# Slow down weapon progression to bring it to about 3:2 best attack to best defense ratio at any given point in time instead of 2:1 as it is now.
# Remove small attack and defense bonuses those make no sense. Like infantry +25% against base. Why on earth attacking unit in base would be more effective that in plain? I never understood a strategical need for this. Same goes for 25% intrinsic base defense. It is too small to make a big difference. If one wants to protect a base they need to build a Perimeter - that's it.
# Make all psi attack base odds 1:1 everywhere. Currently the 3:2 ground psi attack odds encourages unlimited planet pearl harvesting and worms harvesting.
With 1:1 player will be cautious about natives as it should be.
Strategically placed fortified units in a bunker should be able to at least deflect first attack against contemporary weapon even if weakened in half by bombardment.
Comm jammer is not applicable against ships.
Without ZOC at sea enemy ships can surprise attack any of your bases.
So you need sea or air defenders in all of them and not only one. This is insanely expensive.
My understanding of strategic game is that ... That is why they are called strategical after all.Excellent wording!
… That, in my mind, is a cornerstone of strategy games appeal.
Now the best flat field defense bonus is 1.5 * 1.25 = 1.875 (bunker + sensor)... The base with perimeter is a little better: 2 * 1.25 = 2.5.A little clarification that furthers your point even more: I believe those boni are additive, not multiplicative.
So overall sea bases are helpless against even contemporary weapon. The only way to effectively defend it is with own ships and aircrafts.Another little clarification: Naval Yard provides +100% defense against ships.
Yep. That should work too. Besides, it is all approximate. One can develop stronger weapon earlier on purpose and other can opt for better armor. So it varies. I just wanted to avoid situation of 8 weapon fighting 3 armor or something. Anyway, with other defensive bonuses this going to bring defense on par of somewhat better. I think your ratio works great for naval combat, though. The Civ I and Civ II were using equal attack/defense for majority of ships. I guess mostly because of fast movement, lack of ZOC, and lack of terrain bonuses. So it makes perfect sense for me. I should try your ratio now.# Slow down weapon progression to bring it to about 3:2 best attack to best defense ratio at any given point in time instead of 2:1 as it is now.
In my mod the ratio of weapon to armor power in the tech tree is 1:1. There are more weapons than armors in the tree so parity is reached, then weapons creep forward, then parity is reached again. I had heard too many complaints over the years about armor being pointless because the weapons are so powerful. I tried to adjust that.
OMG, man. "historically accurate"? I've heard this stupid argument a lot of time before but didn't expect it from you taking that you are seriously focused on balance. Pardon my language. Didn't mean any offence but, seriously, let's not appeal to real life while creating a game!Quote# Remove small attack and defense bonuses those make no sense. Like infantry +25% against base. Why on earth attacking unit in base would be more effective that in plain? I never understood a strategical need for this. Same goes for 25% intrinsic base defense. It is too small to make a big difference. If one wants to protect a base they need to build a Perimeter - that's it.
The idea is that infantry do a better job in crowded streetfighting conditions. This is historically accurate. Tanks, especially Cold War tanks that were designed for the plains of Europe, aren't so good in the 3D combat of a modern urban environment. It is possible to make "street fighting" tanks and vehicles that do better in cramped quarters, but it's a specific kind of design, and infantry do generally have real world advantages in such environments. Whereas out on the plains, infantry get killed.
You might be getting hung up on the idea of the infantry "attacking". Instead consider how they are "performing". Of course they should be getting +25% attack and defense in a base, meaning you want your city to defend with infantry. Or else infantry is +0% and various vehicles get penalties.
For a sci-fi game, it is significant that they didn't bother with powered armor. It would have obvious advantages in urban combat.
It doesn't matter who bother to do what. What matters is the exploit is there and don't want it to be there. Besides, this is not the most important aspect of psi ground combat. The more important one is base defense against random worms and psi warfare. Existing ratio is too high it is a guaranteed kill of unit in a base without additional psi ability. I don't want the attacker to have free advantage.Quote# Make all psi attack base odds 1:1 everywhere. Currently the 3:2 ground psi attack odds encourages unlimited planet pearl harvesting and worms harvesting.
You mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.
Oh, that's a good suggestion! I generally agree nothing should be free. When it is free you got not option - you just got to have it! With price you are always thinking whether to opt for it or not.QuoteWith 1:1 player will be cautious about natives as it should be.One thing I did do in my mod, is take away free Trance and ECM abilities. You have to pay for those. This in essence makes mindworms tougher on offense, because they face fewer units specifically designed to defend against them.
Hmm. I noticed this too. I agree bunker doesn't help AI. How did you get rid of it without exe patching?QuoteStrategically placed fortified units in a bunker should be able to at least deflect first attack against contemporary weapon even if weakened in half by bombardment.
I took bunkers out of my mod entirely. The AI builds them obsessively when it should be developing other terrain improvements. Then it never populates those bunkers, instead just creating liabilities when a human player invades their home territory. Human gets all this great free defense that the AI built for it. Forget it!
Nope. Read docs. It says it there explicitly. I would love it to extend to naval.QuoteComm jammer is not applicable against ships.
It isn't? I thought ships are "fast units".
Let me reiterate it once more. It's not about strategy. It's about making game strategical. Which means: every choice should be viable in some way or another. If they have an ability to build sea bases then they should be defendable at least with some effort. No level of efforts help protecting them in vanilla game. Whoever has bigger armada eventually knocks out all enemy ships and takes all sea bases with zero loss. That is not a strategical game.QuoteWithout ZOC at sea enemy ships can surprise attack any of your bases.
So strategy might say not to invest in the sea then. You were interested in strategy. Are you sure you aren't just making synonyms for "turtling up" rather than strategy?
I did make Sensor Arrays buildable on water, i.e. sonar buoys ala Call To Power. I'm told that they won't give any defense bonus on the water though. Still, being able to see what's approaching is valuable.
Aha. That's a good solution. I should try it. Is it all in your AI growth mod now?QuoteSo you need sea or air defenders in all of them and not only one. This is insanely expensive.
I cut chassis costs in half for foils and cruisers. They are equivalent in cost to speeders and hovertanks. Expense problem solved. I've had naval wars against the Hive where I took a whole lot of his sea bases. Then he counterattacked with his own ship spam and foil probe teams, taking back most of what I'd gained. The naval wars are more fluid now. Easy come, easy go. Like water itself!
You sure??? I always thought they are multiplicative. Would like to check it out. I'm sure there a thread on this somewhere. Did you happen to stumble across one?Now the best flat field defense bonus is 1.5 * 1.25 = 1.875 (bunker + sensor)... The base with perimeter is a little better: 2 * 1.25 = 2.5.A little clarification that furthers your point even more: I believe those boni are additive, not multiplicative.
Yep. I know that. In vanilla game it is the only defensive sea bonus and even with it it just brings defense on par with attack. Besides, AI rarely build them.So overall sea bases are helpless against even contemporary weapon. The only way to effectively defend it is with own ships and aircrafts.Another little clarification: Naval Yard provides +100% defense against ships.
As I understand it, SMAC is all about active defense, i.e. counterattack with mobile forces: rovers on roads, ships, aircrafts, probes. Only groups of combined arms defenders in prepared locations stand a chance against attack in force, and even that only to buy time to bring reinforcements. And in my humble opinion this more dynamic warfare is good. Less turtling makes the game better, just not to the point of simple exchange of devastating blows - leave that to Blanet Buster apocalypse. After all it's not ancient times with years-long sieges. Except maybe air power should be nerfed somewhat. If only AI could execute active defense better!You are right. I figured it out too in the beginning and hoped for interesting games. Unfortunately, this idea didn't fly mostly because of two things.
However, another defense buffing mod is always welcomed.
One can develop stronger weapon earlier on purpose and other can opt for better armor.
So it varies. I just wanted to avoid situation of 8 weapon fighting 3 armor or something.
Anyway, with other defensive bonuses this going to bring defense on par of somewhat better.
OMG, man. "historically accurate"? I've heard this stupid argument a lot of time before but didn't expect it from you taking that you are seriously focused on balance. Pardon my language. Didn't mean any offence but, seriously, let's not appeal to real life while creating a game!
The idea of giving different bonuses to different unit types is to support variability.
You mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.It doesn't matter who bother to do what. What matters is the exploit is there and don't want it to be there.
Besides, this is not the most important aspect of psi ground combat. The more important one is base defense against random worms and psi warfare. Existing ratio is too high it is a guaranteed kill of unit in a base without additional psi ability. I don't want the attacker to have free advantage.
Hmm. I noticed this too. I agree bunker doesn't help AI. How did you get rid of it without exe patching?Easy, in alphax.txt:
Bunker, Disable, Bunker, Disable, 5, Construct $STR0, K, K
But then without bunker how do you bump up defense in a field?In an open field, you don't. Stay off of them unless you're a Speeder. Stick to Rocky terrain and use armored infantry if you want to advance towards an objective more safely.
