Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: testdummy653 on January 23, 2013, 04:04:25 AM

Title: The State of SMAC 2
Post by: testdummy653 on January 23, 2013, 04:04:25 AM
This is the current state of SMAC 2.

EA owns the rights and trademark for SMAC and SMACX.
 Link  (http://www.firaxis.com/company/faq.php#2)

Firaxis is currently owned by Take Two. Firaxis is Sid Meier's company.
http://www.gamespot.com/news/take-two-takes-in-firaxis-6139318 (http://www.gamespot.com/news/take-two-takes-in-firaxis-6139318)

Take Two was almost bought out by EA
http://www.wired.com/gamelife/2008/03/ea-makes-2-bill/ (http://www.wired.com/gamelife/2008/03/ea-makes-2-bill/)

Brian Reynolds has left Zygna. But he is not heading towards SMAC.
Link (http://allthingsd.com/20130130/zyngas-chief-games-designer-brian-reynolds-resigns/)
http://www.bizjournals.com/baltimore/news/2013/02/14/entrepreneurship-tips-from-video-game.html (http://www.bizjournals.com/baltimore/news/2013/02/14/entrepreneurship-tips-from-video-game.html)


Other Interesting points:
EA registered SMAC as a trademark. - 2011 http://www.pcgamer.com/2011/08/10/alpha-centauri-trademarks-registered-by-ea/ (http://www.pcgamer.com/2011/08/10/alpha-centauri-trademarks-registered-by-ea/)

Sid Meier did a interview were he was interested in working with EA on some projects.... I remember reading the article, I just can't remember who wrote it.


Quote from: Dale
The guy I spoke to said EA has their own capacity to develop IP internally, but won't do SMAC.  However for smaller licenses like SMAC they will outsource them.  They just need proof that the outsource company can bring a project to retail, at a good quality, and it be successful.


BTW on license rights:
- EA owns the brand, retail and distribution rights.
- Firaxis owns the source code and asset rights.
- Various other parties own rights to technologies used in the game (eg Microsoft).
- Brian Reynolds and Sid Meier (not Firaxis please note him personally) hold copyright on the design.




Edit: Update Information 4/19/13
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 23, 2013, 04:28:31 AM
So here are the way (in my opinion) SMAC 2 could happen. - Likelihood

EA produces SMAC without Sid Meier. (i.e. Alpha Centauri 2) - 60%
EA has the register trademark, and could be looking for a good 4x strategy game or some Facebook piece of...... Well you get the idea.

EA buys out Take Two and subsidiaries for its considerable game library  - 10 %
This has been tired and failed.

Take Two/Firaxis buy the rights back from EA - 10 %
Not unlikely, Sid Meier does like his sequels.

EA sells the rights to another buyer - 10 %
Unlikely anyone other than Firaxis would be interested in the game

EA pigeonholes the game -  10%
I hope not, but it has been over 10 years since the original game came out. Most companies like to capitalize on an audience that actually remembers playing the game.

Edit: Updated Information 2/1/13
Title: Re: The State of SMAC 2
Post by: gwillybj on January 23, 2013, 02:40:54 PM
Take Two/Firaxis buy the rights back from EA - 10 %
Not unlikely, Sid Meier does like his sequels.

I like this one. ;excite; Except that it could be 30 years from now when we would be hounding them about Alpha Centauri 3. :stickpoke: I would be 80, but I'd add my failing voice to the cries for more SMAC!
Title: Re: The State of SMAC 2
Post by: Green1 on January 23, 2013, 02:51:03 PM
There is one option not mentioned: a spiritual successor.

Not unlikely, either.

Take Master of Magic. That one has had 2 (aguably) spiritual succesors: Age of Wonders and fallen Enchantress.

Now, I like fantasy as well... but how come no sci fi 4x that does not involve faster than light travel that is more SMAX inspired?

Then again, the fantasy 4x guys had to cope till 2002 then 2012... with one abysmal failure of an attempt (Elemental: WoM)
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 23, 2013, 03:09:49 PM
There is one option not mentioned: a spiritual successor.

Not unlikely, either.

Take Master of Magic. That one has had 2 (aguably) spiritual succesors: Age of Wonders and fallen Enchantress.

Now, I like fantasy as well... but how come no sci fi 4x that does not involve faster than light travel that is more SMAX inspired?

Then again, the fantasy 4x guys had to cope till 2002 then 2012... with one abysmal failure of an attempt (Elemental: WoM)
I think a spiritual successor is more likely than a sequel (I rather have a official sequel, but thats just me).
Title: Re: The State of SMAC 2
Post by: Green1 on January 23, 2013, 07:29:12 PM
Oh yeah... the "wild card" option.

There is always a chance that a open source atempt to recreate SMAX could happen.

Now, there was a few attempts to recreate it in FreeCiv. However, none of these have come of anything. Plus, FreeCiv looks like utter crud from the days of the Commodore 128.

Maybe a Battle of Wesnoth type deal?

However, I give this a 10to 5 percent. It would be a massive project to take on that would require tons of time and talent and would need massive community support.

There is also a chance for another Planetfall type mod in a more modern engine like Civ 5 or Kumquat/Fallen Enchantress. But then, like Maniac and crew found out for Civ 4, you are burdened with the limitations of that engine and invariably are forced to leave out mandatory features that a SMAX successor would need.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 23, 2013, 08:12:36 PM
Oh yeah... the "wild card" option.

There is always a chance that a open source atempt to recreate SMAX could happen.

Now, there was a few attempts to recreate it in FreeCiv. However, none of these have come of anything. Plus, FreeCiv looks like utter crud from the days of the Commodore 128.

Maybe a Battle of Wesnoth type deal?

However, I give this a 10to 5 percent. It would be a massive project to take on that would require tons of time and talent and would need massive community support.

There is also a chance for another Planetfall type mod in a more modern engine like Civ 5 or Kumquat/Fallen Enchantress. But then, like Maniac and crew found out for Civ 4, you are burdened with the limitations of that engine and invariably are forced to leave out mandatory features that a SMAX successor would need.


Another downside of Planetfall is that its only accessible to Civ 4 players. (Its not a stand alone game)

I love Battle of Wesnoth and the open source community behind it. IMO most open source games are in poor shape  (graphically, gameplay, community support).
List of Open Source Games  (http://en.wikipedia.org/wiki/List_of_open_source_video_games)
Title: Re: The State of SMAC 2
Post by: Green1 on January 23, 2013, 08:28:32 PM
Oh yeah... the "wild card" option.

There is always a chance that a open source atempt to recreate SMAX could happen.

Now, there was a few attempts to recreate it in FreeCiv. However, none of these have come of anything. Plus, FreeCiv looks like utter crud from the days of the Commodore 128.

Maybe a Battle of Wesnoth type deal?

However, I give this a 10to 5 percent. It would be a massive project to take on that would require tons of time and talent and would need massive community support.

There is also a chance for another Planetfall type mod in a more modern engine like Civ 5 or Kumquat/Fallen Enchantress. But then, like Maniac and crew found out for Civ 4, you are burdened with the limitations of that engine and invariably are forced to leave out mandatory features that a SMAX successor would need.


Another downside of Planetfall is that its only accessible to Civ 4 players. (Its not a stand alone game)

I love Battle of Wesnoth and the open source community behind it. IMO most open source games are in poor shape  (graphically, gameplay, community support).
List of Open Source Games  (http://en.wikipedia.org/wiki/List_of_open_source_video_games)



I agree with you on the poor shape of open source systems. The last big push, which was to reopen the FreeCiv AC project, some of the big modders/ coders here were considering helping.

But, the quality was so cruddy and the code such an undocumented mess, everyone silently backed off. Even the guy on CFC who said he would take it on disapeared without much of a trace.

Planetfall has it's own issues too. Enormous amount of work put into it which we should respect. BUT - Civ 4 dependency plus poor performance on large maps and no Aliens. Not to mention, it is not a pure conversion. Not that Civ 4 could do a pure conversion. Or even Civ 5 for that matter. Man, it would be wierd with Civ 5 mechanics.

Come to think of it... and how far AC was for it's time... has ANY modern engine handled terrain/ weather/ sea levels and terrain levels  rising and falling since? Not sure any mod of anything out there could do it.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 23, 2013, 08:40:08 PM
Planetfall has it's own issues too. Enormous amount of work put into it which we should respect
Agreed. Programing and modding is not easy, and Planetfall is a fantastic mod, just not sequel.

Come to think of it... and how far AC was for it's time... has ANY modern engine handled terrain/ weather/ sea levels and terrain levels  rising and falling since? Not sure any mod of anything out there could do it.

No strategy games have these features that I know of.
Title: Re: The State of SMAC 2
Post by: BFG on January 23, 2013, 09:10:52 PM
Come to think of it... and how far AC was for it's time... has ANY modern engine handled terrain/ weather/ sea levels and terrain levels  rising and falling since? Not sure any mod of anything out there could do it.
No strategy games have these features that I know of.
That's because Alpha Centauri
( •_•)
( •_•)  >⌐□-□
(⌐□_□)
Was ahead of its time.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 27, 2013, 02:47:47 AM
Come to think of it... and how far AC was for it's time... has ANY modern engine handled terrain/ weather/ sea levels and terrain levels  rising and falling since? Not sure any mod of anything out there could do it.
No strategy games have these features that I know of.
That's because Alpha Centauri
( •_•)
( •_•)  >⌐□-□
(⌐□_□)
Was ahead of its time.
You have that right!  SMAC introducted many concepts that the later Civ and other 4x games still have not matched.

To me, to have a spiritiual successor to SMAC, you need several things:

1. A versatile terraformer, with the 20 or terraforming options in SMAC, including raising land from the sea (or lowering it into the sea), some altitude based enhancement, multiple classes of terrain enhancement on the same space, etc.

2. The equivalent of a supply crawler.

3. Lots of good multiplying structures that can be built in the cities with maintenace costs.  This solves the ICS problem.

4. A technology that allows units to be built without long term support costs, at the cost of higher initial construction costs.  (equivalent of clean reactors)

5. A way to build global enhancements that benefit all bases a small amount up to their population (like sats).

6. A variety of tech based roles for citizens other than just working a particular square (like specialists).

I am sure that there are a few key features I have missed, but this is what I believe is lacking the the 4x games that followed SMAC.

Note that I did not say that the spiritual successor has to be Science Fiction.  As far as I am concerned, if it has the featues I listed, the game can be fantasy, or stone age, or whatever, and I would consider it a worthy successor to SMAC.
Title: Re: The State of SMAC 2
Post by: Green1 on January 27, 2013, 04:11:57 AM
I agree, earthmicheal.

Now, there were concepts during the early development of Alien Crossfire. One caught my eye.

from wikipedia:
Quote
The team considered several ideas, including a return to a post-apocalyptic earth and the conquest of another planet in the Alpha Centauri system, before deciding to keep the new title on Planet. The premise allowed them to mix and match old and new characters and delve into the mysteries of the monoliths and alien artifacts

Now... take that bolded part. Also, keep everything else AC and Crossfire have. Close your eyes and imagine.

