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Grail Quest
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BC, Canada
Mar 2002 time: 05:19
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(1) I wish there was an AI line somewhere that says, if forest has grown into the square, STOP REMOVING FUNGUS!
I have to keep my eye on those stupid formers all the time. It's damned tedious. 
(2) A colony pod should have basic terraforming capabilities. It's just a convenience thing not to have to lug a former out to the new base site. What would happen is that if you decide to put a base on a Rocky Fungus square, the Colony Pod will start terraforming away the fungus, and then levelling away the Rockiness, and then finally plant a base.
(3) Pre Centauri Empathy (?), if any terrain enhancement (especially Forests, which I like) you build will be in a fungus square, the former automatically starts removing fungus.
(4) Mag tubes for the sea.
(5) Sky Base Carriers: that is, using the Sky Base as a carrier, with decent carrying capacity, and the ability to drop off troops anywhere.
(6) Decent carrier decks and transports for all chassis types. I've enabled it in alphax.txt, but there's hard-coding that does strange things to movement.
(7) Chopper Transports should be able to unload troops outside of an airbase/base. They're choppers, for crying out loud.
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Phil_de_geezer
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England
May 2002 time: 05:19
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I don't think that the factions do have all the energy they need. I mean carrying reactors into battle IS kinda weird but then maybe you need a LOT of energy to power those probability sheaths and fusion lasers? We can assume that the units you build support themselves in terms of energy, and that the bases don't build any reactors or power plants by themselves (without player intervention). This means that energy is provided by the base facilities YOU build. Maybe energy banks ARE giant capacitors that reduce the amount of energy wasted by storing electricity that isn't used during low-consumption times. Perhaps a fusion lab has it's own fusion reactor and therefore produces more energy (increasing current energy production by 50% is just a game function).
So our bases are producing energy (probably in the form of electricity) which is used to power all the base facilities (represented by maintenance costs). Then any excess energy could be used to power some particle accelerators (research) or lay on a few extra holovids at the hologram theatre (pysch).
I think an energy economy is the only way to model a future economy.
As for energy on the map - maybe it's an abundance of a particularly useful radioactive isotope or a thermal vent.
Last edited by Phil_de_geezer on 30-05-2002 at 16:07
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Xian
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The time problem, i know its turn based but the game has to have the WORST sense of time in any strategy game EVER ONE YEAR TO MOVE ONE SQUARE???? Since it takes place on another planet they should take advantage and use altered months as teh time unit
CAshless societites without ANY form of currency have existed for 50,00 years and have been perfectly succesful
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Blake
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Brainfallocatione
Oct 2000 time: 17:19
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quote: Originally posted by Xian
The time problem, i know its turn based but the game has to have the WORST sense of time in any strategy game EVER ONE YEAR TO MOVE ONE SQUARE???? |
The worst sense of time of any strategy games except Civ1, Civ2, Civ3, CTP1, CTP2, all these games take up to 20 or even 40 years to move one tile 
Unfortunately tis a sad truth there is no easy way around it. You see, if you made it a turn a month, it would take about 50-80 turns for your first city to grow by one pop point. Around 60-100 turns to get your first tech (well, you could make tech research faster but can do nothing about the pop growth - the growth rate at times is already 10%, which is darn high for humans, a more reasonable growth rate is around 2%-4%).
You see, SMAC is a game primarly about building. Using a year a month you would utterly sacrifice the builder aspect and leave only a war game
Note that I did this analysis as part of FreeAC, however we will be doubling or quadrupling movement factors. This will work, because we are using simulatenous turn execution, meaning one player can't conquer another player before he can react.
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Xian
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quote: Originally posted by Blake
Unfortunately tis a sad truth there is no easy way around it. You see, if you made it a turn a month, it would take about 50-80 turns for your first city to grow by one pop point. Around 60-100 turns to get your first tech (well, you could make tech research faster but can do nothing about the pop growth - the growth rate at times is already 10%, which is darn high for humans, a more reasonable growth rate is around 2%-4%).
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A solution would be to make the exploration parts of the game interesting and complex, not just chess with guns.. Also, in the future things would be built a lot faster and technologies would arrive MUCH faster. Remember that 100 turns can still only take five minutes if all your doing is moving one scout.
It could work
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Xian
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oh and like i said, Firaxis could abuse the "month" and make it only 7 or 6 per year and easily get around the problem.
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Fosse
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U.S.A.
Mar 2002 time: 23:19
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Near the top of my wish list for an AC sequal would be for the removal of "forced" diplomacy. Here I am mostly refering to the sanctions and atrocities componant.
If I am playing the Hive and at war with the Peacekeepers, and a third party (Lets say Santiago) is allied with me and captures a UN base. Great. Now she nerve staples that base, and I have to stop trade with her for ten turns.
I understand that nerve stapling is an atrocity unless we have repealed the UN charter, but I don't care! I should be given the option to follow the laws or just keep right on trading like I darn well please.
And when Lal starts pummeling my ally and I decide to nuke UN Headquarters? Now every faction is at war with me, my best allies (who I helped by this action), subversives, and even the faction with only one city left ona tiny island somewhere.
It's crazy. We should be given an option. If someone commits an atrocity we should be told about it, have the laws explained, and then asked for our action. We could impose full sanctions like we are legally entitled to, we could simply "denounce" the actions... saying we don't like it and scolding the offending party, but not really doing anything, or we can just ignore it.
To ignore it would come with a reputation hit on its own, and denouncing would come with a lesser one (except from the faction in question, of course!) Heck, I'd even like to see a "Congratulate them for nuking the jerks right off of Planet" option.
Similarly, when the human player commits an atrocity the AI factions should consider what they have to gain and loose by what I've done and thier potential responses to it. In an ideal world, this would mean that they would consider how my action directly effects them, the impact sanctions would have on my faction and their own, and the risk of either pissing me off, or the other factions off if the do or do not impose sanctions.
Also... why not repeal atrocity prohibitions individually or as a package? Maybe a planet where nerve gas is acceptable as long as we don't use Planet Busters is ideal for one game, while a planet where nerve stapling is considered okay might serve another time.
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Xian
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MORE THAN SEVEN FACTIONS IN PLAY AT A TIME!!!!!!!!!
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