Nope. Read docs. It says it there explicitly. I would love it to extend to naval.It says, "50% defense bonus against ground units with more than 1 move (Speeders and Hovertanks)." It doesn't talk about ships. I think the bonus might still be applied to ships attacking a unit in a sea base, regardless of whether or not it's documented. I'm certain it doesn't apply to air attacks. In my mod, ships are not allowed to have comm jammers, as I believe them to be "fast units".
Let me reiterate it once more. It's not about strategy. It's about making game strategical. Which means: every choice should be viable in some way or another. If they have an ability to build sea bases then they should be defendable at least with some effort. No level of efforts help protecting them in vanilla game. Whoever has bigger armada eventually knocks out all enemy ships and takes all sea bases with zero loss. That is not a strategical game.
Aha. That's a good solution. I should try it. Is it all in your AI growth mod now?
By the way, bvanevery.
I want to apply your mod to Yutzi's patch and Binary Dawn. I guess since it is all alphax.txt I should be able just cut and paste it and get best of both worlds. Any special things I should keep in mind besides that?
I didn't mean on purpose. I meant occasionally it happens.One can develop stronger weapon earlier on purpose and other can opt for better armor.
Um, actually, you can't. Not unless you're an Alien, or playing with directed research turned on, which I consider to be cheating. Ordinary blind research is you can choose Explore, Discover, Build, or Conquer, that's it. And in my mod, both weapons and armor are strictly Conquer techs, they have no overlap with any other category. So in my mod you can choose to research weapons and armor or not research them, that's all the choice you have about it. There are more Conquer techs than anything else in the tree, so whether you get stronger weapons or armor first is pretty much random. The only way you're going to get a lot better of one or the other is if your research rate is very fast.
It does indeed. Don't know what to do with reactors either. Maybe make them do units more expensive? That would be fair. Otherwise, they are more powerful and less expensive. That is leaping too far.QuoteSo it varies. I just wanted to avoid situation of 8 weapon fighting 3 armor or something.
It happens all the time. So does fighting with Fusion Power units against fission units. In Civ terms I think of it as a Colonial slaughter. I considered taking Fusion, Quantum, and Singularity reactors out of the game but I didn't do it. I tried to shove them all the way to the end of the tech tree for awhile, but that didn't work as it was very annoying to suddenly go through 3 tiers at the end. Also the Unit Design Workshop got very cluttered because there was no point at which units would become obviously obsolete. I eventually went back to the way the unmodded game mostly does it, although I think due to the breadth of Conquer techs available, Fusion Power actually comes a bit later. Maybe late midgame.
That is my point. There are simulation games. Even then they are tuned to be addictive. I never ever saw a pure pure 100% simulation to be a game. They train pilots in aircraft simulation station but it is not a game. From the other hand, SimCity is a game and not a real city planning simulation. It borrows concepts from a real life but all game rules are completely custom and have nothing to do with real life.QuoteOMG, man. "historically accurate"? I've heard this stupid argument a lot of time before but didn't expect it from you taking that you are seriously focused on balance. Pardon my language. Didn't mean any offence but, seriously, let's not appeal to real life while creating a game!
There is nothing inherently invalid about taking a Simulationist approach to game design. GNS Theory (https://en.wikipedia.org/wiki/GNS_theory) is the usual way in which I personally consider the concerns.
Precisely! Now I know who I am.QuoteThe idea of giving different bonuses to different unit types is to support variability.
This approach is inherently Gamist. A Simulationist says if tanks are supposed to die in the streets because they can't move around, then they must die. Regardless of whether that creates interesting choices for a player or not. I say it does create a choice: the choice not to be stupid with urban combat.
Well sure. I am building game for myself. As you mentioned in my other thread about Social Effect comparison: "change whatever you don't like about the game and try it out".QuoteYou mean you personally have the patience to bother with all of that? If you're really willing to grind your way to victory through excessive mouseclicking, should the game stop you? It's a lot of work.It doesn't matter who bother to do what. What matters is the exploit is there and don't want it to be there.
Ah, but that's what you want. I don't feel like dictating how to play the game, when the payoff comes from doing a pile of real world work. Let's put it this way: if we had a competition where the goal was to win the game fastest in real time, not turn time, I think the mindworm farmers would lose. Some people want to build and sandbox when they're playing the game. I don't see a reason to stop them when their excessive micromanagement isn't terribly consequential to the ordinary flow of the game.
explicitly: Speeders and Hovertanks. Well, it doesn't say "only" but this is how this documentation is written. Ugh.QuoteNope. Read docs. It says it there explicitly. I would love it to extend to naval.It says, "50% defense bonus against ground units with more than 1 move (Speeders and Hovertanks)." It doesn't talk about ships. I think the bonus might still be applied to ships attacking a unit in a sea base, regardless of whether or not it's documented. I'm certain it doesn't apply to air attacks. In my mod, ships are not allowed to have comm jammers, as I believe them to be "fast units".
For Yitzi, try to see if you can get Vidsek to make a public release of his own incorporation.Not familiar with Vidsek. Why do I need a special release?
3, 4, 5, 6 yields 100%
Not familiar with Vidsek. Why do I need a special release?
Actually, it would be much much easier and natural to chain military technologies together to assure higher weapon and armor ratings come in succession.
Awesome!!!Actually, it would be much much easier and natural to chain military technologies together to assure higher weapon and armor ratings come in succession.
I did that. The Conquer sequence is pretty much the backbone of the tech tree.
One thing that struck me is the additional variables Yutzi added for faction bonuses. He rearranged their keywords too. So I was thinking that'll require checking if AIG faction files use same exactly keys as in alphax.txt file.
Whatever is it, can you share you latest merge result?
I've done it already. Thank you.Whatever is it, can you share you latest merge result?
I guess you're addressing Vidsek? I've never merged Yitzi's alphax.txt with my own. I've merely stared at differences using the WinMerge tool.
You can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.So can them. AIs even before ThinkerMod were capable of amassing needlejets and destroying every former, colony pod and crawler in range, then switching to base defenders.For AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.Sorry, I don't catch. AI builds units with highest available attack, and it uses healing, doesn't it? But probably we should talk about this in your thread, not here.
You gather attackers near the base but do not attack until you are sure you can clear it with one turn. Then you go. Then you can take it and avoid retaliation at least from this base. This tactics is used mostly by human and not AI.
Continuing discussion with PvtHudson started in http://alphacentauri2.info/index.php?topic=21013.msg116424#msg116424 (http://alphacentauri2.info/index.php?topic=21013.msg116424#msg116424)You can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.So can them. AIs even before ThinkerMod were capable of amassing needlejets and destroying every former, colony pod and crawler in range, then switching to base defenders.For AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.Sorry, I don't catch. AI builds units with highest available attack, and it uses healing, doesn't it? But probably we should talk about this in your thread, not here.
Sorry about wording. It is quite difficult to explain these terms in short paragraph.
I am talking about two things those are different but can be used together.
1) Indestructible attacker. This happens when a faction possesses a unit with attack strength enough to knock out a defender with near 100% probability. If this unit can also escape retaliation then it returns to safety, heals and repeats. This usually applicable to needlejets and ships as there are not much units capable of attacking them from base. However land units can be that too as AI often does not counterattack weakly defended attacker near base for some reason. Bot AI and human can get such indestructible units with technology advantage.
2) Concentrated fire tactics. You gather attackers near the base but do not attack until you are sure you can clear it with one turn. Then you go. Then you can take it and avoid retaliation at least from this base. This tactics is used mostly by human and not AI. As AI usually does not "wait" if they have an opportunity to use the unit. Each AI unit acts more or less alone by its own program.
Summarizing above, I am saying that AI naturally can get indestructible units when they have weapon/armor advantage. However, it doesn't use concentrated fire tactics on purpose. To get to the point when it incurs no casualties it has to have both weapon/armor advantage and sheer number of units. So that even though each unit acts independently there are many units acting at the same turn. The only difference between AI and human is that human can achieve this level with lesser number of units. Where AI needs 20 needlejets and 10 ground units human can be effective with 5 needlejets, 2 rovers, and 1 probe. As a result of being more effective human usually wins overall.
Once again. I understand this is kind of a gray area. As with any exploits both healing and skewed combat odds benefit human more just because they consciously exploit them while AI does this unconsciously and, therefore, benefit less.
Usual disclaimer. I do not state this reasoning is 100% accurate. This is merely an opinion to support the discussion.
OP choppers are near consensus on the forums, and many mods reduce their range.
Disabling healing
and, especially, buffing defenders will promote bloody grinding and make the game less enjoyable.
Not mentioning balance bias to high-production players.
1) I agree there is some problem, although, IMHO, you overstate the scale of it. In theory, in the SMAC ruleset attackers aren't 100% indestructible. Especially needlejets and gravships, that after bombing run are sitting ducks waiting for enemy interceptors and SAM-capable ships/land units. If you provide fighter escort, it's just 1:1 slugfest at best in the enemy turn, and you need to produce and support bombers AND escorts. Similar counter-attackers exist for other types of attackers. Worst offenders here are attack choppers, that can deal massive damage and withdraw to relative safety in the same turn. OP choppers are near consensus on the forums, and many mods reduce their range. In general, I believe the issue is not in unit specs per se, but in AI inability to counter-attack properly, and hence the solution should be AI improvement and not rule change. Disabling healing and, especially, buffing defenders will promote bloody grinding and make the game less enjoyable. Not mentioning balance bias to high-production players. IMHO, of course.