Doing that would be yet another groundbreaker. That would be Alpha Centauri 2, NO ONE to my knowledge has done interplanetary or planet/moon war. Yeah, I can name about three galactic faster than light things. But no strategics just interplanetary.

It would cetainly spice up endgame.

Title: Re: The State of SMAC 2
Post by: Earthmichael on January 27, 2013, 04:41:42 AM
I think that the smart money would be to do what might be really SMAX 1.5 (but call it SMAC 2 to avoid confusion).

I think what people REALLY WANT is:

1. Ability to play using modern operating systems, computers, graphic cards, etc.  So the game easily scales to whatever the screeen resolution happens to be, and the graphics can be enhanced to look nicer.  (I personally don't care a flying leap about enhanced graphics, but I understand that for a game to hit mass market in 2013, the graphics have to look really good.)

2. Ability to easily multiplayer over internet.  This should include features that allow the inactive player(s) to minimize the game, and then get alerted to any action by flashing the inactive icon, or having it automatically open so that you can watch combats in real time, combat, probe, and other messages carried by standard instant message tools, and easy email integration for PBEM.

3. Fix the remaining bugs (there are surprisingly few), particularly multiplayer messaging bugs.  Remove the helicopter multi-attack (assuming that was not a bug).  Helicopter can move, make an attack, and continue moving as long as movement points remain, but is forbidden from making another attack.

4. Just for grins, add another slate of 7 factions that can be swapped in as desired.  (But make sure that they are properly vetted first).

If we want an example of what NOT to do, Master of Orion 3 (MOO3) provides an excellent cautionary tale.  Master of Orion 2 (MOO2) was a great 4x multiplayer game, but was getting old.  Getting old means: not working on modern operating systems, and not working with modern networking.  So basically, if you had to go to the latest OS, you could no longer play MOO2, and if you were using modern networking even with your old OS, multiplayer was dicey.

What the players really wanted was just to fix those two problems, and a small list of known bugs, but other LEAVE THE GAME ALONE!!!  What the players got was a game that was "so much more than the original" that it was painful to play.  Understand, redesigning the game the way it was done took tremendous manpower and cost, and ultimately led to a game which was a market failure.  If the management has listened to the players, and gotten the message that less is more, they could have spent maybe 10% of what they paid to produce the MOO3 disaster, and would have gotten a game that I am certain would have been a large commercial success.  The worst part of the MOO3 disaster is that this failure makes it unlikely that MOO2 will ever have a worthy successor!


In summary, if someone is thinking of SMAC 2, I urge them to consider this cautionary tale, and to understand that the needs of the players are simple and inexpensive.  So rather to blow a large budget to redesign the game, just get it working with Windows 8, current PCs, and modern internet tools, and maybe a graphics facelift and some new factions (stuff with high marketing value but little work required), and just rake in the profits!
Title: Re: The State of SMAC 2
Post by: Yitzi on January 27, 2013, 05:41:34 AM
I think that the smart money would be to do what might be really SMAX 1.5 (but call it SMAC 2 to avoid confusion).

I was actually planning to use "SMAX 1.5" for the name of the mod I'm working on.
Title: Re: The State of SMAC 2
Post by: BFG on January 28, 2013, 05:17:10 AM
Several great ideas being floated around here.  Personally, one extension of SMAX I'd love to see is the opportunity for a fully-teched-out group of human factions to attempt to defend Planet against a fully powered Usurper or Caretaker fleet - in other words, the aliens' successful contact with their homeworld does not automatically mean an end to the "human age" on Planet.

But I also love the idea of expanding to other planets in the Centauri system, or returning to a postapocalyptic Earth.  MULTIPLANET civilization building?  Absolutely.

(Edited due to failure by the forums' vulgarity filters.)
Title: Re: The State of SMAC 2
Post by: BFG on January 28, 2013, 05:20:08 AM
Several great ideas being floated around here.  Personally, one extension of SMAX I'd love to see is the opportunity for a fully-teched-out group of human factions to attempt to defend Planet against a fully powered Usurper or Caretaker fleet - in other words, the aliens' successful contact with their homeworld does not automatically mean an end to the "human age" on Planet.

But I also love the idea of expanding to other planets in the Centauri system, some of the other Manifold worlds, or returning to a postapocalyptic Earth (which perhaps has one small "native" faction still alive).  MULTIPLANET civilization building?  Absolutely.

(Edited due to failure by the forums' vulgarity filters.)
Title: Re: The State of SMAC 2
Post by: JarlWolf on January 29, 2013, 04:20:26 AM
I've seen some things mentioned that a spiritual successor to SMAC/SMAX should have, but you all forgot one major thing.
A hostile environment with lifeforms that want to kill you. In Alpha Centauri you have Planet, or Chiron is what its actual name is if I recall right. And on this planet is the Planetmind, which is a sentient planet wide nervous system which is prevalent in the vast majority, if not all of the planet's life. And this sentient mind is distrustful of foreign agents and treats them like a body's white blood cells treat a foreign agent in the body.

Mindworms, etc. If the spiritual successor is going to be indeed what it is titled, it also has to have a hostile world. Maybe not a sentient, hive mind like planet god, but something to seriously pose a threat and the certain factions that can harness such powers to their benefit (Like how the Gaians and Voice factions capture and train mind worms and other native lifeforms.)
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 04:59:35 AM
What I would prefer rather than a spiritual successor is for the stratetic factors that made SMAC such a great game to be propogated to other 4x games.

It blows my mind that we could have 3 sequels to Civ after SMAC, and not one of them is even close to being as stratetic as SMAC.  This goes for the other 4x games since SMAC as well.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 29, 2013, 05:14:35 AM
What I would prefer rather than a spiritual successor is for the stratetic factors that made SMAC such a great game to be propogated to other 4x games.

It blows my mind that we could have 3 sequels to Civ after SMAC, and not one of them is even close to being as stratetic as SMAC.  This goes for the other 4x games since SMAC as well.

What are those factors?
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 06:40:24 AM
I listed 6 factors in an earlier post on this thread, but I am sure that there are other important factors that I overlooked.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 29, 2013, 03:06:38 PM
I listed 6 factors in an earlier post on this thread, but I am sure that there are other important factors that I overlooked.

Ah, I didn't realize those were what you meant by the strategic factors.
That said, I think that 2, 5, and 6 (crawlers, specialists, satellites) actually might be better if they're there but somewhat weakened and/or easier to counter; you get richer strategy when powerful options come with significant costs as well.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 29, 2013, 03:17:58 PM
I listed 6 factors in an earlier post on this thread, but I am sure that there are other important factors that I overlooked.

Ah, I didn't realize those were what you meant by the strategic factors.
That said, I think that 2, 5, and 6 (crawlers, specialists, satellites) actually might be better if they're there but somewhat weakened and/or easier to counter; you get richer strategy when powerful options come with significant costs as well.

I always thought it would be nice if a probe team had the option to take down/take over another faction's satellite net. The probe team could only do that in the HQ of a faction.

I think the crawler have a pretty easy counter if you focus some military on destroying them.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 03:33:40 PM
I don't think crawlers are overpowered, but rather rightly priced.  30 minerals to harvest 1 square seems fair (where a colony pod can harvest 2 squares and get other benefits for the same cost).  Crawlers are also very vulnerable to combat, particularly air units, and can be subverted.

Specialists also do not seem overpowered.  Until late game, you get at most 5 energy for a specialist, whereas in midgame your workers are typically getting 3/2/3.

Satellites are pretty expensive.  Yes, they provide a global benefit, but each satellite costs a lot.  Also, sats can be targetted by other players.  Still, if you want to weaken sats, make them only give half resources to each base regardless of whether you have an Areospace complex or not.  As for the probe team, it should only be able to affect a single sat, not the entire sat network at one time, if such a thing were implemented.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 29, 2013, 03:42:28 PM
Satellites are pretty expensive.  Yes, they provide a global benefit, but each satellite costs a lot.  Also, sats can be targetted by other players.  Still, if you want to weaken sats, make them only give half resources to each base regardless of whether you have an Areospace complex or not.  As for the probe team, it should only be able to affect a single sat, not the entire sat network at one time, if such a thing were implemented.

Satellites are expensive (unless you get Space Elevator, and then they take one turn).

We'll I was thinking one would have to pay large some of EC to take the entire sat network.

Edit: Space Elevator - Doubles minerals used for satellite creation
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 04:06:50 PM
There is no way that one probe action, regardless of the cost, should be able to take control of 20+ sats in one action.  A sat is very expensive; subverting a single sat with a probe team is MORE than enough.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 29, 2013, 04:23:05 PM
There is no way that one probe action, regardless of the cost, should be able to take control of 20+ sats in one action.  A sat is very expensive; subverting a single sat with a probe team is MORE than enough.
Why not? You can take a base in one action :P. I think your right about  the whole sat network, but I would think one satellite is way to low. Maybe a random amount (1-5) and random type would work?
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 04:39:29 PM
OK, lets just make a probe team action that subverts some random number of enemy units, or even enemy cities.

Just as you can only subvert a single unit with a probe team action, you should only be able to subvert a single sat.  One sat is plenty of reward.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 29, 2013, 04:54:29 PM
OK, lets just make a probe team action that subverts some random number of enemy units, or even enemy cities.

Just as you can only subvert a single unit with a probe team action, you should only be able to subvert a single sat.  One sat is plenty of reward.
I disagree, and we are off topic (i would love to discuss this though... Maybe in a Probe Team discussion thread?). However we can both agree that SMAC 2 needs to be made. :danc:
Title: Re: The State of SMAC 2
Post by: Yitzi on January 29, 2013, 06:13:43 PM
I always thought it would be nice if a probe team had the option to take down/take over another faction's satellite net. The probe team could only do that in the HQ of a faction.

I agree with Earthmichael here.

Quote
I think the crawler have a pretty easy counter if you focus some military on destroying them.

Unless they're defended.  But even with a counter, they're way too cheap, at 30 minerals and no upkeep (in comparison, a worker costs 20-130 nutrients, more once you get hab domes, and has upkeep of 2 nutrients and 2 psych.)

I don't think crawlers are overpowered, but rather rightly priced.  30 minerals to harvest 1 square seems fair (where a colony pod can harvest 2 squares and get other benefits for the same cost).

Firstly, that colony pod is worth only 1 square, as you give up a population point (and thus a worker) when you build it.
More importantly, that colony pod then requires all those production-multiplying facilities you mentioned in order to get full benefit; a crawler uses the production-multiplying facilities of its home base, and is therefore better compared to another population point in that base.

Quote
Crawlers are also very vulnerable to combat, particularly air units, and can be subverted.

That still leaves them overpowered in times of peace (e.g. before contact).  Also, when the only possible responses to crawlers are to use crawlers yourself or to go to war, that leaves no room for a more worker-based builder playstyle.

Quote
Specialists also do not seem overpowered.  Until late game, you get at most 5 energy for a specialist, whereas in midgame your workers are typically getting 3/2/3.

Ok, I'll grant that; let's just agree then that advanced (4+ energy) specialists should come no earlier than Hybrid Forests (which are needed for that 3/2/3 you mentioned), and then the question of whether to move Hybrid Forests later (similar to the other similar 240-mineral facilities) is another issue.  (Before Hybrid Forests, however, 4-energy specialists are too much, since they make crawler+specialist too powerful as compared to workers.)

