Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: benschwab on July 20, 2015, 07:11:01 PM

Title: Quesion on Design Workshop
Post by: benschwab on July 20, 2015, 07:11:01 PM
Hi all.

For years I had the initial release of the game and in that version, one was limited to 64 units designs (in addition to the base 3) at any time.  This was total; both obsolete and non-obsolete units counted.  This meant that it was eventually necessary to upgrade or disband all of a particular obsolete unit to make room more advanced units to be built.  This was annoying but at-least it got me to upgrade by synthmetal sentinels at my core basses.

I recently got the GOG version and things appear to be different.  I disband all of my sythmetal sentinels and I don't have any more room for more advanced units.  I suspect that the 64 unit limit is only on non-obsolete units ie. those units that one can currently build.  Before I spread (more) misinformation, can someone verify or deny my suspicion?
Title: Re: Quesion on Design Workshop
Post by: Buster's Uncle on July 20, 2015, 07:12:37 PM
Try deleting the obsoleted designs to free up the slots they still take...
Title: Re: Quesion on Design Workshop
Post by: Yitzi on July 20, 2015, 09:04:52 PM
I don't have the GOG version.  However, I do know why there is a max of 64 unit types counting obsolete ones, and if the GOG version does remove the cap of 64 units including obsolete ones, then saves should be incompatible whenever you've obsoleted units.  (Unless they did some very fancy stuff to keep it compatible, which I can't see happening.)

More likely, the original game would automatically retire an obsolete design (i.e. remove it entirely so it doesn't take up a slot) once there were no units left with that design, and the GOG version doesn't do that (so you have to retire the design manually).
Title: Re: Quesion on Design Workshop
Post by: benschwab on July 21, 2015, 03:28:41 PM
Actually, I think the solution is simpler as suggested by B(en's?) Uncle.  I forgot the last step and forgot to delete the design.  I may not remember every nuance of the game.  I'm somewhat embarrassed and thank you for the reminder.
Title: Re: Quesion on Design Workshop
Post by: Buster's Uncle on July 21, 2015, 03:31:57 PM
I think I'll change my display name for the rest of the day...
Title: Re: Quesion on Design Workshop
Post by: Geo on July 21, 2015, 05:17:18 PM
You could always change to Ben's Kenobi afterwards. :P
Title: Re: Quesion on Design Workshop
Post by: Buster's Uncle on July 21, 2015, 05:43:16 PM
 ;goofy;
Title: Re: Quesion on Design Workshop
Post by: benschwab on July 22, 2015, 05:51:15 PM
My uncle is from North Carolina?  Interesting...

I'm sorry if these questions seam basic and that I'm not asking them all at once.  I do want to make sure I'm getting my information correct before instructing others.  I could check some of these myself if I could alt-tab out of the game.  I'm instead relaying on you'all as it saves me time and my guess someone is likely to know the answers off the top of their head.  If instead I should go back and forth in the game, let me know.

With Deep Radar: sea and air units have this by default once discovered.  If I put two other abilities on one of these units, does it still see two spaces?  Is the ability free for land units?

With artillery duels:  If an artillery unit is destroyed outside of a base in an artillery duel, do the other units in the square suffer collateral damage?

With hasty attack:  Am I correct in my understanding the the hasty penalty is applied last and to the modified attack strength of a unit?

With self destruct:  Am I correct in my understanding that a units weapon and reactor ratings determine how violent a self destruction is?

With Fungal Towers:  Is the 50% bonus to combat cumulative with the normal native life bonus to combat in a fungus square?

With Skunkworks:  When playing with high enough difficulty for prototyping, not playing as the Spartans, and building a prototype unit at a base with this facility, does the unit still get the morale upgrade?
Title: Re: Quesion on Design Workshop
Post by: Yitzi on July 22, 2015, 08:10:08 PM
With Deep Radar: sea and air units have this by default once discovered.  If I put two other abilities on one of these units, does it still see two spaces?  Is the ability free for land units?

It is free on sea and air units, but not default; it is not compatible with having two other abilities (or one if you don't know Neural Grafting), and I don't even think they have it if it's not explicitly set in the design workshop.

It is not free for land units.

Quote
With artillery duels:  If an artillery unit is destroyed outside of a base in an artillery duel, do the other units in the square suffer collateral damage?

I don't think so, but I'm not sure.

Quote
With hasty attack:  Am I correct in my understanding the the hasty penalty is applied last and to the modified attack strength of a unit?

I don't think this is the case.  I think that all modifiers are multiplicative, so if something with attack 6 has penalties bringing it down to 3, a hasty penalty of 33% will only bring it to 2, not 1.

Quote
With self destruct:  Am I correct in my understanding that a units weapon and reactor ratings determine how violent a self destruction is?

I believe this is correct.

Quote
With Fungal Towers:  Is the 50% bonus to combat cumulative with the normal native life bonus to combat in a fungus square?

Yes, except that I don't think the fungus bonus applies to psi combat.

Quote
With Skunkworks:  When playing with high enough difficulty for prototyping, not playing as the Spartans, and building a prototype unit at a base with this facility, does the unit still get the morale upgrade?

I think so, but I'm not certain.
Title: Re: Quesion on Design Workshop
Post by: Dio on July 23, 2015, 01:32:10 AM
With artillery duels:  If an artillery unit is destroyed outside of a base in an artillery duel, do the other units in the square suffer collateral damage?

I don't think so, but I'm not sure.
With Skunkworks:  When playing with high enough difficulty for prototyping, not playing as the Spartans, and building a prototype unit at a base with this facility, does the unit still get the morale upgrade?
I think so, but I'm not certain.
Any units in the same square as a unit destroyed in a artillery duel receive collateral damage.
Secondly, prototype units built at a base with skunkworks on Transcend difficulty still receive a +1 morale bonus.
Title: Re: Quesion on Design Workshop
Post by: benschwab on July 23, 2015, 04:54:03 PM
Thank you for your answers.
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 33 - 892KB. (show)
Queries used: 19.

[Show Queries]