2) This is obvious AI problem. I think, partly it can be explained by AI's desire to reduce splash damage to its attacking troops. Indeed, splash damage from defending artillery and losses in attackers' ranks is the best counter to concentration tactic. Once again, it's AI's fault, not ruleset's. However, even with current AI there are glimpses of hope - its artillery will start duels with yours if in range, its air will attack your exposed reinforcements nearing assembly point, and amassing of forces in one nearby base is a prompt for AI's nuke.
You should play the game Pandora: First Contact. Its tactical AI can teach SMAC's one a few lessons. Just use expansion Eclipse of Nashira, not the base game.
That's not .txt moddable so I don't know the actual testable consequences of this.No, unfortunately. We discussed this many times already. I mention this as a better but hardly reachable option. Without it I'll try to achieve same goal with other txt moddable means.
Don't be modest. It is twice as strong and comparable to contemporary weapon strength.Quoteand, especially, buffing defenders will promote bloody grinding and make the game less enjoyable.Armor is slightly buffed in my mod.
Don't be modest. It is twice as strong and comparable to contemporary weapon strength.
;)
I actually think it's right and maybe it should be even slightly (20-30%) stronger that weapon to account for highly technologically advanced factions who will get better weapon anyway.
Twice? No, that's exaggeration.What are you talking about? Your best armor rating is same as best weapon one. And the rest of them is about 1:1. Comparing to 2:1 vanilla that's about twice.
The lore of the game is now off, because Missiles are mysteriously equivalent to Photon Walls. Sadly I can't change weapons artwork. Anything strength 6 has to look like a Missile. I could call it something else, but I don't think it's worth disrupting people's knowledge of the weapons of the game.
Let's look at the big picture.Okay, now I finally comprehend the whole extent of the problem. Honestly, I don't think such a complex issue can be resolved only at combat odds level, not involving improvements in AI's tactics and diplomacy. Nonetheless, I wish you good luck with the mod.
Thanks, man. Understanding is precious!Let's look at the big picture.Okay, now I finally comprehend the whole extent of the problem. Honestly, I don't think such a complex issue can be resolved only at combat odds level, not involving improvements in AI's tactics and diplomacy. Nonetheless, I wish you good luck with the mod.
Heh, no problemo, I'll look at it when you're ready. N.B. "Binary Dawn", "AI Growth", and "Thinker" are the names of mods, not the modders. I am bvanevery or Brandon Van Every, I'm ok with either.Yep. Bad wording again. Corrected. I explicitly wanted to list mods as many people know mod names better than mod authors.
Diplomatic Victory is abbreviated Conquest for the most part.
Free Market in the stock game is ridiculous. -8 in penalties! My regime for Politics, Economics, and Values choices is "3 bonuses, 2 penalties". You get -5 POLICE by choosing Democratic Free Market Knowledge Cybernetic. You have to work at it.I am with you on that, man. Didn't understand the context, though. I am not working with SE in this topic.
I am with you on that, man. Didn't understand the context, though. I am not working with SE in this topic.
Psi combat
Psi combat should have equal base odds regardless of realm. This way secondary factors like Morale, Planet, attack and defense bonuses play tremendous role and force player to chose SE models wiser. Free Market's -3 Planet now is really bad penalty. In other words, you still can tune you faction for psi combat but you have to make specific SE choices and pay the price.
I've created simple program that reads technology tree and calculates statistical average for each technology discovery sequence.
An alternative approach taken in AI Growth mode is to hard chain military technologies to ensure strict item progression.
In short, advice for novice players: don't build land mixed units (attack + defense)
and don't build air armored units (obviously) - they are ridiculously expensive.
To align them the only choice I had is to add 1 to chassis price of land units making them 2-3-4 for infantry-speeder-hovertank, respectively.
That changed the cost of some non combat units too but it is easy to fix since most not combat units have their price slot in alphax.txt.
Overall I made speeder price equal its weapon strength, infantry is 25% less and hovertank is 25% more than that.
To compensate for that and to aid AI I increased sensor bonus to 50%.
I removed penalty for ship caught in port. I don't really understand this. Sea battles are insanely skewed toward attacker even more than land ones.
The only active defense you can build in sea bases is air or sea units.
And now this sea unit in base that suppose to be active defender is penalized??? P-lease.
Instead I reverted this penalty into +100% bonus for ship in port.
I removed penalty for non combat units. Do not really understand why it was there.
To make sure they die 100% at any encounter?
Where is variety in that? Giving them some survival chance make every battle more interesting.
Bumped prototype cost to +100%.
I was thinking to raise it to +200% instead. This would slow down fast military technology adoption giving you a choice whether you want to prototype something new or keep up with old stuff.
Also at this prototype cost rate skunkwork becomes a very important addition.
I'm not discussing a modification to SE here. Can use SE effect as an examples. That's it.I am with you on that, man. Didn't understand the context, though. I am not working with SE in this topic.
Thought you were? This:Psi combat
Psi combat should have equal base odds regardless of realm. This way secondary factors like Morale, Planet, attack and defense bonuses play tremendous role and force player to chose SE models wiser. Free Market's -3 Planet now is really bad penalty. In other words, you still can tune you faction for psi combat but you have to make specific SE choices and pay the price.
Psi combat equalized.
1,1, ; Psi combat offense-to-defense ratio (LAND unit defending)
This one just taken from some other mod. Don't remember which.
50, ; Combat % -> Fanatic attack bonus
Taken from some other mod. Feels like it makes sense.[/quote]
15, ; Combat % -> Psi attack bonus/penalty per +PLANET
Disabled rest of reactors.
Missile Launcher, Missile, 6, 2, 6, -1, OptComp,
Chaos Gun, Chaos, 8, 0, 8, -1, Fossil,
Resonance Laser, R-Laser, 9, 1,11, -1, Bioadap,
Plasma Steel Armor, Plasma, 5, 2, 5, Chemist,Pulse 3 Armor, 3-Pulse, 6, 1, 6, AdapDoc,
Pulse 8 Armor, 8-Pulse, 24, 1,11, Solids,
Resonance 8 Armor, 8-Res, 20, 1,10, SentRes,
Yep. There are multitude ways to distribute military items in given technology tree. No need to apologize. Some are better.I've created simple program that reads technology tree and calculates statistical average for each technology discovery sequence.I think it is not generally possible to give 1 statistical output for this.
If I have failed to understand your methodology, I apologize.
Hm. Interesting scenario. I didn't think about it. You mean attackers will be significantly weakened just one turn they are approaching the base? Well, then you need to modify the tactics or strategy or build mixed units. They'll cost the hell more than just sum of pure attacker and pure defender.In short, advice for novice players: don't build land mixed units (attack + defense)
It can make sense if you're trying to crack an enemy city that is heavily defended with artillery, and you don't want to bring in your own artillery. If you bring a mixed force of pure offensive infantry and pure defensive infantry, the pure offensive infantry are going to take enormous amounts of artillery splash damage and be rendered useless. Whereas, if you approach only with armored infantry, they will not. Not unless the artillery is way more powerful than the armor you're using.
QuoteThat changed the cost of some non combat units too but it is easy to fix since most not combat units have their price slot in alphax.txt.
Not true. Predefined units don't exist for things like Fungicidal Formers, Super Formers, Super Fungicidal Formers, Foil vs. Cruiser variants, and different reactors put on them. All of these are dynamically designed by the game, or by you the human player. There is no method in the standard game to specify a reactor size for a predefined unit, a real problem I've run into recently. I just happened to read that Scient's patch version 2.0 has that feature. However, I'm not currently prepared to require Scient's patch or any other patches. Especially, the more and more I get out on YouTube looking for ways to push my work, the more I'm realizing there are people who have never played SMAC before. Asking them to try my mod is already a lot to ask. Really need slicker installers and packagers and downloaders to handle this sort of problem... but first has to come something even more basic, getting more people playing the friggin' game.
QuoteOverall I made speeder price equal its weapon strength, infantry is 25% less and hovertank is 25% more than that.
Huge issue is when you get hovertanks. They come absurdly late game in the original game, so who really cares what they're priced at then. In my mod, I put them on Tier 4. These things are gonna get used. They move 50% faster than a Speeder, so they should cost 50% more. Unless it's going to be the "once you get it, you win" technology.
Why do we waste time discussing small inconsistencies in phrases?Well I think we've worked that out now. I think we agree to discuss whatever, and not see things as some huge big deal.
To compensate for that and to aid AI I increased sensor bonus to 50%.
Interesting to see how that turns out. I've often stressed about whether I should knock out Sensor Arrays before beginning an assault. Usually I default to not doing so, because that's going to be my base in a minute. But if I really feel I've brought a marginal force in, I take out the Sensors.
QuoteI removed penalty for ship caught in port. I don't really understand this. Sea battles are insanely skewed toward attacker even more than land ones.