Quote
Satellites are pretty expensive.  Yes, they provide a global benefit, but each satellite costs a lot.  Also, sats can be targetted by other players.

Sats can't be targeted by other players until Self-Aware Machines, substantially after they can be first built.  Moving Orbital Defense Pods earlier in the tech tree and making them cheaper, and moving mineral and nutrient satellites somewhat later and making them somewhat more expensive (because those two snowball all too easily) would be all the "weakening" that would be needed.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 06:58:16 PM
Quote
Firstly, that colony pod is worth only 1 square, as you give up a population point (and thus a worker) when you build it.
More importantly, that colony pod then requires all those production-multiplying facilities you mentioned in order to get full benefit; a crawler uses the production-multiplying facilities of its home base, and is therefore better compared to another population point in that base.

A worker in a city can fully harvest a square; a supply crawler can only get one resource.  They are fine for a single resource square, but most squares are better than that.  A worker can harvest 3/2/3 or 6/6 from a hybrid forest square or a borehole; a supply crawler gets only half or less of the value.

A city created by a colony pod can grow.  After 10 turns (with a 2N square available), it works 2 squares, and so on.   Furthermore, it can spawn other colony pods for more cities.  A supply crawler has no growth potental; it harvests exactly one resource, period.

However, a supply crawler can serve a strategic role.  It can harvest squares that are small gaps between cities, rather than take the ICS approach and build another city.  It can concentrate energy into a single city, perferably the HQ.  It can provide food to a base that otherwise would face starvation.  But I do not think these strategic roles in any way make it overpowered.  It is just another great tool in a thinking man's arsenal.  I would hate to see this tool removed; I would rather see the concept broadened to other 4x games!
Title: Re: The State of SMAC 2
Post by: Yitzi on January 29, 2013, 08:27:27 PM
A worker in a city can fully harvest a square; a supply crawler can only get one resource.  They are fine for a single resource square, but most squares are better than that.  A worker can harvest 3/2/3 or 6/6 from a hybrid forest square or a borehole; a supply crawler gets only half or less of the value.

Keep in mind, though, that a worker requires 2 nutrients and 2 psych upkeep, which cuts into that substantially.  Once you've got hybrid forests, the worker may be slightly superior (until advanced specialists come along), and of course for your boreholes in the city radius (however many you can manage) the worker is better, but for the most part the crawler comes out better.  Let's compare:
-Early game to early midgame (no advanced specialists, no hybrid forests): With a worker, you can work a forest for 2/2/1, or a farm/solar for roughly 3/1/1 (and that's a fairly good square).  After discounting 2 nutrients for the worker and 1 energy to be multiplied into 2 psych to keep him happy, that's 0/2/0 or 1/1/0, as compared to 4 FOPs from a crawler (farm/condenser, or mine, or "energy park").  Free Market evens it out a bit, but not by all that much since it boosts energy parks as well.  (An "energy park" style approach doesn't work as well with workers, as energy parks are a lot less efficient when interrupted by squares that have neither solar collectors nor mirrors, such as bases.)
-Late midgame (advanced specialists, hybrid forests, and soil enrichers are all available): You can work a forest for 3/3/2 (before Free Market) or farm/enricher/solar for 4/1/1; after psych and nutrients, that's 1/3/1 or 2/1/0; engineers mean that nutrients are worth roughly twice as much as the other two types, so that's effectively 5-6 FOP (7 with Free Market or Eudaimonia).  Crawling farm/condenser/enricher gives you 6/0/0, for 12.

Quote
A city created by a colony pod can grow.  After 10 turns (with a 2N square available), it works 2 squares, and so on.   Furthermore, it can spawn other colony pods for more cities.  A supply crawler has no growth potental; it harvests exactly one resource, period.

And then the results of that harvesting can be used to build more supply crawlers to harvest more squares.

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However, a supply crawler can serve a strategic role.  It can harvest squares that are small gaps between cities, rather than take the ICS approach and build another city.

And this is the sort of thing that it would do if depowered and cost-increased to be on par with workers, rather than giving more net benefit for less cost.

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It can concentrate energy into a single city, perferably the HQ.  It can provide food to a base that otherwise would face starvation.  But I do not think these strategic roles in any way make it overpowered.

I'd say "concentrate energy into a single city" does, simply by making efficiency largely ignorable (and that's before considering stuff like the Supercollider and Space Elevator).

Oh, and another use: It can be used to get use out of squares that you don't want a base near for whatever reason.

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It is just another great tool in a thinking man's arsenal.  I would hate to see this tool removed

Me too, but I do want it to only be of advanced strategic use (and maybe some ability to help finish projects quicker, though nothing as strong as it is now in that respect), not "the most efficient use of squares."
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 08:52:56 PM
Your analysis neglects the city square itself.  A city with no worker (just a doctor/empath/etc) still produces a lot of resources, particularly with Free Market/Wealth.  The extra resources added by the worker definitely make the total MUCH more than a crawler would give.  My crawlers typically provide either 2-3 N or 2-4 M or 1-3 E.  This does not seem overpowered to me; it seems fairly valued.

Normally, when someone says something is overpowered, there is apparently one overpowering strategy enabled by the overpowered item.  I don't see this at all for crawlers.  They can support any kind of strategy you want: large city, small city, builder, momentum.  So perhaps you can better explain to me what is the problem that you are trying to fix?

I am not familiar with the term FOP.   What does it mean?
Title: Re: The State of SMAC 2
Post by: ete on January 29, 2013, 09:36:20 PM
FOP=Factors Of Production (Energy, Mins, or Nuts)

And.. I do find Supply Crawlers are a very interesting addition to the game, but probably too cheap for their effectiveness overall. Unlike cities which require maintenance, increase inefficiency, require drone control, etc, they can pay for themselves pretty quickly and give strongly exponential increases in production power. A 4 min crawler (quite reasonable with enough formers) will pay for another crawler every 7.5 turns once in place (ignoring any Mineral boosting facilities, with a GJ factory it's 5 turns), which even accounting for former turns and time to move into position is a very impressive doubling time without any significant limiting factor (it's the lack of limiting factors which seems to be the issue, bases have all sorts of things slowing their exponential growth).

I like crawlers, but imo they are so cheap that even if they don't imbalance the game much in any particular direction (other than maybe towards people who get them sooner, or builders in general), they feel like they're the core of any competitive strategy. I'd prefer to play with Crawlers as a useful and interesting tool which can be powerful than with them as something absolutely required in huge numbers to win against a human. Reducing the doubling time by just upping the cost seems like the simplest way to do this.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 10:43:55 PM
You miss a lot of factors here.

First, until mineral limits are limited, which does not occur until early mid-game, a crawler can obtain at most 2 minerals.  So it takes 15 turns for a crawler to multiply, AFTER it has made it to the square. 

Second, it might take 5-10 turns (or more) just to move from the city to the square being harvested.

Third, you have to have a suitable rocky square with 8 turns of terraforming to produce a mine.  There are not that many rocky square available, so that constrains how often you can do this.  Furthermore, a city can harvest this just was well.

But you have missed the real culprit here: Terraformers.  It is terraformers that are grossly overpowered.  And they cost only 2/3 as much as a crawler (or equal for a clean former).  Just a mere 4 turns, and a 0/0/0 square is turned into 1/2/1!  And the Former does not even have to stay in the square to maintain the improvement!  It is permanent!  The Former can move to another square and begin its magic!  It is the amazing Former than turns a 1 mineral rocky square into a 4 mineral square that can be exploited!

So now that we know the real culprit, lets unite!  Let's ban Formers from the game, or at least make them cost 100 minerals each!
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 11:05:28 PM
1. In actual play, if I have a reasonable city spot that I can defend, I will always preference a city over a crawler.

2. I typically build at least 4+ clean formers for every 1 supply crawler, even though they are the same cost, because formers are overall more valuable and give faster paypack.  Crawlers as just built for special purposes, to fill in games, or save cities the burden of having to bother harvesting a single resource square (so my city can harvest another multiresource square, or possibliy produce specialists instead).

3. EVERYTHING I build better have a pretty reasonable payoff, or I won't bother to build it.  A Genejack factory in a decent city has a far higher return than the same resources spent on crawlers.  Same with most energy multiplying facilities as well.

I don't know what got you on your rant about the cheapness of crawlers, but they are just not any cheaper than competing items, like colony pods, formers and resource multiplying buildings.  I think recycling centers are a much better value than a crawler because:
1. I get 1/1/1, something no crawler can give.
2. I don't have to terraform a square, or even have a square available.
3. It is a lot less vulnerable than a crawler.

And a recycling center is not the most valuable building by any means.  The mutliplying buildings can be MUCH more valuable.

I have never built huge numbers of crawlers; I have not played a game against anyone who does.  I do play with a large number of formers; my formers typically outnumber by crawlers by a factor of 5x or more. 

So I don't know who you are playing against to have such a bias against crawlers.  But I can tell you this: I doubt that they are playing a very good strategy if they are playing with that many crawlers, and you should be able to easily beat them by putting more focus on large cities.
Title: Re: The State of SMAC 2
Post by: ete on January 29, 2013, 11:13:39 PM
Fair point with the mineral limit restriction, but I did actually note moving to the square and improving it. The formers thing is obviously facetious, they require maintenance till quite far into the game, and unlike supply crawlers they don't actually harvest anything (workers have their own set of limits, as described previously). They DO enable supply crawlers to extract more, but they also are interesting units which provide a lot of choice in the game.

Bases are very different, requiring their own set of boosting facilities/drone control facilities which is much more expensive than crawlers as well as increasing inefficiency and Bdrones. It seems like a not all that useful comparison to make using simple FOP terms.

I'm not a crawler hater, it just feels like almost drawback free relatively fast doubling of production feels a bit.. overcentrilising (towards Crawler heavy builds), in a not quite interesting enough way. Games where I've used crawlers always seemed even more one sided than usual Transcend ones. However, I admit that I've not managed to get real time multiplayer working despite some trying (and pbem seems far too long term a commitment), so if crawlers are actually not top-class in the speed of payoff (accounting for limiting factors in other areas, like one of each fac per base, and issues with just making loads more bases) as I've been lead to believe then I don't have objections to them.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 29, 2013, 11:14:34 PM
Your analysis neglects the city square itself.  A city with no worker (just a doctor/empath/etc) still produces a lot of resources, particularly with Free Market/Wealth.

True, and that may itself be too much.  However, overuse of that feature is, by definition, kept in check by the factors that keep ICS in check, which you correctly identified as the need for multiplicative facilities for each base.

Essentially, what you're describing is exploiting ICS, which you yourself argued was not overpowered.  The goal here is that workers should be the best use of land outside of specific strategic cases such as you described, which means having ICS and crawlers both weaker than workers.

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The extra resources added by the worker definitely make the total MUCH more than a crawler would give.  My crawlers typically provide either 2-3 N or 2-4 M or 1-3 E.  This does not seem overpowered to me; it seems fairly valued.

