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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 bet the AI would put up a better fight if a player made three sacrifices:
1) Always play with "stop for end of turn" off. That way, sometimes you'd forget about doing all the base maintenance and stuff. Plus, the game would be a little more exciting, riskier.
2) Never Pop Boom. Just don't do it.
3) Never hurry stuff. This also might make the game go faster, as there's less base maintenance to do.
Whaddaya think?
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:13
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HP:
I like your ideas.
The key to this is finding ways of helping the AI in the later game, without making it overpowering at the beginning.
I have often used, no crawlers, trawlers, or probe skimships, blind or double blind, no nerve gas, and aggressive. But even these games become easy shortly after fusion power.
I really like the idea of no pop booms. The AI doesn't do it, so you shouldn't. This would also help the AI more in the later game. No hurries sounds interesting, but what would we do with all those ecs?
I fear it may take some more late game conscessions, such as no choppers, and perhaps no SP's beyond tech level 4. I think someone also suggested making all the AI units clean, after they discovered bio-engeineering.
What the AI really needs is a way to wage a coordinated war, and to concentrate its research efforts.
Alas, we must wait for the next generation HAL 
[This message has been edited by big_canuk (edited January 08, 2001).]
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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 think not rush-building things might do a lot even in late game. In the game I just posted on my website, Lal declared Vendetta on me when I had only scout patrols in every base. In fifteen turns I had him pleading for a submissive Pact. This would be impossible without hurrying. Granted, that wasn't exactly in late-game, more like mid-game. But not rushing things means you have to be *prepared*, and that could make a lot of difference even near the end.
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Blake
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Brainfallocatione
Oct 2000 time: 17:13
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I rarely use crawlers for anything other than SP construction, and I win with no difficulty on transcend. I used to build energy parks, but I find nothing slows the game down (in terms of scroll rate) than a screenfull of crawlers and formers.
I heavily invest in terraforming, replacing all of my early forests with condensors and boreholes (In fact i even lay my cities out to get the maximum number of boreholes in), but then I work the terrain with workers rather than crawlers, no doubt the strongest strategy would be to crawl all of the condensors too, but sheesh, do people really do that?
The things I would probably do to make the AI a challenge is:
No crawlers (and I mean NO crawlers)
No advanced terraforming (boreholes, condensors)
No gassing (it's still okay to gas miriam)
No airpower
The AI doesn't really use any of the above to anywhere near there potential, with the +2 industry/growth they may almost be a challenge. Possibly also add blind research, and choose all fields, that could make things more interesting.
Ah crap, I realised I used none of the above tatics last time I played miriam, and it was my most effortless victory ever, better add no momentum too.
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Christmann
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Denmark
Jan 2000 time: 05:13
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Here's a challenge:
Never switch SE choices, always stay on "Simple", "Frontier" etc.
Makes for a much tougher build-up.
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:13
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So we have a choice. Either take away some (most) of the tools we have learned to play this game well, the same which make the game interesting, or use them all in PBEMs. I choose the latter. Playing the AI is just not fun, except for the occasional challenge, or to practice, or check out some new stratagy or idea.
Mind you, if you play PBEMs, then patience is nescessary, as they often fail, and they often move very slowly. But one can easily now find enough to keep oneself very busy.
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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 also feel that things like SE setttings are necessary. Sure there are ways to make the game hard--for instance, never use anything but impact weapons. But that's not the point. The point of my proposals is that we've all learned to take *extreme* advantage of certain aspects of the game. I think that having to wait the full amount of time it takes to make every unit, facility, etc will add a lot of strategy to the game, not to mention save the hassle of figuring out the optimum rush cost for tons of bases every turn. I think my proposals are reasonable parameters, considering that the AI hardly uses the listed tactics, and considering that they still leave most aspects of the game available to the player.
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Artemis
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Sydney, Australia
Jan 2001 time: 05:13
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Mouse, for those of us completely new to the idea of altering files (which is what I think you are refering to) can you please expand with a bit of detail? What do we alter and where?
Also, "Seems to play ok most of the time", by this do you mean it is usually a challenge or it usually doesn't crash the game?
------------------
-you become responsible for what you tame-
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Sindai
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Artemis -
It's VERY simple. For every faction in the game, there is a corresponding .txt file in the main SMAC directory (ie, the Hive's txt file is "Hive.txt", the Peacekeepers are "Peace.txt", etc)
It's very easy to learn everything you need to to edit them. Just open the "faction.txt" file in the main SMAC directory, it contains all the information you need on what controls what in each of the faction text files, as well as an example.
It should take under half an hour to figure out the basics, and that's all you really need to know to make the changes Mouse proposes.
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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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Actually, if all you're doing is modifying text files, it should never be necessary to reinstall the whole thing. All the text files are on the CD, so if you need to recover the original versions, you can grab them off there.
[This message has been edited by Helium Pond (edited January 12, 2001).]
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