I guess I should watch some sea battles to verify how this works. Also I wonder if ranged ship battles, with ship artillery, are different from direct attack ship battles.
Psi combat equalized.
1,1, ; Psi combat offense-to-defense ratio (LAND unit defending)
This is a dramatic change. It means that piles of mindworms heading for your bases, aren't going to bother you much. A mindworm apocalypse just became a lot more survivable. It also means, you will have trouble fishing in the fungus for planet pearls. I wonder if it's going to penalize +PLANET factions when they try to capture wild mindworms? Usually you just catch or kill the next one with your own healed up mindworm. If you actually have to worry about losing your mindworm in the exchange, that's a problem.
Your change is also lore destroying. :D
I guess you meant to amend my method #4 by introducing some preference variables. That may work and make it a little better. However, I wouldn't bother with it as neither of these methods is precise anyway. I did mine just because it was easy to do (a matter of minutes) and it gave me feeling of slight improvement over #3. That's it.
I actually think your approach better if strict succession is imperative. I just don't know if said strict succession is crucial for playability. I would guess not.
QuoteResonance Laser, R-Laser, 9, 1,11, -1, Bioadap,
Bioadaptive Resonance is a relatively early tech.
Hm. I always turn on combat odds confirmation dialog and can clearly see all battle parameters starting with weapon/armor and down to all modifiers. Then I decide whether attack or not. Never bothered color guessing armor.QuotePlasma Steel Armor, Plasma, 5, 2, 5, Chemist,Pulse 3 Armor, 3-Pulse, 6, 1, 6, AdapDoc,
Resonance 3 Armor, 3-Res, 4, 1, 5, FldMod,
I thought about spreading out the strengths of the "red" armors, but I thought it might mess too much with people's sense of armor value. Could be a lotta "doh!" from players, asking them to check on attacker's numerical/letter ratings to determine whether to attack or not. User unfriendly, I figured.
Good idea. I didn't touch much these special items yet. Can I just rename them in file?QuotePulse 8 Armor, 8-Pulse, 24, 1,11, Solids,
Resonance 8 Armor, 8-Res, 20, 1,10, SentRes,
You should rename these if they're not actually strength 3, strength 8 anymore.
I guess you meant to amend my method #4 by introducing some preference variables. That may work and make it a little better. However, I wouldn't bother with it as neither of these methods is precise anyway. I did mine just because it was easy to do (a matter of minutes) and it gave me feeling of slight improvement over #3. That's it.
Aren't you afraid of GIGO? How can you make any determination about anything, if you are not modeling the way blind research actually works in the game?
The hell with the lore. Playability is the king!
I've already played few of my games with 1:1 psi combat. Feels pretty good.
At least I am not blindly poke fungus with every one of my units.
QuoteI actually think your approach better if strict succession is imperative. I just don't know if said strict succession is crucial for playability. I would guess not.
What actually tends to happen in the original game, is you get rapid spurts of pointless weapon improvements. Oh look, it's the strength 10 weapon. Now the Strength 12. Now the (ridiculous!) strength 13. Except they don't actually all come in that order anyways, they sort of jumble around. So you often get the 13 first. I guess you could think of it as the "10 to 13 pointless cluster" of weapons. It clutters my Unit Design Workshop and has no other gameplay value. I got rid of that.
There's just a lot of goofiness of weapons and armor jumping around in the original game. And imbalance. Strength 8 Chaos guns going against strength 3 Plasma armor is very common in the stock game. Add Fusion reactors and oh goody.
Another philosophy of the stock game that I oppose, is "every faction gets their turn having a reward". No! Deirdre gets mindworms, she should not be getting a strength 6 missile launcher from Synthetic Fossil Fuels! It's stupid! Morgan's Silksteel Alloys isn't as bad, because at least it's defensive. He's presumed to be turtling up and building in a Free Market. The Civ equivalent is building Phalanxes, then Musketeers.
Your imperfect simulation is almost right for the wrong reasons. I see full evidence of a lot of random crap in the stock game. There's a pretty big window that the pass filter of random crap falls over, as the tech tree progresses in time. It approaches the point of being unstructured, which means random stuff tips the balance of power one way or the other. I prefer a game that is cogent and understandable, because then I can tweak that design. I believe the tweaking is where design quality actually comes from. The opposing "design" is "hey here's a bunch of random crap. Deal with it!" Well you might get a satisfying experience out of that randomness, or you might get a stupid frustrating one. I'm not really into rolling the dice on whether a player is going to enjoy the game or not.
Like how are you even going to achieve what you want out of your "weapons and armor to create strategy" progressions, if you allow so much random noise to enter the calculation? "This game I got lucky and tore everything up." Wow, what a game design. Not saying you've done this, I'm saying this is what "throw it over the fence" designers do. They put their faith in random numbers, in the players themselves... it's stupid. It's like crowd sourcing a screenplay or a novel, doesn't work.
How do you verify? Do you play your mod a few times and think / hope you improved things, letting your own cognitive biases take over?
When you get a game in front of other players, at least they might tell you whether you're meeting your stated design objectives or not.
One of my objectives for instance is improving the perceived competence of the AI's performance. I hope I achieved that. A few players said I achieved that, so that encourages my hope in that area. But even with those encouragements, I've had such a small testing audience, it's not so easy to say. I know I haven't made a silk purse out of a sow's ear.
QuoteI've already played few of my games with 1:1 psi combat. Feels pretty good.
Ok, I'll suspend judgment until I've seen it in action. As a +PLANET faction. You might have crippled the Gaians, but what if you've only changed their play style? Maybe this is the new defensive unit to bring to the enemy's front door.
Sorry, I didn't understand what I should be afraid of?
So I randomly pick one and "research" it. That changes list of available technologies and so the cycle continues until all are researched.
I don't think modeling blind research mechanics exactly would do cause any significant change
but I am willing to try if anyone give me a procedure how it works.
So shifting initial balance of psi combat to 1:1 actually improves Gaian's winning chances by 50% comparing to factions without this benefit. That was my whole point.
:)
Quotebut I am willing to try if anyone give me a procedure how it works.
Dot product to get the weights. Add up all the weights of available techs, that's your denominator. (weight / total weights) = probability of this particular tech. RNG in the range 0.0 to 1.0, map it to the weights somehow. Most straightforward is probably is to loop through the available techs, accumulating a sum, until the sum is >= the RNG. Potential endpoint error of 0th or Nth tech left as exercise to the programmer.
Directed research is just find the highest valued weight. In case of a tie, choose. Random choice might be better than building in any kind of list order bias.
If you only care about how the 14 stock factions behave, then you only need to look at the unique EDBC weights offered by those factions, plus whatever a real human player is likely to do.
Explore - Gaians
Discover - University
Build - Morganites, Free Drones
Explore, Discover - Peacekeepers, Cybernetic Consciousness
Explore, Conquer - Believers, Cult of Planet, Pirates
Discover, Build - Data Angels
Discover, Conquer - Spartans
Build, Conquer - Hive, Usurpers
Explore, Discover, Conquer - Caretakers
So shifting initial balance of psi combat to 1:1 actually improves Gaian's winning chances by 50% comparing to factions without this benefit. That was my whole point.
:)
That doesn't make sense. 2:1 favors offense with psi, not Gaians. Gaians will be on offense or defense in any given situation. If they are trying to trash other factions, you've taken away their teeth.
Interesting. Sure I can try that - piece of cake. Just didn't follow your explanation exactly to the letter. Is it published somewhere on the Net?
First, as I just explained, their teeth are mostly intact. Everyone has now 50% change winning in psi combat without any modificators.
With +1 PLANET (+10% strength) it changes to 75%. With +2 PLANET (+20% strength) it reaches 90% winning chances. About the same bonuses gives the Morale for troops against natives. So you see they already have pretty hefty attack bonus and they can improve it even more if they need so.
With 3:2 default odds and with +1 PLANET they are going to kill everybody 100% of the time ignoring perimeter. I don't like teeth working 100% of the time.
That renders all other factors of the game unusable.
As you yourself nicely put before: everything should cost something. Gaian's already have a bonus taking them half way to victory.
Why should we blindly afraid that modified game would feel somewhat different than vanilla?
Ok, is your alphax.txt "current" now? Made any more changes? I'm actually in the middle of my own half-decent game with Morgan sitting on the Monsoon Jungle, and I'd prefer to keep playing that for a bit. But I can put your alphax.txt in the queue for a next game, on top of stock SMAC. I'm curious whether your weapons progressions work or you've screwed the pooch somehow. I will test by playing as the Gaians, against the Cult of Planet, Caretakers, Usurpers, and 3 other random factions. In the stock game, the Gaians are the one's I'd most expect to be harmed by mindworm shenanigans.
;hippy :hunter: ;nuke;
Look at my estimate. It has index of 32 out of 85 which is about 40% down the line. It's more like middle, not early one.
I forgot about Ogre equipped with this weapon, though. Well this is a first draft there be a lot of misses. We can think how to deal with it later or just swap it for some earlier technology and lower the strength.
