There's also the qualitative reason: The Unit Workshop sucks, it's tedious to use, and it's hard to understand the price of things. It'd be nice to get rid of some complexity if it won't cause harm to gameplay.
Clean Reactor: If everyone benefits the same, what's the economic impact? The math isn't quite so simple, either. It depends on your support rating, too. Support costs become less impactful as the game goes on, anyway, because of increasing mineral yields/multipliers, the finite gameplay time, and how you're probably swimming in energy and pouring that into hurry builds.
Try to relax and think what exactly is the problem and how it could be changed. Don't just modify things left and right because you can.
#ABILITIES
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Deep Radar, 0, DocInit, , 010000111111, Sees 2 spaces
Cloaking Field, 1, CentPsi, Cloaked, 000000111111, Invisible; Ignores ZOCs
Amphibious Pods,1,AdapDoc,Amphibious,000000111001, Attacks from ship
Drop Pods, 2, Fossil, Drop, 000000111111, Makes air drops
Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Deep Pressure Hull, 1, DocFlex, Sub, 000000111010, Operates underwater
Carrier Deck, 1, DocAir, Carrier, 000101101011, Mobile Airbase
AAA Tracking, 1, DocAir, AAA, 000010001011, +50% vs. air attacks
Comm Jammer, 1, Surface, ECM, 001010001001, +25% vs. fast units
Antigrav Struts, 2, Gravity, Grav, 000000111111, +1 movement rate (or +Reactor*2 for Air)
Empath Song, 1, HomoSup, Empath, 000010001111, +25% attack vs. Psi
Polymorphic Encryption, 1, Poly, Secure, 000001111111, x2 cost to subvert
Fungicide Tanks, 1, EcoEng, Fungicidal, 000000010111, Clear fungus at double speed
High Morale, 4, Disable, Trained, 000000001111, Gains morale upgrade
Heavy Artillery, 0, Chaos, Artillery, 000010001001, Bombards
Clean Reactor, 2, None, Clean, 000001111111, Requires no support
Blink Displacer, 4, Thresh, Blink, 000000001111, Bypass base defenses
Hypnotic Trance, -1, Neural, Trance, 000011001111, +50% defense vs. Psi
Heavy Transport, 2, DocFlex, Heavy, 000100100111, +50% transport capacity
Nerve Gas Pods, 2, Physic, X, 000010001111, Can +50% offense (Atrocity)
Repair Bay, 1, NanoMin, Repair, 000100100111, Repairs ground units on board
Non-Lethal Methods, 1, PlaNets, Police, 010000001001, x2 Police powers
Slow Unit, 0, Disable, Slow, 000000111111, -1 moves
Soporific Gas Pods, 4, SentRes, Gas, 000000001111, -2 Enemy morale vs. non-native
Dissociative Wave, 4, TempMec, Wave, 000000001111, Fizzles special abilities
Marine Detachment, 1, AdapDoc, Marine, 000000001010, Capture enemy ships
Fuel Nanocells, 2, NanoMin, Nanocell, 000000111100, Increased air range
Algorithmic Enhancement,1, HAL9000, Enhanced, 100000100111, Halves probe team failure
People cannot not understand the cost because it is expressed in the mineral cost which varies depending on INDUSTRY rating. It would be cleaner to expressed them in mineral rows which is a fixed attribute of the unit itself not affected by faction SE state. That one thing is patched in WTP making it clearer to understand.
This is a rather startling admonition to avoid playing with alphax options coming from the creator of a mod that has made fairly drastic and far-ranging game mechanic changes because you can hack the binary.
Mmm. Sorry. Didn't mean to boss you around or admonish.
😳
Your logical conclusion of "complex workshop" -> "equalize all abilities cost" seemed a bit like a blind shot. I just proposed to ponder on what exactly bothers you and brainstorm it together. Sorry for bad wording.