I think that's because you're not using your crawlers to their fullest potential.  Without mods to keep it under control, a crawler should be easily able to produce 4N (condenser+farm), up to 6N with AEE, 4M from rocky squares if you use mines, and 4E from energy parks (substantially less without energy parks, but nutrients+specialists are still a fairly strong way to get energy).
And remember, without crawlers you're looking at roughly 2 FOP anyway after subtracting costs (more with engineers or enrichers or hybrid forest), so 4N is still way too much.

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Normally, when someone says something is overpowered, there is apparently one overpowering strategy enabled by the overpowered item.  I don't see this at all for crawlers.  They can support any kind of strategy you want: large city, small city, builder, momentum.

Any strategy except "use primarily workers, with crawlers for niche strategically-defined roles."

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So perhaps you can better explain to me what is the problem that you are trying to fix?

In short, that most of the time, crawling a square is a more effective use than working it.

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I am not familiar with the term FOP.   What does it mean?

Ete answered this one.

FOP=Factors Of Production (Energy, Mins, or Nuts)

And.. I do find Supply Crawlers are a very interesting addition to the game, but probably too cheap for their effectiveness overall. Unlike cities which require maintenance, increase inefficiency, require drone control, etc, they can pay for themselves pretty quickly and give strongly exponential increases in production power. A 4 min crawler (quite reasonable with enough formers) will pay for another crawler every 7.5 turns once in place (ignoring any Mineral boosting facilities, with a GJ factory it's 5 turns), which even accounting for former turns and time to move into position is a very impressive doubling time without any significant limiting factor (it's the lack of limiting factors which seems to be the issue, bases have all sorts of things slowing their exponential growth).

I like crawlers, but imo they are so cheap that even if they don't imbalance the game much in any particular direction (other than maybe towards people who get them sooner, or builders in general), they feel like they're the core of any competitive strategy. I'd prefer to play with Crawlers as a useful and interesting tool which can be powerful than with them as something absolutely required in huge numbers to win against a human. Reducing the doubling time by just upping the cost seems like the simplest way to do this.

Agreed; I think 10 rows is a good cost (comparable to the cost of another worker in a fairly large city.)  That means a module cost of 36-39, probably best to have it at 36.  (Also, it means banning higher-reactor crawlers.)

However, even that probably won't be enough; as I noted, workers are worth 2 net FOP in the early game, going up to 3 with AEE or 5 with hybrid forests, whereas crawlers are worth 4, up to 6 with AEE (and that's all nutrients, which are by far the best in the later game.)  Removing the condenser nutrient bonus would help a lot (which is why my patch allows it), but even so running the numbers I think it'd also be necessary to reduce crawler output by 1.  That way, crawling will be worth 2-3 FOP per square, comparable to workers.  (They'll still be useful for reaching areas outside base radii, of course.  And hurrying projects, though I think that also needs limits; finishing the Space Elevator the turn you get Super Tensile Solids might make for good fun in SP, but in MP it gives far too much of an advantage to teching factions.)

First, until mineral limits are limited, which does not occur until early mid-game, a crawler can obtain at most 2 minerals.  So it takes 15 turns for a crawler to multiply, AFTER it has made it to the square. 

Yes, before mineral limits are lifted, that doesn't help as much...but a feature that's unbalanced for most of the game is still unbalanced.
However, I figure that it might make sense to compensate for crawler depowerment by moving the mineral-lifting cap to Industrial Automation, so they can get full minerals as soon as you can get them.  (It's probably desirable anyway to have the resource-lifting techs be parallel rather than sequential, as having everyone beelining for the same 2 or 3 techs makes for a much less interesting game.)

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Second, it might take 5-10 turns (or more) just to move from the city to the square being harvested.

I think we're generally looking at cases where it's harvesting inside the base radius.

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Third, you have to have a suitable rocky square with 8 turns of terraforming to produce a mine.  There are not that many rocky square available, so that constrains how often you can do this.

True, but "condenser+farm to support 2 technicians, which then produce money to rush buy more crawlers" also has fairly low doubling time, especially once you get Tree Farms for +50% economy; at that point, 2 technicians are worth 12 energy per turn; rushing from 10 minerals on 1 crawler to 10 minerals on the next crawler costs 90, so that's still 7.5 doubling time.

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Furthermore, a city can harvest this just was well.

But it needs to spend nutrients and psych on the worker.  If crawlers had a support cost, it would be a lot more even.

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But you have missed the real culprit here: Terraformers.  It is terraformers that are grossly overpowered.

As compared to what?  Crawlers can be compared to working the square; formers are part of the game.
Formers would be grossly overpowered if using them instead of leaving the square "natural" weren't clearly how the game was meant to be played.  Crawlers are overpowered because using them inside the base radius instead of working the square is not how the game was meant to be played.

(That said, advanced terraforming is probably overpowered, and needs a nerf, probably of the ecodamage persuasion.)

1. In actual play, if I have a reasonable city spot that I can defend, I will always preference a city over a former.

What constitutes a reasonable city spot?

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2. I typically build at least 4 clean formers for every 1 supply crawler, even though they are the same cost, because formers are overall more valuable and give faster paypack.  Crawlers as just built for special purposes, to fill in games, or save cities the burden of having to bother harvesting a single resource square (possibliy producing specialists instead).

At 3 FOP per specialist (even before thinkers and engineers), even dual-resource spots are often worth crawling.  Pretty much the only squares that aren't are forests and boreholes, and once you get engineers crawling nutrients is worth more than forests and boreholes.

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3. EVERYTHING I build better have a pretty reasonable payoff, or I won't bother to build it.  A Genejack factory in a decent city has a far higher return than the same resources spent on crawlers.  Same with most energy multiplying facilities as well.

And once you've built all those?

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I don't know what got you on your rant about the cheapness of crawlers, but they are just not any cheaper than competing items, like colony pods, formers and resource multiplying buildings.

Colony pods, formers, and resource multiplying buildings do not directly compete with crawlers, because to be of use they require base-suitable squares, unimproved squares, and raw FOP respectively, whereas crawlers require improved squares; what directly competes with crawlers is workers.  Compare crawlers to workers, and you'll see why they're such an issue.

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I think recycling centers are a much better value than a crawler because:
1. I get 1/1/1, something no crawler can give.
2. I don't have to terraform a square, or even have a square available.
3. It is a lot less vulnerable than a crawler.

Yes they are, if you have enough workers for all your terraformed squares.  But you can only build one recycling center per base.

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And a recycling center is not the most valuable building by any means.  The mutliplying buildings can be MUCH more valuable.

Also only one of each per base.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 29, 2013, 11:33:23 PM
I was comparing colony pods to crawlers; you are comparing workers to crawlers.  This is an apples to oranges comparison because you don't build workers.  The workers build up automatically.  You can't spend minerals to get more workers in a city (although a Children's Creche helps); You only build the colony pod.  So your only production decision is whether to build another colony pod, a supply crawler, or something else.

Specialists are not free; they cost you workers, which could harvest multiresource squares.  I almost never preference a specialist over a worker unless either do have any any other productive land to harvest, or I have a psych problem in that city.

Clean reactors are at the same tech level as mineral limits.  In fact, I usually preference obtaining clean reactors first.

I consider a spot with at least one 2/1 or 1/2 that has room to harvest at least 12 (but preferably more) squares is a good city spot.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 29, 2013, 11:38:53 PM
I was comparing colony pods to crawlers; you are comparing workers to crawlers.  This is an apples to oranges comparison because you don't build workers.  The workers build up automatically.

You "build" workers with nutrients.  Since there is some degree of flexibility as to how to terraform a square (and thus what type of FOP to get), that is a valid comparison.

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Specialists are not free; they cost you workers, which could harvest multiresource squares.

Crawlers can also harvest multiresource squares; they just only produce one resource.  But if the difference is less than 3, or can be made less than 3 by appropriate terraforming, the specialist is still worth it.

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Clean reactors are at the same tech level as mineral limits.  In fact, I usually preference obtaining clean reactors first.

I thought Environmental Economics (energy limits and tree farms) was one of the first beelines.
Title: Re: The State of SMAC 2
Post by: ete on January 30, 2013, 12:39:56 AM
Clean reactors are at the same tech level as mineral limits.  In fact, I usually preference obtaining clean reactors first.
Ecological Engineering (tier 4): 6 preqs
Bio-engineering (tier 5): 12 preqs
so in general, you're getting 4 mins a crawler long before clean formers are available, though perhaps some beelines skip mineral lifting for a very long time.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 12:46:10 AM
though perhaps some beelines skip mineral lifting for a very long time.

Indeed they do...however, they also don't reach clean.  The MMI beeline does get you all of Bio-engineering's prerequisites (so it's only one more tech to grab bio-engineering for Clean)...however, well before that along the same beeline you have all of Ecological Engineering's prerequisites (assuming you also got Centauri Ecology for formers), and it's overall more useful (it not only lifts mineral restrictions, but also allows boreholes/mirrors/condensers if you didn't grab the Weather Paradigm, and of course it's only 1 after that for Environmental Economics for energy lifting and tree farms.)
Title: Re: The State of SMAC 2
Post by: gwillybj on January 30, 2013, 01:37:53 AM
What I get from these posts is that SMAC2 will have no solo-play. Solo-play is not broken, except for the obvious programming errors (read: bugs) and unimplemented features that don't break the game. Yes, please! Those are the changes I would want way before rewriting the game entirely.

Every argument I see is about things that are seen as either overpowered (in multi-play), underpowered (in multi-play), or just plain wrong (in multi-play). All those changes "solved" to fix multi-play will certainly make for faster and shorter games. They could even port it to consoles because the game would take a couple of hours at most. Make it a WEGO or even an RTS and transfer the commands to a handheld controller. But don't force on us a change of unbroken things. Leave them as they are and keep them editable for all those who like it this way or that way.

I solo-play exclusively and don't need or want those changes. That's what the editable alphax.txt is for. Change what you and your friends don't like, but don't make me use your alphax.txt to play solo.

example: I purposely edited my alphax.txt to make humongous maps possible specifically because I hate short games. Before then I took maybe three days to complete a game. Whew! Only 14 hours this time! Let's see if I can slam-bash through the next one in less time and get a better score (for what?) while I'm at it. Huh? I hope true strategists don't feel that way. Where is there any thirst for adventure? Where is the patience? Why all the rush? MPers wouldn't be able to play those maps because they slow the game down so much that I had to edit the end years from 2600 and 2500 to 3100 and 4100(!) to avoid forced retirement (a feature I don't like) - I might even make both entries 9999. This is not the direction the MPers want, I'm sure.

My games typically take 3-4 weeks, sometimes 5 or 6! Every game is a grand adventure. They are on my 360x180 or bigger maps that I make from a randomly-generated map and then carefully edit primarily to fix clustered or missing landmarks, but sometimes the geology needs a little tweek.
I edited into alphax.txt three technologies (replacing delete, deleted, and user) after collaborating with two other players who also preferred SP). I edited out stuff meant for the Progenitors because they are too comic-book-is to me. I took all their stuff and edited it to remove the juvenile and help the realism a little bit. I love that this was possible. Sid & Co made this game moddable for me. And you. And you, too.