Well that's the rub. If you don't think your alphax.txt is "standalone" yet, then it makes more sense for me to merely tweak the 1 setting about psi combat and go test it. I'll review other things, but there's no way I'd ever rip up all my weapons and armor, so not even worth testing that in my mod. Only principles that would apply to my mod, are worth testing there.
I will review.
Good idea. I didn't touch much these special items yet. Can I just rename them in file?
Prototype cost increased.
100, ; Extra percentage cost of prototype LAND unit
100, ; Extra percentage cost of prototype SEA unit
100, ; Extra percentage cost of prototype AIR unit
Psi combat equalized.
1,1, ; Psi combat offense-to-defense ratio (LAND unit defending)
This one just taken from some other mod. Don't remember which.
50, ; Combat % -> Fanatic attack bonus
Removed penalty for non combat units.
0, ; Combat penalty % -> Non-combat unit defending vs. combat unit
Sensor improved.
50, ; Combat % -> Defend in range of friendly Sensor
Taken from some other mod. Feels like it makes sense.
15, ; Combat % -> Psi attack bonus/penalty per +PLANET
Disabled rest of reactors.
#REACTORS
Fission Plant, Fission, 1, None,
Fusion Reactor, Fusion, 2, Disable, ;Fusion,
Quantum Chamber, Quantum, 3, Disable, ;Quantum,
Singularity Engine, Singularity, 4, Disable, ;SingMec,
double jeopardy |
die grasping upon me |
threesome |
three WIMPS |
The new settings may not make it harder to flush fungus at all. They may merely change the way you game it, as now "don't attack" is the best move.
First of all, thank you for investing your time in that. I really appreciate this.
Regarding the worm strategy. Technically "don't attack" is not a best move now it is just not a worst one anymore.
evade |
hold your fire |
jock strap of invincibility |
capturing strength |
easy hunting |
tough tractors |
lucky for them |
cheap substitution |
all the good attacking does |
slaughtering colonists |
Noncombat -25% |
die like you should |
QuoteRegarding the worm strategy. Technically "don't attack" is not a best move now it is just not a worst one anymore.
It's a freakin' !#$#in' fantastic move now. The formerly vicious mindworms are turning into cute little zoo pets squirming about. I am making so much money from popping pods. I didn't expect this to be such a gift to the Gaians.
The problem could have been the 1:1 odds. Or it could be this is a Standard map and I've more frequently played Huge maps in the past. I've definitely amassed massive mindworm armies with only +1 PLANET on a Huge map. It could get so ridiculous, that for awhile I seriously questioned the value of anything beyond +1 PLANET. Only recently did I start paying attention to the PSI combat value of a high PLANET rating.Changes of capturing native on attack is 25% * PLANET. Does not depend on odds.
I will try an odds ratio less severe than 1:1. How about 4:3 instead of 3:2 ? That makes it a 33% attack advantage instead of a 50% advantage. 5:4 would be a 25% advantage, and 6:5 would be a 20% advantage. I'll start with 33% and see how it goes.
It's a freakin' !#$#in' fantastic move now. The formerly vicious mindworms are turning into cute little zoo pets squirming about. I am making so much money from popping pods. I didn't expect this to be such a gift to the Gaians.
Should it be different for other factions? PLANET works on the offence only so any other faction has same worm survivability.
10, ; Combat % -> Psi attack bonus/penalty per +PLANET
; PSI = Percentage combat bonus for PSI Combat.
Why should sea native battle be any different?
I agree air is special case, though. Not that simple.
I have recently tested disabling the rest of reactors besides Fission to avoid weapon/armor effectiveness progression break. Unfortunately, I've encountered unforeseen consequences. AI factions' custom design units got equipped with Singularity reactor. So far I've seen only custom formers and custom probe units having it but, I guess, this is enough of a game breaker already.
I am thinking to distribute them more evenly in technology sequence so Fusion come earlier when are not yet in total war so everyone can get it.
I will see if I can reuse his tree with his permission.
Well, alphax.txt says it's for offense, but I think I'll watch the odds screens just in case it's really offense and defense and they wrote it up wrong.Code: [Select]10, ; Combat % -> Psi attack bonus/penalty per +PLANET
I have recently tested disabling the rest of reactors besides Fission to avoid weapon/armor effectiveness progression break. Unfortunately, I've encountered unforeseen consequences. AI factions' custom design units got equipped with Singularity reactor. So far I've seen only custom formers and custom probe units having it but, I guess, this is enough of a game breaker already.
WTF? That's decidedly odd. Try completely deleting the lines for Fusion, Quantum, and Singularity.
I theorized that a 3, 4, 5, 6 sequence of reactor strengths would be a better strength progression, but it would have a helluva effect on air and sea movement, and on missile blast radii. Although... if Planet Busters are egregiously expensive, and even one is a serious doomsday weapon, that might be ok! I'd be ok with fungal blasts being more dramatic too. Such large tectonic blasts could be problem though.
I will see if I can reuse his tree with his permission.
The licensing is explicit in readme_mod.txt. You just have to abide by the terms.
Good news. This turned to be Induktio fault. At least he admitted it and claimed he fixed it in latest release. Just saw his post and didn't test it myself, though.
I may read it but may not understand how it applies to borrowing pieces of txt. Can you just summarize it for me if you allow me to do this and what should I do in return if any?
With the huge scope of work he's been doing, I've wondered how testing and verification would shake out over time.
I may read it but may not understand how it applies to borrowing pieces of txt. Can you just summarize it for me if you allow me to do this and what should I do in return if any?
It's one of the Creative Commons licenses. If you use substantive amounts of my work, you have to credit me. And you can't make a dime off of it. That's it. Pretty simple terms.
Not happening, unfortunately. You can disable reactor in txt but cannot change its HP multiplier. It's hardwired somewhere in code. You and I both tried it.
Well, is your tree a substantive amount?
How to credit me? I don't know; something perfunctory, and not buried deeply in the weeds? Presumably in your own README file about your work. Or you could just play the "additive Copyright statements" game, like I did with Firaxis.
super scouts |
different kinds of sea level |
50, ; Combat % -> Land based guns vs. ship artillery bonus
25, ; Combat % -> Artillery bonus per level of altitude
no penalty in port |
marine getting bonus against sea base |
Did you know that altitude matters in Ocean to Ocean ranged combat?
I'm thinking both of these settings are lame:Code: [Select]50, ; Combat % -> Land based guns vs. ship artillery bonus
25, ; Combat % -> Artillery bonus per level of altitude
Let's try 10% for each.
Besides now I need to waste my time thinking whether I placed my base too low.
Or I would need to raise my base to make it more defense ready. Although it is an interesting concept it's too much additional mouse clicks comparing to the interest.
5 to 4 odds |
2 mindworm victories in a row |
4 to 3 odds |
bad for me, worse for them |
Besides now I need to waste my time thinking whether I placed my base too low.
I'm thinking other resource and defense factors would usually outweigh this consideration. Do you have enough minerals, and food to work those minerals? Are you touching fungus? Are you too close to an enemy's route of expansion?
4 to 3 no PLANET bonus |
hiding behind trees |
convenient Recon defense |
heavier artillery than mine |
more offensive suicide |
This must be a case of geometric vs. arithmetic stacking (http://alphacentauri2.info/wiki/Note_on_Stacking).
1 + (1 * 25%) = 1.25
1.25 + (1.25 * 100%) = 2.5
2.5 + (2.5 * 50%) = 3.75 !!!
The Sensor Array bonus is applied after other stuff has been computed. That means it can have a pretty hefty effect, much more than if you're thinking it's a linear increase from 25% to 50%. If it's at the stock value of 25%:
2.5 + (2.5 * 25%) = 3.125
If I didn't have a Perimeter Defense, and the Sensor Array was at 25%:
1.25 + (1.25 * 25%) = 1.5625
If I didn't have a Perimeter Defense, and the Sensor Array was at 50%:
1.25 + (1.25 * 50%) = 1.875
Which factors are you combining?
Which factors are you combining?
The ones in my last screenshot of a combat.
the Fredricksburg effect |
Even when attacking from fungal squares.
southern earthquake |
Initial note, looking over stuff. Directions in installation.txt are wrong with respect to alphax-modified.txt. That file would have to be renamed to alphax.txt. Well, maybe Thinker .exe patch is handling things differently, but that's what you'd have to do for a straight SMAC installation. Which is what I'll be testing.
my death tech |
competition |
just wait |
MY 2141. I'm starting to wonder if the weapons section of this tech tree is balanced. This seems awfully early to get a Gatling gun. Where's the armor to defend against this? I wonder if any cost change has been made to mitigate this, like I can have a weapon of doom but it'll cost me everything to produce.
More concerning is the early Living Refinery. +2 SUPPORT is a powerful ability to gain, let alone this early in the game. I have a 2nd mineral site at my disposal, that I'm starting to mine now. I predict I won't have any problem completing this and the Weather Paradigm, no matter how expensive they are. I was going to build a Command Center on my 2nd pile of minerals and use it to crank out trained troops, but I'll do that somewhere else instead. I don't have anybody to fight yet anyways.
I am starting to wonder about negative effects on AIs if they choose Fundamentalist and get the -3 RESEARCH penalty. A big consequence of slow research is not getting techs to start Secret Projects with.
