 |
|
graeler
|
|
What changes in gameplay do each of the difficulty levels control?
|
|
|  |
 |
|
Static Universe
|
|
DP (Arrgh!)
|
|
|  |
 |
|
Static Universe
|
|
The AI can switch production without a pernalty, and can make production decisions on the humans turn (e.g. you kill their last defender on your turn and AI switches to production immediately to produce a new defender at the beginning of it's next turn). It also knows where all your units are.
|
|
|  |
 |
|
Capt Dizle
|
|
Ok, since the AI can't think, it you do you're cheating.
|
|
|  |
 |
|
Capt Dizle
|
|
If you know how to play the game you can routinely play with just one base and beat the AI. So what if it cheats. Geez.
|
|
|  |
 |
|
Static Universe
|
|
I don't object to the AI cheating. I object to the fact that it builds 100 transports but can't seem to land more than two units at a time in my territory.
|
|
|  |
 |
|
Capt Dizle
|
|
Yeah, I know. The AI is bad but you have to admit that with complexities of SMAC it would be a ton of work to create an AI that could compete with a human.
Kasparov's problems the the AI is a result of playing a simple game. The AI just use superior computing power to consider possible moves and relies on its massive library to counter.
If you want a game with better AI check out Civ3. The AI isn't really better, its just that the game was dumbed down to make it perform better.
Of course it is so boring that you will be asleep in no time, but still.......
|
|
|  |
 |
|
sevencubed
|
|
quote: Originally posted by Phenix
I think there's also a lot more inefficiency on higher difficulty... |
That's not true. Inefficiency is not affected by difficulty level. The formula is :
Inefficiency = (Energy * Distance / (64 - ((4 - Efficiency) * 8))
where :
Energy = Amount of energy produced by base this turn.
Distance = Distance from Headquarters
Efficiency = Social Engineering rating +2 if there is a Children's Creche at base.
If denominator reaches zero, ALL energy is lost to inefficiency.
The above can be found in the file "conceptsx.txt" in your SMAC folder directory
|
|
|  |
 |
|
sevencubed
|
|
quote: Originally posted by TKG
...on transcend, the 2nd citizen in every base is a drone. thinker, the 3rd, librarian 4th, talent 5th, specialist 6th, citizen 7th...
|
and apart from that, difficulty affects the addition of extra Drones because a faction has exceeded a certain number of bases. Thats "bureaucracy" and the formula works as follows (again from the file "conceptsx.txt" ) :
BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2
Where:
Difficulty = Player's difficulty level (0 - 5)
Efficiency = Social Engineering rating.
MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200.
For each base a faction builds in excess of this number, one additional drone will appear at some base somewhere in the colony.
Additionaly, disloyal Citizens from captured bases (that is drones) appear more easily depending on difficulty : for approximately 50 turns after you capture an enemy base, you will receive extra drones while you assimilate the enemy citizens. The basic rate is 5 drones minus one for each 10 turns elapsed, but the number may never exceed:
(BaseSize + Difficulty - 2)/4
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|