of course you are absolutely right in your response to my proposition. This is an oversite on my part, specifically because I've never had cities produce so many minerals (such as the +30 you are describing) that, when I used this technique, I experienced a mineral penalty on the carryover! Glad you pointed this out to me, in case I ever get to needing a city with mineral production of that quantity! However, I contributed this technique because, in a number of games, I came up against opponents who were paying the full cost to rush items, whereas it was much more economical to to make the partial payment and have the unit ready in one turn, thus saving the EC's to use for other purposes. FYI.
D
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