Now this mod, I realize, has made a major change in research foci compared to what I'm used to. "Economic" techs are placed under Discover, not Build. I don't know how that will play out. I happen to be a Discover faction, odd as that was in the original game. In my mod the Spartans are a pure Conquer faction. I will keep this game's default choices, in order to see how that pans out for an AI.
Holy crap! Mindworm be like, you die now. Well I've playtested 1:1 Psi odds before and my conclusion was, just don't attack. Being Disciplined ala Spartan clearly isn't enough to attack with. +2 MORALE is stronger on defense than offense anyways.
outrunning measly +2 minerals in long run.
Besides, pure energy increase benefit both economy and labs.
As I said I have no strong preference about it. Still 3:2 is to much for me but anything in between should do.
my projects |
outrunning measly +2 minerals in long run.
But my SUPPORT is now +3 under Police State. If I can make bigger bases, I can have as many units as the size of the base. Granted, as of 2192 my biggest base is size 3 and I haven't populated my island yet. Secret Projects are sucking up all my efforts.
Besides, pure energy increase benefit both economy and labs.
But AI Morgan is still a pure Build faction. How is he supposed to make any money?
As I said I have no strong preference about it. Still 3:2 is to much for me but anything in between should do.
Well the net effect is I didn't even need Trance to trivially defend myself, at least as the Spartans with +2 MORALE, sitting in a base.
MY 2194. Got the new Green. +1 EFFIC, +2 PLANET, -1 GROWTH, -2 INDUSTRY. The latter is a pretty steep penalty. I know mindworms with high PLANET are pretty good but that seems like a lot of penalty to swallow. I will wait and see. This is not likely to be a mindworm slinging game for me, not my faction's core strength.
I don't quite understand the new cost model. With +0 INDUSTRY a Chaos Skimship with strength 4 Synthmetal Armor costs me 70. A Chaos Rover with strength 2 armor costs me 100. With strength 4 armor, 110. This would seem to say, never build land units until you have to. Especially since the Readme said that ships get a 50% bonus for defending in port now. Stocking all your bases with ships would seem to be the one true strategy. It only wouldn't work inland.
I realize that this mod doesn't have Foil Probe Teams, so I don't have to worry about my sea bases being subverted like in my own mod.
My 2227. Got the new Eudaimonic. +2 ECONOMY, -1 EFFIC, -1 MORALE, -1 GROWTH. I of course will not use it. I am wondering if this mod intends to make it difficult to pop boom.
Now I think it is at least same or more valuable than Human Genome. Do you say pricing it 50-60 would be fair?
My take on SE balance is that it cannot be balanced at all across the whole course of the game.
All effects are more or less declining with empire development in relation to overall economy.
Early ships are quite cheap, though. Which is not that bad, I think.
Now I think it is at least same or more valuable than Human Genome. Do you say pricing it 50-60 would be fair?
In my mod the Living Refinery costs 50, but it's a late game tech. You have to be in space to get it, and that comes late game in my mod. I think you have a point that it's not so useful to make people wait as long as I have, because by then, mineral production is generally much higher anyways. But I also think you're giving this away way too early.
In my mod the Living Refinery costs 50
It didn't take any time to build it in my game, but of course it wasn't priced at 50.
"My game" meant my play of your mod. It was whatever you had it set at. Looking it up now... it was 30.
Something to put in perspective about game costs, is even with my change, it takes 8 turns to plant a Forest and only 6 turns to remove Fungus. I guess Earth trees suck?
Are you still using forests in my mod? If yes, then they are not overpriced.
Are you using rocky mines in my mod?
Do you sometimes decide whether to build forest or rocky mine?
I can change it to 10 or 8 if you think it is better.
For me it is largely irrelevant as even a single former per base still build improvements faster than base population growth. Even with these prices you still have free cycles to build connection road and other additional stuff.
the creeps |
Wealth has a -1 EFFICiency penalty! I don't understand why. In my mod it gives a +1 EFFIC bonus. In this mod, also -2 MORALE. In exchange, a mere +1 ECONOMY and +1 INDUSTRY.
you gotta be @#$ kidding me |
#SOCPROBE
-2, -50% cost of enemy probe team actions; enemy success rate increased
-1, -25% cost of enemy probe team actions; enemy success rate increased
0, Normal security measures
1, +1 probe team morale; +50% cost of enemy probe team actions
2, +2 probe team morale; Doubles cost of enemy probe team actions!
3, +3 probe team morale; Bases and units cannot be subverted by standard Probe Teams!!
Ok, here's what I've figured out:
-Distance seems to be calculated with the "direct" distances (edge to edge, that's actually diagonal) counting as 1, and the corner-to-corner boundaries counting as 1.5 (round down.) Perhaps the guys at Firaxis were D&D fans?
-For bases, the formula is (target faction's EC+1200)X(population+military units in the base+past mind controls+past unit subversions/4 rounded down)/(4+distance to HQ). The effective distance is halved by a children's creche, halved by a punishment sphere, halved by nerve stapling, and tripled by a genejack factory. Drone riots halve the final cost, and a golden age doubles it. Finally, the result is multiplied by 1 more than the number of bases captured (I presume this means via mind control) this turn.
I can't say this formula works for me. Could you run a test? It is also worth noting here the military units must be offensive, i.e. garrison doesn't increase the price (which is why I always believed that units don't affect the cost).
Your "everyone gets 2 armor" decision is interesting, and has important cost of production consequences. I still don't have a feel for what to do within that production and combat system. I only know that land units cost too much compared to sea units.
I just solved the weapon and armor problems by mostly locking them to the Tier of tech. My Particle Impactor comes at Tier 4 and that takes a long time to get to in my mod. My tree is extremely dense, every single tech has 2 prereqs. There really isn't any problem with someone getting a strength 4 weapon, because by then, lots of factions have got strength 3 armor, and some will soon have strength 4 armor.
I've pushed lots of non-weapon, non-armor technologies earlier in the tech tree. The sheer amount of tech spam in the tree, makes it harder to get higher level weapons and armor. It all take much longer. Another thing is until recently I had very little "channeling" of the research weights. Every Conquer tech was a "4" and there were lots of Conquer techs, far beyond just weapons and armor. So it takes a long time to randomly punch through all of them.
Decided I will test "1.1+" version of Tim's mod, by adding 2 changes of my own to deal with egregiousness per my "I QUIT!" post.
World Builder section: set Continent base=30, Continent modif.=60, Islands=0. Despite the enormous amount of work I did once upon a time to arrive at these values, the actual changes needed to make better land masses is pretty trivial, just these 3 settings. Feel free to use them if you decide you like them, without worrying about crediting me. The license on my mod is for taking "big" portions of my work, not a setting here or there.
Predefined units: added Skimship Foil Probe team, in the hope that it diverts AI attention from obsessive land probe team production. It may not. The seeming change in AI behavior may be about PROBE values in the Social Engineering table. But I think it is worth finding out one way or the other, so let's see if I get sucker punched by an overpowered probe team again.
Item rating has nothing to do with item cost. These are two separate numbers. I adjusted them both for different purposes.
Sea units cost growths quadratically. So yes, early sea units are relatively cheap but later are catching up in cost.
I can easily bump up early sea units and make them more expensive but then their later analogues will cost sun and moon. Not good either.
Again I don't understand why you bother with absolute timing. Only relative timing matters.
As for another predefined unit - can you send me the exact line from txt?
Foil Probe Team, Foil, Probe Team, Scout, 11,0,0, PlaNets, -1, 00000000000000000000000000
You have made land units cost substantially more than equivalent sea units. Cost of production is power, you've penalized being a land power. Land power is the bulk of the game for most factions, so this is tedious and annoying. I have problems producing much of anything to defend myself on land. I got my capitol wiped out last game by interloping units, that never happens. Your changes in cost have made it a lot easier for AI and indigenous life forms to randomly maraud an unprepared continent with no warning. Cost of production makes it rather difficult to have any defense ready, making this feel like griefing, not strategy.
QuoteSea units cost growths quadratically. So yes, early sea units are relatively cheap but later are catching up in cost.
Not interested in later because I start the game playing it now. Early game experience can be bad and off-putting compared to the rest of the game. To the extent that early game is the 1st thing anyone experiences when trying your mod, I suggest being careful and not cavalier about it. My jury is not completely decided on such matters, but I think something needs to be done about early game experience of land vs. sea unit costs, and weapon and armor progressions.QuoteI can easily bump up early sea units and make them more expensive but then their later analogues will cost sun and moon. Not good either.
Less of a problem than screwing the early game IMO. Later game can always have more factories and minerals. Also consider that early game phenomena have a disproportionate effect on AI growth.
attack is suicide |
those dolts |
manufactured outrage |
I am examining 1.2 alphax.txt using WinMerge. I see map generator changes incorporated, good. Foil Probe Team is present but you forgot to increase #UNITS count to 24.
I would also suggest adding Doctrine: Mobility as a prereq for Planetary Networks while you're at it.
Cavalier attitude towards expense of Scout production almost causes me to lose my 2nd base.
If I want Planetary Networks to have two I need to move it to level 3.
