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Special K
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Brighton, MI USA
Jan 1970 time: 05:13
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Hey there...I love SMAC/SMAX...I play as often as I can, and I haven't found a new game that has really caught my attention as much as Smac still can (maybe Shogun)...
That being said, lately I have had a hard time getting excited for the middle/end part of the game...once you are established and things start running smoothly...I have tried using custom factions to spice things up, and I always have my opponents selected randomly...
My question for everyone is, how do you keep yourself going long into games? I play on the 2nd hardest and hardest levels...don't allow myself to save and reload...and generally try to avoid overusing crawlers and probe teams against the AI, since they don't seem to stand a chance then...
What about you? Have you been able to customize your game so that you can finish a game out without being bored? I like large/very large maps...just about medium settings on everything else?
Thanks for any feedback you have...
Kevin
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Bkeela
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Brisbane, Australia
Oct 1999 time: 15:13
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This is a regular problem for me. I most enjoy the first part of the game: the establishment of new bases, the race for territory, technology and secret projects.
The middle phase is usually occupied by war, and this can be entertaining enough, but not as fun as the first phase. But the end phase; when every faction has been conquered, and victory is assured, can be rather dull. I sometimes get slight stimulation by keeping the peace between my various puppet factions (who surrendered to me way back), but even this can become tedious after awhile. So 90% of all my games are abandoned once my power is complete.
I suppose a tougher AI is a logical solution to this dilemma, but I think ultimately, the player must always have a goal in which to aim for. What these goals could be, must be something greater than mere secret projects.
One game that I loved, and which I never had this problem with, was Colonization. During this game, there were a constant stream of goals, whether it be the race for technology and territory, or the aquistion of specialist workers (that darn tobacco planter was always very alusive), or war and conquering the other colonies. But instead of a race for some final project, like in Civ or SMAC, the final phase was the invasion of your colony by your mother nation. And every moment preceding this final conflict, was essential, and if anything, I always prolonged it as much as I could. The final conflict was very challenging, and once finished, so the game ended.
Thus if this concept could be transferred to SMAC, it might solve this dilemma. Maybe instead of the dumb SMACX story of the aliens landing around the same time as the earth colonists, maybe if they landed at the end of the game, with a great force, this would give players something to look forward to, or dread. Or maybe a revolution now and then occuring in your faction would liven things up. I don't know, but I just hope that CivIII isn't the same old, tired and worn out formula.
Bkeela
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DilithiumDad
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Currently I am trying one of those suggestions: giving all your tech to every AI faction. This makes single-player much more like multiplayer, where you are generally playing at the same tech level (give or take a tech level or two). But giving away your tech is not all that easy! Miriam in particular professes not to be interested. Sunspots ruin everything.
I also suggest putting certain Secret Projects off-limits. Let an AI faction get them to even out the odds:
1. Hunter-Seeker. This one is too powerful anyway. Let Zach have it so he has a fighting chance.
2. Planetary datalinks. With Tech Parity policy in effet, this becomes an important means of spreading tech. Make sure a worthy AI faction gets it.
3. Citizen's Defense Force. You don't need it; let the AI have it.
4. Cloning Vats. Over-powered. Oddly enough, I have found that the AI is very reluctant to build it, even when given the tech. Could add interest, if the AI ever actually did complete it.
This "Tech-Parity Challenge" is different from a standard game, where you are trouncing the AI with superior tech, even when playing the Hive or Believers. here aer some differences:
1) Probe teams become much more useful, as the AI factions are much more likely to have some tech worth stealing. If you give away all your tech, then let the AI work on the next tech up, you can steal the tech from them and the whole game accelerates.
2) The AI will like you a lot. In my first trial of this, I was the Gaians pressed up against the Believers. I gave them everything --Air Power, even. They were "seething" but never attacked as long as I gave them new tech every few years.
3) The requirement that you always share tech complicates Vendettas. When the AI demands tech for the end of a Vendetta, you have to give them the tech, which end the Vendetta. Then you have provoke them all over again if you are interested in resuming your war.
4) If you sell your techs for 25 credits, you can end up quite rich (sell each tech to 5 other faction leaders --that's 125 credits a tech!). In SMAX, you can often get 50 or even 100 credits for each tech. This can really improve your cash flow.
5) Obviously, warfare is much more challenging when the two parties have equal tech. You have to reply on superior production and tactics.
------------------
Creator of the Ultimate Builder Map, based on the Huge Map of Planet
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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I find self-limiting to be essential to enjoying the endgame. Infinite City Sprawl is the game-killer for me, though it's unavoidable in multiplayer. I usually decide on a base limit, usually around 10-15, and keep it at that. It's actually not that much harder to win the game (after all, it can be done with *one* city!), the game goes much faster, and it's more fun. I wish they'd put an option in somewhere to put a ceiling on bases, something like "Can't build pods after you've built x number of bases." That woulda been cool.
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Bkeela
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Brisbane, Australia
Oct 1999 time: 15:13
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Hmmm, I've never thought a limit of 10-15 bases as self-limiting. This is about the average number of bases for me. Sure, I aquire alot more bases than that by conquering other factions, but once they have served their purpose for me (by being a platform for further conquests, or by supporting my army), I either destroy them, or else give them to friendly factions. (By giving them to friendly factions who have more than likely just been routed by the faction you wrested them from, not only gets them off your hands [the bases], but by building up a friendly faction, they will inevitably turn against you later on in the game, and hence you can go and invade them, but this time with a more technologically advanced army.)
I've read about some people having up to 100 bases in a game - for me this would be a giant yawn. I couldn't cope with all that managment without getting highly irritated.
By the way, if anyone needs more than 15 bases to win the game, I question what their playing ability must be like.
Bkeela.
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