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Super Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces
Already free.Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
Mostly useless, particularly in single player. Free or remove. It'd be nice if the AI would use it to make sneak attacks.Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Remove for reasons discussed elsewhere.Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Extremely powerful in human hands. Maybe even make it more expensive?Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Changes function of unit into something less flexible. Make free.Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
Useless, free or remove.Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
Useless or I don't play big enough maps to justify it, free or remove.AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Needlejets (and anyone brave enough to play against Copters) are very powerful. Make free, at least to defenders, to make Needlejet spam more costly.Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast units
Rover assaults are very powerful. Make free, at least to defenders, to make rover spam more costly.Antigrav Struts, 1, Gravity, Grav, 000000111001, +1 movement rate (or +Reactor*2 for Air)
Extra movement point, particularly for infantry, is powerful. Keep a cost.Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. Psi
Only useful on the attack, but 2 is probably too expensive for the bonus it gives. Psi attacker already gets an advantage.Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvert
Does anyone use this? Free or remove.Fungicide Tanks, 1, Fossil, Fungicidal,000000010111, Clear fungus at double speed
Like Super Formers, comes late and by then forests will be spreading all over fungus. May also help the AI if it's free. Make free.High Morale, 1, Integ, Trained, 000000001111, Gains morale upgrade
Could be valuable depending on the faction? Keep a cost.Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
Changes function of unit into something less flexible. Make free.Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no support
Still unconvinced this is really that useful unless you have crazy support issues or no minerals. I'd like to see actual calculations.Blink Displacer, 1, Matter, Blink, 000000001111, Bypass base defenses
Never really used these, lol. Seems very powerful, probably should be more expensive if only to limit the player.Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
AI could use these in the early game, and Thinker even gives away the prototype for Trance Scouts. Free?Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
Nah.Nerve Gas Pods, 1, Chemist, X, 000011001101, Can +50% offense (Atrocity)
Only useful on the attack. Powerful but with an economic/ecological cost. Should cost something.Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
Useless. Free or remove.Non-Lethal Methods, 1, Integ, Police, 000000001001, x2 Police powers
Might as well be free since you're probably using a 1-1-1 cop unit, which Thinker even provides.Slow Unit, 0, Disable, Slow, 000000111111, -1 moves
n/aSoporific Gas Pods, 1, Bioadap, Gas, 000001001101, -2 Enemy morale vs. non-native
I don't use SMAX stuff. Seems really powerful?Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilities
I don't use SMAX stuff. Seems gimmicky and situational but pretty powerful in the right hands?Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
I don't use SMAX stuff. Seems gimmicky and situational?Fuel Nanocells, 1, MatComp, Nanocell, 000000111100, Increased air range
I don't use SMAX stuff. Just enable antigrav struts for air. +1 net movement seems incredibly weak.Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failure
I do use this one. Giving it away for free might help the AI use Enhanced probes against the owner of the HSA?
Super Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.
Code: [Select]Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
Mostly useless, particularly in single player. Free or remove. It'd be nice if the AI would use it to make sneak attacks.
Cloaked R-Laser Speeder, Speeder, R-Laser, Scout,0,0,0, CentPsi, -1, 10000000000000000000000000000100
Code: [Select]Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Extremely powerful in human hands. Maybe even make it more expensive?
Code: [Select]Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Changes function of unit into something less flexible. Make free.
Laser Tactical, Needlejet, Laser, Scout, 4,0,0, Fossil, -1, 10000000000000000000000000100010
Code: [Select]Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
Useless, free or remove.
Code: [Select]Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
Useless or I don't play big enough maps to justify it, free or remove.
Code: [Select]AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Needlejets (and anyone brave enough to play against Copters) are very powerful. Make free, at least to defenders, to make Needlejet spam more costly.
Code: [Select]Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast units
Rover assaults are very powerful. Make free, at least to defenders, to make rover spam more costly.
Code: [Select]Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. Psi
Only useful on the attack, but 2 is probably too expensive for the bonus it gives. Psi attacker already gets an advantage.
Code: [Select]Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvert
Does anyone use this? Free or remove.
Code: [Select]Fungicide Tanks, 1, Fossil, Fungicidal,000000010111, Clear fungus at double speed
Like Super Formers, comes late
and by then forests will be spreading all over fungus.
Code: [Select]High Morale, 1, Integ, Trained, 000000001111, Gains morale upgrade
Could be valuable depending on the faction? Keep a cost.
Code: [Select]Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
Changes function of unit into something less flexible. Make free.
Code: [Select]Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no support
Still unconvinced this is really that useful unless you have crazy support issues
Code: [Select]Blink Displacer, 1, Matter, Blink, 000000001111, Bypass base defenses
Never really used these, lol. Seems very powerful, probably should be more expensive if only to limit the player.
Code: [Select]Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
AI could use these in the early game, and Thinker even gives away the prototype for Trance Scouts. Free?
I allow them, pretty early in the game. Sure it's useless for ships. More useful for Drop Transport land units for orbital insertion combat.Code: [Select]Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
Nah.
Code: [Select]Nerve Gas Pods, 1, Chemist, X, 000011001101, Can +50% offense (Atrocity)
Only useful on the attack. Powerful but with an economic/ecological cost. Should cost something.
Code: [Select]Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
Useless. Free or remove.
