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Sindai
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Oh that's easy. When I re-did all the factions a while back, and in doing so I turned Mr Cheesedong into the Green Conquerer From Hell:
-Changed one of his starting techs from Social Psyche to Centauri Ecology (allows contruction of mindworms from day 1)
-Added a +25% bonus to all psi combat (meaning an effective +45% on all psi offense, or +65% when running Green.)
-Gave a free Bio Lab in each base in addition to the Brood Pits with discovery of prereq techs. Since Bio Labs allow 1-turn healing for native units, like command centers/aero complexes/navel yards do for the other 3 types.
Everything else I left the same. If he's given some room to expand he's now just as stong, if not even moreso, than Miriam at a pure, low-tech momentum style. Mind Worms for police mean minimal infrastructure, bio labs give extreme longevity to early-game offenses that other factions need to get an SP (command nexus) for, and they even get a healthy research kick out of the bio labs, further encouraging a massive ICS conquer strategy.
Note: I'm well aware that Cha Dawn is now almost rediculously strong, but that's okay, because I've made all the other factions equally rediculous. Morgan got free energy banks and +2 base Econ. Miriam got free Punishment Spheres in each base (which, incidentally, don't halve a base's research output when put in as part of a faction power, so to compensate for her never having to worry about drones, I increased the Research penalty to -3 and got rid of her support bonus), and her fanatic bonus was kicked to +35%. University lost it's automatic extra drones (switched to Hive to balance them) and gained another +1 to Research, etc, etc, etc.
I'll have to get around to posting all the changes one of these days. They're very interesting and loads of fun to play.
[This message has been edited by Sindai (edited January 20, 2001).]
[This message has been edited by Sindai (edited January 20, 2001).]
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MariOne
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Erewhon in Neverland
May 1999 time: 06:13
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Just my .02 depreciated Euros.
It seems to me that everybody on this board are struggling to make things harder to a human player, twitchin the rules, the settings files and the self-imposed restriction in a way that they can still scrape a little fun from the filth on the bottom of the barrel, when playing against the AI.
First and most famous that comes to my mind is the OCC, but you invented hundreds others.
Personally, my solution has been from the start: stop bothering to find a worthy opponent in the AI. Play it for killing time as it comes out of the box, and match with humans if you want to find challenge for the mind.
Now, how does this all fit with asking to enhance or soften a faction because it's too hard to play with?
While everybody is trying to make it more hindered & penalized because it's too easy to win just with any of the standard factions?
The answer is, don't make Cha easier: practice, make your skills better, and sometimes also you will find it too easy to play just as it is.
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