Don't get me wrong; I wrote all this with a smile not a frown, see: :D. I know the majority rules and whoever gets the privilege of writing SMAC2 must then act realistically to satisfy the fans. I won't be one of them, but that's okay; I'm only one person: Not having my $60 won't bankrupt the producer. Rewrite it as you must for the majority, the MPers. I will shut up now and return to Misson Year 2674 (impossible in the unedited alphax.txt), and continue solo-playing my copy of SMAX, a true original, a great game (with a little help ;)).
Title: Re: The State of SMAC 2
Post by: Green1 on January 30, 2013, 01:51:19 AM
Do not think that there should/will be NO solo play in any future SMAX 2!!!!!!!

MP only is/would be a HUGE mistake. If anything, SP and AI first priority! FreeCiv and other 4X projects suffer and languish in obscurity and dwindling participation because of this well known fact:

Of ALL the 4X comunities I know of 90 percent of the folks there do single player only and lurk.
While, only 10 percent of everybody does MP, but 90 percent of those MP guys post on forums. As a rule, they are much much more verbose.

-source Kael, CFC on a post on Stardock forums.

That said, a vibrant MP community does extend the life of many games long after they should be buried in the hard drive of history. But, the vast majority are single player sandboxers who just want to zone out, quit and start back up when they want to without depending on other people.

BTW, Yitzi. I do believe there is a market for a mod if it is possible to correct some of the issues the MPers are having. Even if it is solved via an external e-mail wrapper program.

Title: Re: The State of SMAC 2
Post by: Earthmichael on January 30, 2013, 02:50:25 AM
On the way to the MMI beeline, I usually go for Neural Grafting and Gne Splicing first, before D:AP, unless I feel hard pressed to defend myself right away.  And I then go for Bio-Engineering next, even though it is a sidetrack from MMI.  Because the support minerals that I save by upgrading all of my formers and other units to clean is a much faster and higher payoff than I could get from lifting the mineral restrictions.  This allows me to now be able to produce clean terraforms in mass quantities, without worrying about crippling my production with support costs.

Sidetracks to Ecol Engin and Environ Econ are useful, but one has to judge whether you get fast enough payback from these to account for the delay getting to MMI.  And do you have the formers to terraform so that these will be very useful?  Since I typically starting with 90% roads and forests, these techs don't have such an early payoff unless the map starts with enough terrain features that can be exploited without my terraforming.

Then 6 tech to beeline to D:AP, and then MMI next.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 03:19:42 AM
What I get from these posts is that SMAC2 will have no solo-play. Solo-play is not broken, except for the obvious programming errors (read: bugs) and unimplemented features that don't break the game. Yes, please! Those are the changes I would want way before rewriting the game entirely.

Solo-play is not broken, but only because you can choose not to use the overpowered stuff.  Personally, I feel that even having the ability to use broken stuff weakens the SP game, so it might as well be adjusted to fix that.  When I speak of many-player, I mean as opposed to 1v1; SP is actually more similar to many-player than to 1v1.

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Every argument I see is about things that are seen as either overpowered (in multi-play), underpowered (in multi-play), or just plain wrong (in multi-play). All those changes "solved" to fix multi-play will certainly make for faster and shorter games.

If you don't like "faster and shorter", then you probably will like "SMAX 1.5" when it's ready (probably not much longer now), which is designed to make for a somewhat longer and slower game (much longer and slower in MP), unless of course a momentum player gets lucky (in which case it'll be largely unchanged).

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But don't force on us a change of unbroken things. Leave them as they are and keep them editable for all those who like it this way or that way.

That's what I'm doing with my mods.  IIRC, the only thing I've actually changed without giving people a choice via alphax.txt is the Nessus ecodamage bug, because it is clearly a bug.  (And reducing max landmarks, because I needed to put those extra choices somewhere.)

And a lot of the stuff I'm adding is workable for solo-play as well.

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Let's see if I can slam-bash through the next one in less time and get a better score (for what?) while I'm at it.

Nah, for pumping your score you want a longer game, so you can grab all those juicy Transcendent Thought techs.  (I once got a 4-digit percentage rating, and that was nowhere near the best possible.)

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Don't get me wrong; I wrote all this with a smile not a frown, see: :D. I know the majority rules and whoever gets the privilege of writing SMAC2 must then act realistically to satisfy the fans. I won't be one of them, but that's okay; I'm only one person: Not having my $60 won't bankrupt the producer. Rewrite it as you must for the majority, the MPers. I will shut up now and return to Misson Year 2674 (impossible in the unedited alphax.txt), and continue solo-playing my copy of SMAX, a true original, a great game (with a little help ;)).

I think SMAC2 will definitely have to have user-moddable stuff, preferably with more stuff moddable.

BTW, Yitzi. I do believe there is a market for a mod if it is possible to correct some of the issues the MPers are having. Even if it is solved via an external e-mail wrapper program.

To which issues are you referring?

On the way to the MMI beeline, I usually go for Neural Grafting and Gne Splicing first, before D:AP, unless I feel hard pressed to defend myself right away.  And I then go for Bio-Engineering next, even though it is a sidetrack from MMI.  Because the support minerals that I save by upgrading all of my formers and other units to clean is a much faster and higher payoff than I could get from lifting the mineral restrictions.  This allows me to now be able to produce clean terraforms in mass quantities, without worrying about crippling my production with support costs.

Whoa, you must produce a lot of clean formers if that's a bigger boost than being able to use boreholes.

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Since I typically starting with 90% roads and forests, these techs don't have such an early payoff unless the map starts with enough terrain features that can be exploited without my terraforming.

How do you use those forests?  Crawl them or work them?  Because pre-Environmental Economics, they only produce 1 nutrient.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 30, 2013, 05:11:33 AM
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Whoa, you must produce a lot of clean formers if that's a bigger boost than being able to use boreholes.
I do make a lot of clean formers! 

It is really a chicken and the egg problem.  If I don't have a lot of formers, it takes forever to terraform things, especially boreholes.  So rather than prioritize mineral limits to take advantage of boreholes, I prioritize clean to be able to build more formers.  By the time the I have enough formers and other terraforming done to consider making boreholes, I usually have gotten MMI and am ready for the EE and EE.

Forest are much more of a priority, because I can make 5 forests for the time formers take for 1 borehole.  And I get the benefit of self-growth of forests, which can save a lot of terraforming time if you get your forests started early, particularly since spreading forest squashes fungus.  Plus, forests don't trigger ecodamage like a borehole does.  I generally try for a very close to zero ecodamage game.

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How do you use those forests?  Crawl them or work them?  Because pre-Environmental Economics, they only produce 1 nutrient.
I almost always work them.  With a normal base (not on a Nut special or jungle) with recycling center, I can work 3 forests.  The rest of the work land has to be 2 or more food.  (I often get rid of the Nut limit early with Gene Splicing.)  When I really need to boost food, I will occasionally farm; each farm means one more forest worked.  Rather than crawl a forest and get 2 M, I will sometimes insteasd crawl a square for 2-3 N, which allows me to fully work 2-3 more forests.

I should also explain that I build a LOT of road; I almost always build a road before any improvement on a square.  I think roads are cheaper to build if you don't already have a forest there.  So I create a network of roads.  Then I can send a pack of 4 formers down the road, and they can build a new forest EVERY TURN, as long as I do not move them more than 2 squares down the road from the last forest.
Title: Re: The State of SMAC 2
Post by: Dale on January 30, 2013, 08:55:06 AM
So here are the way (in my opinion) SMAC 2 could happen. - Likelihood

EA produces SMAC without Sid Meier. (i.e. Alpha Centauri 2) - 60%
EA has the register trademark, and could be looking for a good 4x strategy game or some Facebook piece of...... Well you get the idea.

EA buys out Take Two and subsidiaries for its considerable game library  - 10 %
This has been tired and failed.

Take Two/Firaxis buy the rights back from EA - 10 %
Not unlikely, Sid Meier does like his sequels.

EA sells the rights to another buyer - 5 %
Unlikely anyone other than Firaxis would be interested in the game

EA pigeonholes the game -  10%
I hope not, but it has been over 10 years since the original game came out. Most companies like to capitalize on an audience that actually remembers playing the game.

Miracles Happen: When Brian Reynolds get fired from Zygna, Sid Meier buys the rights from EA. - 5%

There is another way.
Title: Re: The State of SMAC 2
Post by: sisko on January 30, 2013, 09:10:14 AM
There is another way.
please elaborate.
Title: Re: The State of SMAC 2
Post by: Dale on January 30, 2013, 10:03:47 AM
There is another way.
please elaborate.

My company is currently creating a turn based historical strategy game (colonisation/imperialism eras) based on an engine designed to cater for any era........ or planet.  I intend on using the engine for other time periods...... or planets.

After the engine has paid for itself via this game, there will be a low cost to translate the engine to another era....... or planet.  But of course, there still needs to be commercial viability in such a project.  Which is what I fear has stopped other developers from addressing the lack of SMAC-style games.  It's a very niche product, maybe 250,000 sales max (about the same as Civ 4: Col I'd estimate).
Title: Re: The State of SMAC 2
Post by: Green1 on January 30, 2013, 01:12:40 PM
There is another way.
please elaborate.

My company is currently creating a turn based historical strategy game (colonisation/imperialism eras) based on an engine designed to cater for any era........ or planet.  I intend on using the engine for other time periods...... or planets.

After the engine has paid for itself via this game, there will be a low cost to translate the engine to another era....... or planet.  But of course, there still needs to be commercial viability in such a project.  Which is what I fear has stopped other developers from addressing the lack of SMAC-style games.  It's a very niche product, maybe 250,000 sales max (about the same as Civ 4: Col I'd estimate).

.... and Age of Wonders and Master of Magic are niche games, too. Yet, Stardock sold that amount as well even after having to give away thousands because of the War of Magic debacle. Triumph sold quadruple that amount! What do you expect? Halo 2? lol.

There is a market for a non FTL science fiction game. You have to bill it as THE spiritual successor to Alpha Centauri. If you build it, they will come.

If you do, Hope you guys have a VERY good world building engine capable of handling orbital/inter moon-planet/ and extreme terraforming options and a damn good AI programmer.

Otherwise, you become an indy also ran to other historical sims if you just try to redo Call to Power/ Civ/ Total War.

Be different! You know you want to...

Oh yeah... and we get free betas....
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 03:08:36 PM
I do make a lot of clean formers! 

It is really a chicken and the egg problem.  If I don't have a lot of formers, it takes forever to terraform things, especially boreholes.  So rather than prioritize mineral limits to take advantage of boreholes, I prioritize clean to be able to build more formers.  By the time the I have enough formers and other terraforming done to consider making boreholes, I usually have gotten MMI and am ready for the EE and EE.

Forest are much more of a priority, because I can make 5 forests for the time formers take for 1 borehole.  And I get the benefit of self-growth of forests, which can save a lot of terraforming time if you get your forests started early, particularly since spreading forest squashes fungus.

But if you can only use 3 forests per base (less if you want the base to grow more), that does limit it quite a bit.  Once you have as many forests as you can use (which needs maybe 1 former per several bases max before tree farms), you might as well get started on boreholes.