Code: [Select]Non-Lethal Methods, 1, Integ, Police, 000000001001, x2 Police powers
Might as well be free since you're probably using a 1-1-1 cop unit, which Thinker even provides.
Code: [Select]Soporific Gas Pods, 1, Bioadap, Gas, 000001001101, -2 Enemy morale vs. non-native
I don't use SMAX stuff. Seems really powerful?
Code: [Select]Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilities
I don't use SMAX stuff. Seems gimmicky and situational but pretty powerful in the right hands?
Code: [Select]Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
I don't use SMAX stuff. Seems gimmicky and situational?
Code: [Select]Fuel Nanocells, 1, MatComp, Nanocell, 000000111100, Increased air range
I don't use SMAX stuff. Just enable antigrav struts for air. +1 net movement seems incredibly weak.
Code: [Select]Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failure
I do use this one. Giving it away for free might help the AI use Enhanced probes against the owner of the HSA?
Code: [Select]Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Super Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.
Code: [Select]AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Needlejets (and anyone brave enough to play against Copters) are very powerful. Make free, at least to defenders, to make Needlejet spam more costly.Code: [Select]Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast units
Rover assaults are very powerful. Make free, at least to defenders, to make rover spam more costly.
Code: [Select]Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvert
Does anyone use this? Free or remove.
Code: [Select]Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no support
Still unconvinced this is really that useful unless you have crazy support issues or no minerals. I'd like to see actual calculations.
Code: [Select]Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilities
I don't use SMAX stuff. Seems gimmicky and situational but pretty powerful in the right hands?
Code: [Select]Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
I don't use SMAX stuff. Seems gimmicky and situational?
Code: [Select]Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failure
I do use this one. Giving it away for free might help the AI use Enhanced probes against the owner of the HSA?
Another of must-have stuff. May as well be free as everybody would use it regardless of the price anyway.
Another of must-have stuff. May as well be free as everybody would use it regardless of the price anyway.
That invalidates half the value of the Nethack Terminus.
I'm opposed to giving lotsa automatic upgrades just because you got to somewhere in the tech tree. Factions steal techs all the time. It shouldn't always be enough just to acquire tech. You should have to build stuff. Tech advantage and production advantage are distinct decisions.
If a land unit has Air Superiority, and thereby gets named a "SAM" unit, does it have inferior land-to-land combat capability? If it's inferior, then Air Superiority can be viewed as simply "weapon mode selection" and 0 cost is justified. But if the land unit gets to have a big bonus against air and their land function is unharmed, then I think this should have the "costs extra on land" designation.
Anyone know the answer off the top of their head? I haven't actually fought a land battle with "SAM" units in ages.
If a land unit has Air Superiority, and thereby gets named a "SAM" unit, does it have inferior land-to-land combat capability? If it's inferior, then Air Superiority can be viewed as simply "weapon mode selection" and 0 cost is justified. But if the land unit gets to have a big bonus against air and their land function is unharmed, then I think this should have the "costs extra on land" designation.
Anyone know the answer off the top of their head? I haven't actually fought a land battle with "SAM" units in ages.
From top of my hat, I'd say land units with the SAM ability don't lose their intrinsic combat capability against other land units. It only receives the big bonus against air units.
You are right but it is pretty damn difficult to justify the choice between then. I doubt even human can do that.
I think people who want the "lots of stuff free" game are cheating themselves. The real desire is for an AI that actually uses amphibious assaults properly.
It comes at the end of terraforming tech chain: Ecological Engineering -> Environmental Economics -> Advanced Ecological Engineering. Each one in this chain brings some advanced terraforming capabilities: condenser, borehole, echelon mirror, raise terrain, soil enricher. These advanced terraforming improvement are quite expensive. To the level that I always start experiencing shortage of my former fleet when I discover and start constructing them. Super former comes at exactly right time. It is not much needed before Ecological Engineering but need starts growing and reaches the peak demand at Advanced Ecological Engineering. Assuming average advanced terraforming takes 15-20 turns it'll take somewhere 100+ turns to just cover 10 base tiles with advanced improvement with two regular formers. This is too long and it is much much longer than the time between Ecological Engineering and Advanced Ecological Engineering. Besides, there is endless war that requires to restore destroyed improvements around your bases then around captured bases then to build tubes all the way, etc. I don't quite understand why you state all terraforming has already been completed? Did it actually happened in your games all the time?
Everything above actually demands immediate former fleet upgrade to super formers. Moreover it saves on support. So there is no question whether to build or not to build it. It is always to build. That how useful it is. From that point of view - yes, it makes sense to make it free as everybody will be using it anyway. I guess increase in price is just a tribute to higher production power at the time.