If I want Planetary Networks to have two I need to move it to level 3.
Or you could just make an exception for this 1 case. As the French say, "The Exception that proves the Rule."
1) same weapon pure attacker infantry is more than twice cheaper than speeder,
2) Adding even level 2 armor on pure attacker immediately doubles its cost.
Another problem with Scout Patrol costs 1 is that its trance and police modifications also cost 1. That is not right. Trance patrol 100% negates native warfare from other faction. Six time cheaper defender is too cheap.
Same consideration about double police unit. It is super beneficial as it quells more drones otherwise not achievable by current police rating and it also saves on support.
So it should cost about twice as more as base one or at least 50% more.
QuoteAnother problem with Scout Patrol costs 1 is that its trance and police modifications also cost 1. That is not right. Trance patrol 100% negates native warfare from other faction. Six time cheaper defender is too cheap.
Meh. Linking the tree is already a pretty hard work.
I think I'll move it to level 3. It is not that critical technology anyway.
I meant specifically faction invasion with native warfare.
I think we have a fundamental difference of view as game designers, in that you seem very intent on preventing players from ever gaining an advantage. You keep arranging things so that advantages zero out. Whereas, I see doing the work of going up the tech tree, then gaining an advantage from having done that work, as the basic point of the game. I want players to gain advantages and then end the game by using them. I don't want the player to proceed forever, treading water, with advantages zeroed out.
The conflict you set up between ECONOMY and EFFICiency is a notable example of this. You give money with one thing, you take it away with the other, what's the point? I don't basically understand the game design proposition, "money buys you inefficiency". Nor "efficency makes you poor".
You can argue about any specific concern, and you might even be right in some instance, for some choice of proportionate setting somewhere. But if you keep doing this as a general tendency, the strategic result is you are demanding that the player wait for things and for the game to take longer. It's already a long game. How does making the game take even longer to play, increase the quality or enjoyment of anyone's life? It could be providing entertainment value if there's an interesting tradeoff to make about stuff. But zeroed out tradeoffs are often not interesting. "Hey, here's a new beat in the tech tree! Guess what, it's not worth anything, it's been zeroed out." You might as well have not bothered to provide the capability to begin with, when it becomes a new way of setting things to zero yet again.
The AI doesn't know how to prevent you from invading with natives. The AI doesn't know how to invade you with natives. In a single player game, where's the problem? I don't care about multiplayer games. Multiplayer can bite me, this game is way too long to bother worrying about multiplayer game design.
Well unless Induktio's Thinker Mod has seriously changed the status quo of AI combat prowess. In the stock binary, the AI needs all the help it can get. Trance Scouts and Trance 3-Res Sentinels considered good predesigned units. I'll be trashing the AI with my mindworms and a +4 PLANET rating, then I'll run into one of those and actually have to start thinking for a change.
I think I've seen AI sending worms to me
as well as building trance unit in response to my worm waves.
That's why I shorten the tree
I will decrease most of the multiplication abilities
MY 2237. I research Ecological Engineering, which makes the Manifold Harmonics available. It only costs me 240 to produce, definitely far too cheap, and possibly quite overpowered this early in the game.
I will decrease most of the multiplication abilities
Could work. Not crazy talk. I guess only downside is AI not really understanding that the abilities are worth half as much as they used to be, but still cost the same. Human player understands just fine and can make the choice.
As for fungus production you probably have 1-0-0 fungus production at this time. Maybe 1-0-1. So you get 2-1-2 with +2 PLANET.
My RESEARCH is now at an excessive +6.
SE effects are capped at values given in help. So the best you can get is +5 RESEARCH. Everything over it is a waste. I tried to design the table so to limit such waste to 1 above and below, though.
Some changes absorbed from discussion.
If I have missed something about the creation of a /factions folder in the game directory, let me know, but none of my GOG installations have a /factions folder.
I also think you need a much snappier name for your work than "RightTime". I get that it was probably a functional "work in progress" statement of what you were trying to accomplish in the tech tree, but it's neither memorable nor descriptive of your purposes. My own mod name is not entirely ideal, but at least I didn't get too far off the mark early on when releasing it. A good chunk of it really is about the AI playing better, I did what I could. Once people actually start paying attention to your mod on a regular basis, you're going to find that you don't want to change names or threads, for fear of disrupting the limited amount of attention you worked so hard to get. So it behooves you to get it right at this stage, as best you can, before you're fully committed.
I also removed all extra bonuses from aliens but this entirely optional.
It is difficult to name them with one word.
The main idea is to remove all clutter,
But IMO the root cause is, you changed factions, you really should install all of your changes every time and not leave this in the realm of user chance.
Planetary Datalinks, for lack of pressing priorities. With +2 INDUSTRY, cost is 640. That's exorbitant for what it does.
So being 10% ahead of others in research is a big advantage.
tiny bubbles |
glub glub |
the long jog |
westward link |
You are never going to be 10% ahead of anyone else on RESEARCH with the Datalinks.
Agree. What do you want to price it then?
not my fault |
closing the gap |
contact |
tough defense |
too pricey |
How do you insert pictures in the post by the way?
Missile Launcher discovery is twice as strong than contemporary Plasma Steel Armor.
In my mod I made armor coming at quick succession at the beginning and at a regular intervals. Same for weapon.
Do you still think "Fission armor" will be good name reflecting this change?
How about something like "Defensive" or "Improved Defense" one?
no sink me please |
I don wanna die |
not ready to invade anyways |
all those other creeps |
Still believing in my death |
supply denominations |
whatever floats your boat |
a hair away from disaster |
I wonder what your analytic tool produces for my mod nowadays?
What I have observed in my current game of your mod, is that I have frequently been at a 2:1 advantage, but it has just as frequently gone away in due course.
Here is for some of you versions.
feather fall |
Here is for some of you versions.
I guess that's demonstrating the "lock step" effect.
You also have armor following weapon exactly.
Many people already tested AI cannot penetrate 1:1 armor behind tachyon field. So any AI territorial advance will halt completely in latter game. This is for you to feel out, though.
what have I done to deserve this |
unwanted minerals |
A player needs to feel success at regular intervals. Not just have things be "balanced", which in the real world means the AI gets to exploit its advantages at your expense indefinitely. The AI has its tricks of how it's supposed to do well in the game. I'm supposed to have mine too.
Regardless of your intentions and attitude toward it I appreciate you are spending so much time on it. Thank you for it.
You are playing it even more than I do. :)
I don't understand why are you so frustrated about balancing games. Aren't you working on some kind of a balance in your mod yourself?
My mod on top of Induktio makes it really difficult to win.
Sort of next few level beyond Transcend. So if you feel it difficult - try switching to lower level.
pretty sneaky sis |
dont drown me bro |
QuoteSort of next few level beyond Transcend. So if you feel it difficult - try switching to lower level.Heracy! Into the Punishment Sphere with you. Seriously, if you've modded things to be unwinnable on Transcend, your design is a failure.
Tools in the game that did give me an ability to react, like Launch Solar Shade, you took away from me.
"flooded river plain" bug.
"flooded river plain" bug.
Is it a known bug? I've never heard of it before. Is it a new type of terrain?
I didn't say it is unwinnable. It is hard to the level where you call it a drag and constant thinking every turn.
I don't think INDUSTRY affects global warming directly if at all. It only lets you build things faster.
This is not unwinnable like Civ 3 on Deity.
Sorry. I am not following what did I do and how.
production for orbital warfare |
planetfall at the Nexus |
linking to civilization |
linking to civilization |
why not Isles and Sealurks |
swimming or crawling |
Stargate Atlantis |
groan |
reinforcements |
wants to drown us all |
so sad |
songs I used to know |
QuoteI don't think INDUSTRY affects global warming directly if at all. It only lets you build things faster.
I suspect that you are giving egregiously large INDUSTRY bonuses, that the upper end of the dynamic range of this in the SE table is way too high. Transcend already gives the equivalent of a +5 INDUSTRY bonus IIRC. Add Domai's inherent +2 INDUSTRY bonus, and I think you get a faction that just steamrollers everything into oblivion, nothing anyone can do about it. He's incapable of going Green, so he goes Free Market and builds whatever factory gewgaws, poisoning Planet. He does all of this so fast, so overpowered, that the game just melts.
Sorry. I am not following what did I do and how.
As far as "taking away tools", what you did is make space flight come very, very late in the game. I still have not learned Advanced Space Flight, which is what lets you propose Launch Solar Shade.
A secondary thing you did, is make mag tubes come really really late.
Hmm. They come at ~60% through research tree. You think it's late?
I can move them, of course, easily. But where do you want to put them? At 40%?
These models have additional +1 TALENT that is not visible on a SE screen:
Fundamentalist
Planned
Thought Control
Main Advanced Space Flight association is Orbital power transmitter and I moved it at the very end as you did too.
Hmm. They come at ~60% through research tree. You think it's late?
I know it is ridiculously late. Past the 1st time of being challenged to not have them available, this is an extremely tedious, awful thing to do to the game. You may play on Standard maps all the time, but anyone who plays on Huge or larger, needs to get units across the map somehow. It is a complete drag to have to push them manually by roads or transports. That's why I didn't even get into physical contact with Domai for so long. He got to stomp the biggest land mass of the game before it was even reasonable for me to get to him.