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Plus, forests don't trigger ecodamage like a borehole does.  I generally try for a very close to zero ecodamage game.

Borehole ecodamage really isn't that bad; it's about as much as 1 extra mineral.  And of course without mods ecodamage is easy to control anyway, via the magic facilities.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 04:11:09 PM
I've thought about it more, and I realized that the real issue is the "doubling time".  With a low doubling time, you need a huge number of formers to keep up with it even when using fairly easy terraforming like forests, and stuff like boreholes and condensers is generally not going to happen.  With a larger "doubling time" (or even more, when you've reached maximum size), formers become less important, and more advanced terraforming becomes used more; crawlers are therefore more powerful with a larger "doubling time" since advanced terraforming (except for boreholes) is more likely to favor single-resource stuff, whereas forests are very crawler-unfriendly.  (In between is the standard farm/solar, which actually usually comes out weaker than just a farm, crawling it, and having the citizen be a specialist instead.)

Thus, my questions for you are:
-What's your doubling time in your games?
-Do you ever use farm/solar?

Because I'd like to see a game with fairly large "doubling time" after the very beginning (30-40 turns seems good for once you have several bases), and where farm/solar does see substantial use for much of the game.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 05:19:07 PM
However, even so, crawlers become overpowered as the game progresses.  Consider, for example, someone who's reached the following tech level:
-He has engineers available.
-He has hybrid forests.
-He can get 4 nutrients from a square, whether by farm/enricher (and condensers don't further increase it for whatever reason), or farm/condenser (and he hasn't learned AEE yet.)
-He either has hab domes, or has raised his city density to the point where it doesn't matter.
-He has expanded all he can; any more would run into either efficiency-related problems or the territory of other factions.
-He does not have satellites; either he lacks the tech, or just never got around to it, or is afraid they'll be shot down.

Now, consider two ways he can use his territory:
1. Forests.   These are worth 3/2/2 each, so for each 2 forests he has enough surplus nutrients to use a specialist, say an engineer.  Thus, each square is worth 2 minerals, 2 energy, 1.5 economy, and 1 labs.
2. Crawl nutrients.  He can then support 2 specialists per square, so each square is worth 6 economy and 4 labs.  He doesn't get any minerals, but at 4.5 economy per square more than option 1 (which is then multiplied by facilities into 13.5 more economy, or 16.75 more if he has a quantum lab), he can easily afford to make up the difference by rush buying.
Thus, option 2 is vastly superior to option 1.
With satellites, it's even worse:
1. With forests, he can support 3 citizens per square, so each square is worth 5 minerals, 5 energy, and 2 specialists, for a total of 5 minerals, 5 energy, 6 economy, and 4 labs.
2. With crawling nutrients, he can support 4 citizens per square, worth 4 minerals, 4 energy, 12 economy, and 8 labs.

Again, option 2 is vastly superior.
If anything other than "crawl nutrients" is to be effective into the late game, crawlers would have to be depowered.  (Not "made cheaper", but actually "made less effective".)

Conversely, consider an early-game (recently got tree farms) base with 1 farm/solar square (let's say it's rainy and rolling but less than 1000 elevation) and 1 citizen.  It can use the citizen to work the square, producing 3 nutrients, 1 minerals, and 1 energy, or build a crawler to crawl one square for 3 nutrients and turn the citizen into a specialist for 3 energy.  So a crawler lets you give up 1 mineral for 2 energy, which seems to me it'll usually be a very good deal.
But let's say that crawlers have been made less effective, at the crawler will only produce 2 nutrients.  Then you're giving up 1 mineral and 1 nutrient for 2 energy, which seems a lot more balanced.  Even so, that means that a crawler is worth as much as a worker.
But in that case, let's say you have a rainy/rolling square and are trying to decide how to terraform it for your worker.
If you terraform it with farm/solar, then you get 3/1/1, which feeds the worker and keeps him happy, produces 1 mineral for building facilities, and will get you another worker in 50 turns (for, say, a size 4 base.  At this stage, size 9 is probably more realistic for your core bases).  Or you can terraform it with a forest for 2/2/1, which feeds the worker and keeps him happy, and produces 2 minerals; if we devote 1 mineral to facilities as before, then the other one can be used to produce a crawler in 30 turns, giving you the same value for cheaper.
Thus, we get the result that unless crawlers are made more expensive and depowered, it's still not worth working farm/solar unless you really don't care about energy (or are running Market, but in a balanced game that'll only be roughly 1/3 of the time.)  I call that a problem.
Title: Re: The State of SMAC 2
Post by: Dale on January 30, 2013, 06:50:10 PM
There is another way.
please elaborate.

My company is currently creating a turn based historical strategy game (colonisation/imperialism eras) based on an engine designed to cater for any era........ or planet.  I intend on using the engine for other time periods...... or planets.

After the engine has paid for itself via this game, there will be a low cost to translate the engine to another era....... or planet.  But of course, there still needs to be commercial viability in such a project.  Which is what I fear has stopped other developers from addressing the lack of SMAC-style games.  It's a very niche product, maybe 250,000 sales max (about the same as Civ 4: Col I'd estimate).

.... and Age of Wonders and Master of Magic are niche games, too. Yet, Stardock sold that amount as well even after having to give away thousands because of the War of Magic debacle. Triumph sold quadruple that amount! What do you expect? Halo 2? lol.

No, I do not expect Halo, don't be stupid.  But any game would have to be profitable.  Also, another thing I would have to consider is that I can only have one game being developed at a time, and ROI per project is different.  Would I make more money developing this, or a different project?  Business decisions are important, and potential market is important.  Break even points are important too.  For instance, EWOM needed to sell 600K copies to break even.  I doubt a SMAC game could hit that number.  It's a super niche product, like Colonisation is.

In a quick nutshell, I'd be expecting 100,000 sales.  That's around $2.5 million in revenue.  You basically only get 10% of the revenue to cover the costs of development (the other 90% goes in taxes, business costs, production costs, distribution costs, etc etc).  That means, you will be looking at a maximum of $250K to develop the game.  Any more, and risk is too high.

You won't get getting Civ5 quality graphics, "awesome AI programmer", and lots of other corner cutting.  Sales numbers are VERY important.

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If you do, Hope you guys have a VERY good world building engine capable of handling orbital/inter moon-planet/ and extreme terraforming options and a damn good AI programmer.

Otherwise, you become an indy also ran to other historical sims if you just try to redo Call to Power/ Civ/ Total War.

I am just an Indie.  That's not a bad thing you know.  And I find it funny you imply redoing CtP/Civ/TW is bad, yet are pushing to get SMAC redone.  It's the same thing.   ;lol

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Be different! You know you want to...

Oh yeah... and we get free betas....

I am different.  I'm not afraid to make hard games.  Not like these crap "social" games that dominate the markets these days.
Title: Re: The State of SMAC 2
Post by: BFG on January 30, 2013, 07:10:16 PM
Guys, I hate to rain on your parade, but I honestly would advise against trying to recreate SMAC or a SMAC/X clone/sequel on any platform.  I've seen MANY ambitious fan projects come close to fruition, only to have the copyright holder carry out a Cease and Desist order.

On the other hand, if you could get a legal contract with EA Games (or the correct current parties) to develop the game for, say, 10% of the profits, then I'd say go for it.
Title: Re: The State of SMAC 2
Post by: Dale on January 30, 2013, 07:28:11 PM
Guys, I hate to rain on your parade, but I honestly would advise against trying to recreate SMAC or a SMAC/X clone/sequel on any platform.  I've seen MANY ambitious fan projects come close to fruition, only to have the copyright holder carry out a Cease and Desist order.

On the other hand, if you could get a legal contract with EA Games (or the correct current parties) to develop the game for, say, 10% of the profits, then I'd say go for it.

I definitely would not be out to recreate SMAC in a modern engine.  Like you say, dangerous ground.  But there is nothing EA, Firaxis or Brian (the three license holders of SMAC) can do if I make a game similar to SMAC, to different enough to not be SMAC.  All companies do this, including EA and Firaxis.

I would also be treating this as a commercial project.  It must make money.  Fan projects usually fall down because they have no money, so use the existing graphics and directly copy the concepts of the game (even the name).  So many issues with that.

I would most definitely NOT be seeking to retribute EA with a single cent to keep their legal dogs off me either.  They killed SimCity.  EA deserve nothing.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 07:43:03 PM
I definitely would not be out to recreate SMAC in a modern engine.  Like you say, dangerous ground.  But there is nothing EA, Firaxis or Brian (the three license holders of SMAC) can do if I make a game similar to SMAC, to different enough to not be SMAC.  All companies do this, including EA and Firaxis.

I would also be treating this as a commercial project.  It must make money.  Fan projects usually fall down because they have no money, so use the existing graphics and directly copy the concepts of the game (even the name).  So many issues with that.

If it's different enough to avoid legal problems, then it won't really be SMAC 2 (a lot of the appeal of SMAC comes from the story, which would definitely need permission to replicate.)  It might still be worthwhile in its own right, though.
Title: Re: The State of SMAC 2
Post by: Dale on January 30, 2013, 08:18:47 PM
I definitely would not be out to recreate SMAC in a modern engine.  Like you say, dangerous ground.  But there is nothing EA, Firaxis or Brian (the three license holders of SMAC) can do if I make a game similar to SMAC, to different enough to not be SMAC.  All companies do this, including EA and Firaxis.

I would also be treating this as a commercial project.  It must make money.  Fan projects usually fall down because they have no money, so use the existing graphics and directly copy the concepts of the game (even the name).  So many issues with that.

If it's different enough to avoid legal problems, then it won't really be SMAC 2 (a lot of the appeal of SMAC comes from the story, which would definitely need permission to replicate.)  It might still be worthwhile in its own right, though.

Look I'm sorry but you guys need to be realistic here. A remake of SMAC is not going to happen. I discussed this with Firaxis/2K years ago for scient and the license is too split to consider it. EA owns the publication rights, Firaxis the development rights and Brian Reynolds the creative rights. Even if Firaxis made SMAC2 they can't distribute it. Buying all the rights would cost way too much and at the end of the day I don't think even the three parties themselves really know what exact rights they own.

Your only hope is something almost but not quite SMAC.

The creation of a TBS game based on the colonisation of another planet with a hostile environment is the easy part. Names must change but the concepts aren't unique. The story is what MUST go. You are dead in the water if you rip the story. But there is nothing to say the story can't be different but still lead to a similar situation.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 09:43:43 PM
Look I'm sorry but you guys need to be realistic here. A remake of SMAC is not going to happen. I discussed this with Firaxis/2K years ago for scient and the license is too split to consider it. EA owns the publication rights, Firaxis the development rights and Brian Reynolds the creative rights. Even if Firaxis made SMAC2 they can't distribute it. Buying all the rights would cost way too much and at the end of the day I don't think even the three parties themselves really know what exact rights they own.

I'm sure it's possible to sell your rights to something without knowing exactly what they are.  The cost of buying it is another issue, but my guess is that they'd rather sell the rights and make some money from it than get no money at all from it (Reynolds and Firaxis also might want an actual say in what goes on, but probably no more than their involvement would be desirable anyway.)