Contrary to say such no brainer as super former, this one is a choice player has to make: use it facing large number of opponent air units or not, otherwise. Therefore, it should cost something to support this choice. Should make unit more economically effective against air units but less against others. Vanilla actually follows this guideline pretty nicely pricing such abilities at 25-50% of their effect.
Crazy idea, but just putting out there: maybe a tiny number of select abilities could be free and automatically applied to units (without using an ability spot), upon researching the tech? For example, amphibious pods. Although conceptually I would prefer amphibious to be a non-free ability to add to units, considering the infrequent use and the trap it leaves for the AI (I've seen them build amphibious units but never seen an amphibious assault, so basically wasting resources), this could result in more amphibious attacks in the game and maybe at least shake things up a bit? I know this is probably a bad idea, but just a thought.
Anyway if you scroll down this page I'll link below, there's a very good explanation about why Super Formers aren't so super. There just isn't enough time in the game to make their Superness pay off. You've probably made much of your infrastructure (much, not all terraforming) with the standard Formers by the time you unlock the ability.
http://dos486.com/alpha/sparta/page2.shtml
I didn't "state all terraforming has already been completed". It's puzzling to me why you rephrase generalities I say into absolute black-and-white statements like that.
Super Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.
QuoteContrary to say such no brainer as super former, this one is a choice player has to make: use it facing large number of opponent air units or not, otherwise. Therefore, it should cost something to support this choice. Should make unit more economically effective against air units but less against others. Vanilla actually follows this guideline pretty nicely pricing such abilities at 25-50% of their effect.
I would say the cost (both in construction and support, ha ha) of having to build different units for different purposes is the cost. This could help the AI. The AI can't execute massive blitzs, we can. It'd be nice if they had more incentive to just build all those units so at least we'll get tripped up if they fill their bases with ECM and AAA garrisons without paying a premium. It doesn't matter much for humans because you probably have a lean defense outside of borders with your nastiest neighbors, right?
That's an awfully small map, that you're holding up as some kind of model of general play. It's just not relevant to the game in general. If you're on a bigger map, you're gonna spend more time building infrastructure before you go clobbering.
Do you even realize what an off-the-wall "oh you're done with Formers already" play bias that sounds like? It's like we're playing completely different games. Who knows, maybe we are. Do you have any After Action Reports of your games? Then we could at least evaluate "the play style where Formers aren't that relevant".
Most of the recent AARs on this site, I wrote them, so feel free to examine my use of Formers by way of comparison. I will say, I rarely do Echelon Mirrors. I almost never do Condensers, and I never do Thermal Boreholes. Sometimes I drill Aquifers if I've got nothing better to do. I don't raise terrain to try to "improve a hillside" because it's too random what happens. I do tend to make Soil Enrichers eventually, but it's often a "nothing better to do" thing.
My primary terraforming philosophy is "forest and forget". Other stuff is filling in the cracks, where forest isn't appropriate. I build rail networks.
I admit I have replaced "most" -> "all" but, I guess, it didn't change the statement.
I agree that horde of existing former makes building super former not so imperative. I would not argue about this any further as it is not too important for me. When do you think is a good time to unlock super former?
Help AI managing the game is a valid argument but generic one, though. Obviously, it is much easier programming AI for feature poor game (tic-tac-toe) then feature reach one. Just by sheer efforts of processing these feature and their interrelations. Any simplification in rules lead to AI programming simplification. This applies equally to all features. Therefore, it is not very distinctive argument.
Again, I am all aware of AI helping rules simplification but this argument should not be mixed in pure feature balance discussion.
The map size doesn't matter.
On a larger map, you'll have more bases, and more bases means more Formers if you're building 1 per base. So it scales, everything except time because you always have the same amount of turns.
Did you read the graph?
Suppose the game lasts 100 turns,
Believing in exploration |
You're using forest and forget, the least Former-turn intensive strategy there is.Forests cost 6 turns in my mod. I also plant them at a distance from each other, for the most part. I certainly do a lot of manual labor getting them done. Also, I do work farmland. Farm and a solar collector. I believe in balance of inputs. There comes a time when farms aren't that useful or important anymore, but it's much later, around when Super Formers are available.
and you only do someterraformingsoil enrichers because you have nothing better to do.
or the bottleneck is of your own making because you didn't build enough Formers early on.
Building a mag tube blitz line to your enemies is a military tactic that you could still accomplish just fine with plain Formers,
So why make the ability cost anything at all?
Or, if they're "super" important, why do you still have them costing the same as vanilla?
Caveat is that 2 abilities is quite strong and shouldn't come until later in the game.