oh yeah, in AAR2 (version Kyrub's SMAX patch PLUS) I did not believe AI was aggressive enough with air power.
Even with high defense for the base being attacked and lesser guns, if the AI had superior numbers it could have swept the base with all 15 of it's needlejets.
oh yeah, in AAR2 (version Kyrub's SMAX patch PLUS) I did not believe AI was aggressive enough with air power.
Even with high defense for the base being attacked and lesser guns, if the AI had superior numbers it could have swept the base with all 15 of it's needlejets.
What good does that do it if it loses more in taking the base and then defending it than the enemy loses in defending it and taking it back?
If he is out manufacturing you, it does not matter.
There were several times in that game (AAR2 Roze vs Sven) that he had me. He had maybe 20 needle jets and could have lost 10 to crush me off of a small landmass and taken a project.
BUT.. he was scared to use them because I had cloudbase academy and a +defense vs air. I would have sacrificed 10 needlejets to get it.
In the meantime, kyrub, a question: what criteria do you use to decide what AI fixes/improvements to make? I have three pet peeves in the game, based on my playstyle:
1. AI produces almost no boreholes
2. Gravship Formers cannot be properly automated over both land and sea
3. AI doesn't know how to use aerial transports or colonies - when doing so would greatly improve its strength
I'd love to see you take a shot at fixing these :)
Welcome to AC2, BFG! How did you find us?Thanks! To answer your question, I've frequented civgaming.net since first learning of scient's patch. Another player recently posted about this forum in a topic I started there.
In the meantime, kyrub, a question: what criteria do you use to decide what AI fixes/improvements to make? I have three pet peeves in the game, based on my playstyle:
1. AI produces almost no boreholes
2. Gravship Formers cannot be properly automated over both land and sea
3. AI doesn't know how to use aerial transports or colonies - when doing so would greatly improve its strength
Aero Colony, Needlejet,Colony Pod, Scout, 8, 0, 0, DocAir, -1, 00000100000000000000000000010
Chopper Colony, Copter, Colony Pod, Scout, 8, 0, 0, MindMac, -1, 00000100000000000000000000010
Grav Colony, Gravship, Colony Pod, Scout, 8, 0, 0, Gravity, -1, 00000100000000000000000000010
Speeder Formers, Speeder, Formers, Scout, 9, 0, 0, CentEmp, -1, 00000000000000000000000000000
Tank Formers, Hovertank,Formers, Scout, 9, 0, 0, NanoMin, -1, 00000000000000000000000000001
Ocean Formers, Cruiser, Formers, Scout, 9, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Formers, Gravship, Formers, Scout, 9, 0, 0, Gravity, -1, 00000000000010000000000000001
Sea Supply, Foil, Supply, Scout, 10, 0, 0, DocFlex, -1, 00000000000000000000000000000
Ocean Supply, Cruiser, Supply, Scout, 10, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Supply, Gravship, Supply, Scout, 10, 0, 0, Gravity, -1, 00000000000000000000000000010
Kyrub, I am going to hold out on yours and Yitzi's tinkerings till the SMAX version is out :)
Kyrub, I am going to hold out on yours and Yitzi's tinkerings till the SMAX version is out :)
My tinkerings are all SMAX.
Oh yeah... and do not think the Green 1 has forgotten about 14 factions. I still have the handcuffs and New Orleans hookers in the locked room filled with Monster energy drinks and a computer. Do not make me come get yall...lol.
Oh yeah... and do not think the Green 1 has forgotten about 14 factions. I still have the handcuffs and New Orleans hookers in the locked room filled with Monster energy drinks and a computer. Do not make me come get yall...lol.
Your best bet of getting 14 factions is talking GOG into incorporating all the unofficial patches and a 14-factions patch into their version, as it's simply not feasible to do via Assembly.
1. That's great! I'll look at this patch as soon as I have a chance.
Playing with Patch L tonight, I noticed something odd. I selected Frontier/Free Market/Wealth/None as Morgan. Each city's base tile was producing 5 extra energy.
My Social Engineering summary showed a "+4 Economy": +1 for Morgan Faction, +2 for Free Market, and +1 for Wealth.
That should give +2 energy per base and +1 per tile. But I was awarded +4 energy per base and +1 per tile, as if I had a "+5 Economy".
I have vanilla faction.txt files. I'm playing Librarian Level.
I first want to say I am very grateful for all the work done by scient, kyrub, and Yitzi...were it not for your fixes, I would not have come back to this game as the bugs and AI were just too much for me to bear...
For what it is worth, kyrub, I too enjoy SMAC much more than SMAX....while expanding your AI tweaks to SMAX would be great, just know you aren't alone in your feelings...
I fear it is safe to assume that none of Yitzi's work will be made available for SMAC, but that is of course a decision that makes sense (since most people now play SMAX, yes?)
I thought we were going to prod -er- ask Mr. Kyrub to port over to the SMAX side :) I think most of us are SMAXers.
Still... cannot fault the guy for liking the original 7. All those leaders are made in awesome. Even Miriam......
Keep in mind that you can use alphax.txt to switch the tech tree (including facilities/projects) back to the SMAC version and change spore launchers into mind worms and sealurks into isles of the deep, and then what you get is just SMAC plus fungal towers and a different AI.
No question that the original seven are awesome.I have to agree. That's why I always play SMAX...but only with the original 7 :)
Free-roaming Pirates anyone? :P
The Pirates are pretty cool, but in my opinion they lack 2 things.
1) The AI does not play them as well as it should. Kyrub, if we begged hard enough, may be able to help here. AI does not do sea terraforming well or does the Pirate AI do typical player Pirate specific strats that make Sven OP. AI, for that matter, does not really do naval combat that well come to think of it.
Alas, I'm not finished w/ Altera yet - but will be today or tomorrow. It's a LOT of work.