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The creation of a TBS game based on the colonisation of another planet with a hostile environment is the easy part. Names must change but the concepts aren't unique. The story is what MUST go. You are dead in the water if you rip the story. But there is nothing to say the story can't be different but still lead to a similar situation.

The story is a large part of why it's so good.  TBS about colonization of another planet with a hostile environment is easy, but the idea of the Planetmind is really what makes the whole thing work and be better than all the other TBS'es.
Title: Re: The State of SMAC 2
Post by: BFG on January 30, 2013, 10:17:01 PM
The story is a large part of why it's so good.  TBS about colonization of another planet with a hostile environment is easy, but the idea of the Planetmind is really what makes the whole thing work and be better than all the other TBS'es.
Agreed wholeheartedly.  Furthermore, as a fan, I'm not interested in a game that's "sort of like" SMAC; instead, I want a fullblown SMAC2 or expanded original SMAC on a modern-day engine.  Such a game would instantly get name recognition (both on its own, and due to association with Sid Meier, Brian Reynolds, Firaxis, and the Civilization series) that I would think could more than offset any SMAC purchasing rights/royalty costs.

In some ways, having an independent company such as Dale's purchase the rights is the perfect solution to the conundrum that is SMAC licensing.  All the rights owners stand to gain something (financially), and none of them stand to lose much if it happens to bomb.  And if it's a success, Dale's company could make a fortune from just this one game.
Title: Re: The State of SMAC 2
Post by: ete on January 30, 2013, 11:01:27 PM
I imagine the legal fees of arranging the transfer of such widely distributed rights would be a discouragement, but perhaps something like the above is not entirely impossible. Still, it should be possible to make a SMAC successor, but it needs extreme attention to detail and a lot of key features which make SMAC great in order to be accepted by the community as a true successor. We'll be more than happy to provide you with featurelists and playtest (you may even get a good deal of programming help if you're willing to make parts of it opensource, perhaps AI only or something like that).

It is worth noting that if Dale makes a game which is similar to SMAC in concept/implelentation but has none of the copyrighted/protected parts and has plenty of modification options (unit, facility, terraforming, faction, technology, etc data stored in text files somewhat human readably) and has all the hostile planet features in place, it would be very simple for a group of SMAC fans who have absolutely no connection to Dale and nothing to gain financially to offer a modpack which turns Dale's game into a true SMAC2 (switch <other hostile planet> to Planetmind, add SMAC factions as custom/extra factions, include the map of planet and other landmarks we know, edit a few minor flavor things (since hopefully the tech tree/facilities/units/etc will be well done anyway. A carbon copy style modpack would also be possible, but there are many minor improvements to be made, and we've got plenty of new possible future science ideas in the last decade and a half.) and whatever else they'd like to change), and that group of SMAC fans may well be able to claim fair use. Plus Dale and his company would have absolutely nothing to do with it, so could not be accused of foul play.

That group gets SMAC 2, Dale gets a sales boost (and maybe some programming help if he's willing to partially opensource it), the rights owners are not gaining anything by us not having a sequel and I bet some of them would be pretty happy to play it, and hopefully can fair use enough to cover their backs. Worst case, the group working on it gets a cease and desist from one of the three (if they care enough about a 14 year old game they have 1/3 of the rights they need to do anything with) and have to stop openly linking to the download/work on somewhere else less overly (there are plenty of ways for fanprojects to be impossible shut down or even legally threaten in a meaningful way, just very few seem to have been adequately prepared).

This sounds pretty great tbh. Though Dale should probably not reply to this publicly to avoid association.
Title: Re: The State of SMAC 2
Post by: Dale on January 30, 2013, 11:22:31 PM
If there is some way to rejoin all the rights together, and the cost is not prohibitive, then it also eliminates the 2K-EA stalemate.  As I understand it, a lot of the rights standoff right now is due to the two publishers not wishing to give the other ground.

I'm still dubious as to whether there would be enough sales to cover the license purchase costs, production costs, distribution costs, etc etc, and still leave me with enough to fund the next game after any SMAC2.

Probably the best situation you could wish for, is a game that plays like SMAC, but has totally different names for everything.  Same game play, just different labels on everything.

EDIT: Anyways, just to actually "do" something, to see what is feasible, I've emailed EA legal department.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 30, 2013, 11:39:53 PM
It is worth noting that if Dale makes a game which is similar to SMAC in concept/implelentation but has none of the copyrighted/protected parts and has plenty of modification options (unit, facility, terraforming, faction, technology, etc data stored in text files somewhat human readably) and has all the hostile planet features in place, it would be very simple for a group of SMAC fans who have absolutely no connection to Dale and nothing to gain financially to offer a modpack which turns Dale's game into a true SMAC2 (switch <other hostile planet> to Planetmind, add SMAC factions as custom/extra factions, include the map of planet and other landmarks we know, edit a few minor flavor things (since hopefully the tech tree/facilities/units/etc will be well done anyway. A carbon copy style modpack would also be possible, but there are many minor improvements to be made, and we've got plenty of new possible future science ideas in the last decade and a half.) and whatever else they'd like to change), and that group of SMAC fans may well be able to claim fair use. Plus Dale and his company would have absolutely nothing to do with it, so could not be accused of foul play.

There's an idea.  Of course, that assumes that there's some way to implement the mechanics of the whole "hostile but befriendable planet" thing without running into problems with rights.  Because when you get right down to it, that's what really makes SMAC unique in terms of mechanics.
Title: Re: The State of SMAC 2
Post by: ete on January 31, 2013, 12:06:42 AM
"hostile but befriendable planet" must be far too general a concept to be covered by the rights. I would imagine that if it came down to a legal battle, even "semi-sentient awakening global fungal neural network" may be quite acceptable for Dale to use, so long as there were no units called mind worms and spore launchers crawling out of it.
Title: Re: The State of SMAC 2
Post by: Petek on January 31, 2013, 12:32:42 AM
It'll be interesting to hear what, if anything, Dale hears from EA. What is the basis for believing that Firaxis and Brian Reynold own any rights to SMACX? According to the Firaxis FAQ (http://www.firaxis.com/company/faq.php#3)
Quote
Question :
I really loved Alpha Centauri! Are you planning to make Alpha Centauri 2?

Answer:
We’re all big fans of Alpha Centauri as well. However, the rights to that game are owned by Electronic Arts (we were making games for them at the time) so any decision to make a sequel is up to them.


On the other hand, Brian Reynolds may be looking for a new project (http://www.joystiq.com/2013/01/29/brian-reynolds-departs-zynga/).
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 01:10:19 AM
It'll be interesting to hear what, if anything, Dale hears from EA. What is the basis for believing that Firaxis and Brian Reynold own any rights to SMACX? According to the Firaxis FAQ (http://www.firaxis.com/company/faq.php#3)
Quote
Question :
I really loved Alpha Centauri! Are you planning to make Alpha Centauri 2?

Answer:
We’re all big fans of Alpha Centauri as well. However, the rights to that game are owned by Electronic Arts (we were making games for them at the time) so any decision to make a sequel is up to them.


On the other hand, Brian Reynolds may be looking for a new project (http://www.joystiq.com/2013/01/29/brian-reynolds-departs-zynga/).


I discussed this directly with 2K-Firaxis a couple years ago.  They were quite explicit that all three parties hold some rights, but got very grey when trying to address what rights each of them have.   ;lol
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 31, 2013, 03:15:08 AM
I definitely would not be out to recreate SMAC in a modern engine.  Like you say, dangerous ground.  But there is nothing EA, Firaxis or Brian (the three license holders of SMAC) can do if I make a game similar to SMAC, to different enough to not be SMAC.  All companies do this, including EA and Firaxis.

I would also be treating this as a commercial project.  It must make money.  Fan projects usually fall down because they have no money, so use the existing graphics and directly copy the concepts of the game (even the name).  So many issues with that.

If it's different enough to avoid legal problems, then it won't really be SMAC 2 (a lot of the appeal of SMAC comes from the story, which would definitely need permission to replicate.)  It might still be worthwhile in its own right, though.

Look I'm sorry but you guys need to be realistic here. A remake of SMAC is not going to happen. I discussed this with Firaxis/2K years ago for scient and the license is too split to consider it. EA owns the publication rights, Firaxis the development rights and Brian Reynolds the creative rights. Even if Firaxis made SMAC2 they can't distribute it. Buying all the rights would cost way too much and at the end of the day I don't think even the three parties themselves really know what exact rights they own.

Your only hope is something almost but not quite SMAC.

The creation of a TBS game based on the colonisation of another planet with a hostile environment is the easy part. Names must change but the concepts aren't unique. The story is what MUST go. You are dead in the water if you rip the story. But there is nothing to say the story can't be different but still lead to a similar situation.

Dale, I am right with you here.  I want the CONCEPTS of SMAC preserved, but I don't care that much about the science fiction format.  As I said earlier, I don't care if you make it stone age or medieval or whatever you think will sell, as long as we finally get some new 4x game that has certain key feature (apologizing for the redundancy here with my earlier post).

SMAC introduced many concepts that the later Civ and other 4x games still have not matched:

1. A versatile terraformer, with the 20 or terraforming options in SMAC, including raising land from the sea (or lowering it into the sea), some altitude based enhancement, multiple classes of terrain enhancement on the same space, etc.

2. The equivalent of a supply crawler.

3. Lots of good multiplying structures that can be built in the cities with maintenance costs. This solves the ICS problem.

4. A technology that allows units to be built without long term support costs, at the cost of higher initial construction costs. (equivalent of clean reactors)

5. A way to build global enhancements that benefit all bases a small amount up to their population (like sats).

6. A variety of tech based roles for citizens other than just working a particular square (like specialists).

I am sure that there are a few key features I have missed, but this is what I believe is lacking the the 4x games that followed SMAC.

Note that I did not say that the spiritual successor has to be Science Fiction. As far as I am concerned, if it has the features I listed, the game can be fantasy, or stone age, or whatever, and I would consider it a worthy successor to SMAC.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 31, 2013, 03:19:50 AM
Dale, I am right with you here.  I want the CONCEPTS of SMAC preserved, but I don't care that much about the science fiction format.  As I said earlier, I don't care if you make it stone age or medieval or whatever you think will sell, as long as we finally get some new 4x game that has certain key feature (apologizing for the redundancy here with my earlier post).

SMAC introduced many concepts that the later Civ and other 4x games still have not matched:

1. A versatile terraformer, with the 20 or terraforming options in SMAC, including raising land from the sea (or lowering it into the sea), some altitude based enhancement, multiple classes of terrain enhancement on the same space, etc.

2. The equivalent of a supply crawler.

3. Lots of good multiplying structures that can be built in the cities with maintenance costs. This solves the ICS problem.

4. A technology that allows units to be built without long term support costs, at the cost of higher initial construction costs. (equivalent of clean reactors)

5. A way to build global enhancements that benefit all bases a small amount up to their population (like sats).

6. A variety of tech based roles for citizens other than just working a particular square (like specialists).

I am sure that there are a few key features I have missed, but this is what I believe is lacking the the 4x games that followed SMAC.