The other exacerbating factor is the extreme cost of Secret Projects. That didn't leave me with resources for troops. Domai is stomping the big continent the whole time. And if I had just let him build the SPs instead, I think it may have been worse. He didn't get the Cloudbase Academy or the Cyborg Factory, for instance. The Peacekeepers got the Maritime Control Center, couldn't do anything about it, and that's another disincentive to make an invasion. Domai eventually took that from them.QuoteI can move them, of course, easily. But where do you want to put them? At 40%?
I put them on Tier 2, the beginning of the game, because I'm pro rails. That doesn't seem to be your style.
These models have additional +1 TALENT that is not visible on a SE screen:
Fundamentalist
Planned
Thought Control
Why are you giving away so many benefits to these choices?
Take Planned for instance, you propose to give 4 benefits and 3 penalties. That's assuming TALENT should even be counted as 1 benefit, I think it's really worth more like 2. Regardless, Free Market has 2 benefits and 7 penalties, and Green has 4 benefits and 6 penalties. This is not balanced. Planned is clearly and obviously the best choice. And why on Earth is Planned going to now become anti-RESEARCH?
I also don't get why Knowledge has to lose ECONOMY. Or why Eudaimonia has to lose EFFICIENCY and be completely incapable of MORALE.
I am noticing that in my current game, the AI thinks your version of Eudaimonia is so bad, that the Drones refuse to choose it! Even though it is their compulsion to choose it, the thing they lecture everyone else about doing. They themselves are preferring to stay at None. Think of the Drone Children!
I'm looking at old saved games with the Scenario Editor to see what's going on. In MY 2286 the Manifold Nexus still exists. [..] Possibly, the lack of rails by this point in the game, make Lal's empire completely indefensible.
clean coal |
quantum volcano |
Specifically, it doesn't target to make AI play better.
Your criticism of my models is kinda pointless. No offence. You can apply same exactly argument to any variation including original.
For example, you criticize my Free Market for having "2 benefits and 7 penalties" whereas box has 2 benefits and 8 penalties and box Police State has 4 benefits and 2 penalties. Obviously, based solely on your way of looking at it (benefits and penalties), vanilla is even less balanced.
Besides, I never even claimed SE choices is my mainstream in this mod. I'll gladly take any other suggestions.
I am more concerned about changing as little as possible. This is not "new experience" mod.
However, I feel like moving feature from its 55% original position to 15% position is kinda drastic. Will others accept this?
If you think they put an extreme burden on you that does not worth the cost - don't build them. Let me know if skipping them let you advance faster - I'll reduce the price then.
I am more concerned about changing as little as possible. This is not "new experience" mod.
Well that's just not even basically true. You've already changed quite a bit.QuoteHowever, I feel like moving feature from its 55% original position to 15% position is kinda drastic. Will others accept this?
Of course they will, I have plenty of downloads of my own mod to prove that, and lots of history of people continuing to download my mod. I work on trying to get yet more people to download it, which is an Art, and not easy. None of that is the issue. The issue is what you personally want regarding rails. What I've told you I don't want, is an almost no rails game. I play Huge maps, I need rails. Perhaps you should try playing some Huge map games and see how it goes for you without rails.
One thing about rails, is being capable of building rails is only the start. You have to have the surplus production to make the Formers to actually build the rails. You've got other jobs you could be doing with those Formers, for awhile at least.QuoteIf you think they put an extreme burden on you that does not worth the cost - don't build them. Let me know if skipping them let you advance faster - I'll reduce the price then.
Problem is, my testing resource is drying up. I can't afford to spend the time on testing your mod at this level, over and over again. I have my own mod to consider, and I should be moving on with actual programming of a new game, not modding. Some of these draconian SP prices, I definitely don't agree with. The AI seems to be buffed enough to just build them anyways, it's like a giveaway to them. You may need someone else to come along and say, "some of this SP stuff sucks, you've gone overboard".
One thing I am clear on, is you rendered the HSA pointless, by putting Algorithmic Enhancement long before anyone can even start the HSA. You should fix that.
1.4 definitely has a better installation regime. I trivially throw all the files on top of my existing installation. Don't know if you'll stick with the title, but it's a better working title than "Right Time". Noticed the mod_changes.txt, that's helpful. Can't test the effect of any of this on faction growth this late in my game, but I haven't really done combat yet. Domai and I might be headed for a big blowout, it depends on what I choose to do.
First thing I notice, is that Biomachinery has different prereqs. It's no longer the next tech in the tree for me. I need Sentient Econometrics, and then String Resonance. Not sure how this changes my game plan. I of course will steal as before. I guess play the Artifact as before, but accept that this won't get me to where I need to be.
I don't recommend to swap version in the middle of the game.
MY 2408. Domai completes the Bulk Matter Transmitter. He also researches Digital Sentience and begins the Network Backbone. It costs 1000 and yet he only needs 7 turns to complete it. If Domai gets far enough to Transcend, I'm doubting I can do anything about it. He is a monster.
MY 2409. Santiago shows up with a stack of 6 or 8 Sealurks, I forget how many.
MY 2411. Why make the Self-Aware Colony so godawful expensive? It doesn't do that much.
It's like an equivalent of 50% research speed up if you can channel them there.
Did you build it? If yes, did you see cash flow increase?
Well, isn't it an argument for SP cost increase? With original one it would finish it in 3-4.
It's almost at the end of the tech tree, who the F cares about research anymore?
So AI does sometimes produce native in large quantities for battle. Good to know.
Well that is the nature of the tree. It has an end. Some thing should be there. Could be as well this one.
The reason Domai can do any of this at all, is you made these SPs so back breakingly expensive for a human player on Transcend, who doesn't have any buffs, that you severely favor the AI factions with their inherent INDUSTRY bonuses. You gave them the whole freakin' game. Ordinarily, a RESEARCH faction like myself can get to a SP first, get started on it early, and beat Domai before he starts slugging at it. But I haven't had time to do anything this game except work on SPs, they're that expensive. Even doing that, Domai finished half of them.
Half.
There might be an endgame where I can still win. There might not be, I may be about to summarily lose.
Well that is the nature of the tree. It has an end. Some thing should be there. Could be as well this one.
Secret Projects don't have to be at the end of the tech tree. For almost all of them, I think that's completely dumb. I did put the Telepathic Matrix at the end, in fact its with Threshold of Transcendence. I think it's the "baby toy" of the game, the thing you do when you want to sandbox indefinitely. I really can't see throwing out the mechanics of making your citizens happy, any earlier than the end of the game. I still don't charge an arm and a leg for it, although it's expensive by my own mod's standards. If you've gotten that far in the game, go ahead and win it already.
Believe or not, this is a music to my ears. Players constantly complain AI is stupid and weak so that it is easily beaten every single game even on Transcend. Swarm of modders tried to fiddle with rules for the sole purpose to make AI perform better but none prevailed. It seems this simple txt mod reached the point where AI at least doesn't suck every game!
:)
You shouldn't be so easily pleased. "AI gets MOAR, human gets nothing" isn't a victory. All you've implemented is an End of the World timer.
I don't think it happened the way I originally thought though. Domai was not quite the eco-damage offender I thought he was. The real problem, I think, is giving multiple kinds of factories fairly early. When AIs get them, they build them. If those AIs are also Free Market tending factions, they do lots of eco-damage. Then the human isn't even playing the same game anymore, they're playing the "always flooding" game.
Maybe someone will enjoy lotsa floods + lotsa expense to build SPs. I don't. A mod needs repeat business from human players, to count as having solved something. I don't know how many takers you'll get, we'll see.
I think you're doing some things in the SE that most people who know the game wouldn't put up with. Dealbreaker territory. Green in 1.4, for sure. Eudaimonia is merely ill-advised because nobody will want to use it.
Just checked how much earlier I put factories for my curiosity. Time placement for Genejack factory, Robotic assembly plant, Quantum converter, Nanoreplicator. Original: 55, 70, 85, 90. Mine: 50, 70, 70, 77. Hmm. Indeed somewhat earlier especially latter ones. Maybe I should move them later.
It's not advanced terraforming either. Original is 31, mine is 38. Even later.Morgan made a few boreholes, that was about it. Subjectively, I thought advanced terraforming came much much later than factories.
Is it fun building them when they are cheap? If so, why don't we make them much cheaper than in box game?
SE is not a problem for me at all. Your feedback was nonconstructive so far, though. Just a flame and not a single proposition. Try one for change. I most likely won't argue.
I don't see what's wrong with Eudaimonic, though. +2 ECONOMY +1 INDUSTRY almost without penalties in peace time.
the wise man of the game |
jerk asteroid |
Funny turn of (random) events: it gives you much needed time to advance on the foe. ;lol
probe this |
Assault on Ascent |
Mission Accomplished! |
When working on the tree, I typically need to see all the capabilities and dependencies visually to feel sane. I think I'm too tired to say more right now, it's 2:15 AM as I write this.