Note that I did not say that the spiritual successor has to be Science Fiction. As far as I am concerned, if it has the features I listed, the game can be fantasy, or stone age, or whatever, and I would consider it a worthy successor to SMAC.

Those are all gameplay/mechanical aspects; IMO, the gameplay and mechanics are only part of what makes SMAC so great.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 31, 2013, 03:30:55 AM
Quote
Those are all gameplay/mechanical aspects; IMO, the gameplay and mechanics are only part of what makes SMAC so great.

But they are gameplay mechanics that create a very rich strategy for the game.  They are also mechanics that did not make the transition to Civ 3, or any of the later 4x games, which seem to be made with ever stupider audiences in mind.  If someone does not produce a game to reintroduce these mechanics, and hopefully generate follow-on games that reuse these mechanics, these mechanics, and the rich strategies they permit, will be lost forever.

And then the best 4x game that any new player will be aware of is some dumbed down game like Civ 5.
Title: Re: The State of SMAC 2
Post by: BFG on January 31, 2013, 03:39:50 AM
This whole discussion makes me wonder what GOG.com did to secure rights to retrofit and distribute SMAC/SMAX - particularly, which group(s) it talked to.
Heck, they might even be willing to partially fund this venture.  After all, they do sell recent games too.  And I've found them surprisingly amicable towards any ideas I send them.
Title: Re: The State of SMAC 2
Post by: testdummy653 on January 31, 2013, 04:13:00 AM
This whole discussion makes me wonder what GOG.com did to secure rights to retrofit and distribute SMAC/SMAX - particularly, which group(s) it talked to.
Heck, they might even be willing to partially fund this venture.  After all, they do sell recent games too.  And I've found them surprisingly amicable towards any ideas I send them.

Most likely GOG have a contract with EA for distribution rights for SMAC for X amount of years  with cut backs going to EA (Think Netflix's business model). They might be interest in funding or putting an ad on this site, but they can't support SMAC 2 since they/we don't own the rights to the game.

Sorry, my contacts are out, and I can't see worth a  ???
Title: Re: The State of SMAC 2
Post by: Yitzi on January 31, 2013, 04:37:39 AM
But they are gameplay mechanics that create a very rich strategy for the game.

Definitely (and you forgot to mention modular units and the Social Engineering system).  But even with all those, SMAC would only be a great game, not "arguably the best game I've ever encountered" as it actually is.

Quote
If someone does not produce a game to reintroduce these mechanics, and hopefully generate follow-on games that reuse these mechanics, these mechanics, and the rich strategies they permit, will be lost forever.

And then the best 4x game that any new player will be aware of is some dumbed down game like Civ 5.

An empire builder RTS that plays like SMAC seems it would be a feasible forum project or cross-forum project.
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 04:43:28 AM
I agree that game play concepts are only one part of what makes SMAC.  The story is the main part.  I have very serious doubts that any rights to the story would be able to be snared.

But like I said above, there is nothing to stop someone coming up with a similar story that produces the same game impacts.  At the end of the day, the story of SMAC is a rip off of a number of other science fiction themes, including Herbert's books, Kim Stanley Robinson's Mars trilogy, and also Dune.  It seriously wouldn't be hard to do the same sort of thing and come up with a different story that conveys the same meaning and impacts.

This whole discussion makes me wonder what GOG.com did to secure rights to retrofit and distribute SMAC/SMAX - particularly, which group(s) it talked to.
Heck, they might even be willing to partially fund this venture.  After all, they do sell recent games too.  And I've found them surprisingly amicable towards any ideas I send them.

GOG is just a retailer.  That is all.  Removing CD checks and DRM is pretty simple stuff really, and doesn't require any access to the original code base.
Title: Re: The State of SMAC 2
Post by: Green1 on January 31, 2013, 07:31:30 PM
I think the "hostile world" deal is one of the main kickers of SMAC and why people still talk about this game even a decade later. The world feels like an enemy in it's own right.

The diplomacy I will put up against even Civ V, though it could benefit from adding some Civ V options.

The terraforming with the raising and lowering of terrain and all those options makes the world feel even more alive. Most of the reallt cool world in video games are known for having rich, highly interactable environents.

FOR DALE ----

Oh... and Dale. Sometimes my comments come off as cynical. Was not meaning to give you too hard a time. I tend to get to be a bittervet when it comes to expecting updates of a classic. I have seen so many of these indy developers when it comes to making 4x games make Advance Wars and Evony clones out there to where I get automatically negative sounding when I should not be. Not to say something like Advance Wars or Evony would not have some merit. I just like rich strategy in these type games.

I wrote a long winded editiorial which I never did finish. I talked about a "world", a construction set where the people could build anything whether it was Napoleanic wars, sword and laser type high fantasy ala 1980s cartoons, or Hieinlinesque hard sci fi inspired by SMAC.

We have not seen a construction set since the days of the Commodore 64. Even then, it had problems with dependency on an obscure engine, and you were very limited in what you could do. If you could come up with a versitlile world builder that is always being developed and never finished, I think you might have something as opposed to trying to reinvent the wheel. Yes, some games are more moddable than others, but you still are very limited as to what you can actually do.

What are you thoughts on a "construction set" once you have working world building tools that can model elevation and multiple improvements?
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 08:30:29 PM
Green1 its good to be suspicious. As for me and my philosophy on strategy games I will point to my past. I'm of the table top wargame generation. World in Flames is a good example of how deep I like my strategy games.

When it comes to computer games, I matured on Civ1/2, Colonization, Imperialism I/II, Panzer General and of course SMAC. I love 90's strategy games and loath the direction strategy games have taken since 2000. IMO the only company still making decent strategy games is Paradox Interactive. This is what got me into modding, adding strategic depth back to modern strategy games. Whether it was the SAP for CtP2, Age of Discovery and Desert War for Civ4, Road to War and Dales Combat Mod for BtS, or Age of Discovery II for Civ4Col the goal was always the same: return 90's style strategy to crappy strategy game. And please do not mention Civ5 and strategy in the same breath. Civ5 is a semi-casual game directed to the masses. I helped Firaxis with development of Civ4/5, CivCity Rome and Civ4Col. I got kicked out by 2K because of my opinion of the state of Civ5 and CivWorld. One day I could log in to the secret Firaxis dev forum, the next I couldn't. No explanation till I pushed Firaxis and was told.

I've long planned to make my own games and then seemed the perfect time. So I did. The game I currently have in production is a turn based historical strategy game based on the period 1500 - 1950. The ages of discovery and imperialism. The game gets its heart from Imperialism II, but also the best features of Colonisation, Europa Universalis II and other great strategy games. Civ actually features little since I have always believed its long timeline washes out the best strategic elements from more defined timeline games. I've also included a number of my own ideas to provide what I believe is "the best of 90's strategy". And we all know that was the heyday of TRUE strategy games.

My ultimate goal is to provide a range of strategic time periods in a common planetary environment: Age of Discovery, Medieval, Roman, Atomic, Future, Fantasy. Whatever.

In terms of the world and its construction, the engine that will run my games simulates a TRUE 3D global planet. Using modern techniques such as procedural chunked LOD quadtrees a resolution of 1 metre at Earth's scale is achievable. This provides enormous flexibility in how the planet is constructed, and since its procedural terrain alterations are visible immediately. No tiles, no flat maps. True planetary strategy in a world that operates like our own.

Does that answer your questions? :)

* apologies for spelling etc. Posting this from my phone.

Title: Re: The State of SMAC 2
Post by: Yitzi on January 31, 2013, 08:34:09 PM
and loath the direction strategy games have taken since 2000.

Ok, now I'm curious, what direction is that?
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 09:13:55 PM
and loath the direction strategy games have taken since 2000.

Ok, now I'm curious, what direction is that?

Well as far as I'm concerned, the two worst offenses strategy games have made since 2000 are simplification ("they" call it streamlining) and hybridisation (combining two genres into one).

The root cause of these changes in direction are purely about mass-market appeal and profits.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 31, 2013, 09:17:44 PM
Well as far as I'm concerned, the two worst offenses strategy games have made since 2000 are simplification ("they" call it streamlining) and hybridisation (combining two genres into one).

What are some examples of each?
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 09:32:38 PM
Well as far as I'm concerned, the two worst offenses strategy games have made since 2000 are simplification ("they" call it streamlining) and hybridisation (combining two genres into one).

What are some examples of each?

Simplification:
- Civ series (need I mention CivRev and CivWorld?)
- Civ4Col
- Age of Empires (now a monetised crappy game on FaceBook)
- WotA
- EWOM (partly rectified by the sequel, but still a hybridisation)
- Patrician series
- Anno series
- BlueByte games
- Many many many others.

Hybridisation:
This is so obvious I'm not listing examples.  Any game that advertises "combining strategy with RPG" or any of the other combinations.
Title: Re: The State of SMAC 2
Post by: Earthmichael on January 31, 2013, 09:55:13 PM
and loath the direction strategy games have taken since 2000.

Ok, now I'm curious, what direction is that?

Well as far as I'm concerned, the two worst offenses strategy games have made since 2000 are simplification ("they" call it streamlining) and hybridisation (combining two genres into one).
I called this "dumbing down" the 4x games.  I was shocked to see the Civ III had only maybe 1/3 of the complexity (at best) of SMAC/X, the immediate predecessor!  And it has not gotten better, but mostly dumber and dumber with each new product/release.  None of them have even a fraction of the strategic complexity of SMAC. 

So I was hoping a new game would emerge that was not dumbed down.  Maybe it has a normal (dumb) mode for mass appeal, and then an expert mode where the strategy of the game comes alive!
Title: Re: The State of SMAC 2
Post by: ete on January 31, 2013, 10:00:15 PM
That sounds very ambitious, and a SMAClike game based on an engine capable of doing that with community input (ideally plenty of values tweakable by non-programmers to help you make it balanced) and reasonable multiplayer support (synchronous turns would be _amazing_) would be truly spectacular.
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 10:06:32 PM
and loath the direction strategy games have taken since 2000.

Ok, now I'm curious, what direction is that?

Well as far as I'm concerned, the two worst offenses strategy games have made since 2000 are simplification ("they" call it streamlining) and hybridisation (combining two genres into one).
I called this "dumbing down" the 4x games.  I was shocked to see the Civ III had only maybe 1/3 of the complexity (at best) of SMAC/X, the immediate predecessor!  And it has not gotten better, but mostly dumber and dumber with each new product/release.  None of them have even a fraction of the strategic complexity of SMAC. 

So I was hoping a new game would emerge that was not dumbed down.  Maybe it has a normal (dumb) mode for mass appeal, and then an expert mode where the strategy of the game comes alive!

I consider CtP2 the last of the Great Strategy Games.  The 90's were a fantastic time to be a strategy player.

After seeing the design for Civ5 shaping up, I actually did argue for a "dumb mass-market" mode and a "grognard" mode.   ;lol

Guess where THAT got me!
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 10:11:28 PM
That sounds very ambitious, and a SMAClike game based on an engine capable of doing that with community input (ideally plenty of values tweakable by non-programmers to help you make it balanced) and reasonable multiplayer support (synchronous turns would be _amazing_) would be truly spectacular.


Firstly, I will say, I'm a hardcore modder.  Please don't ask if any game I make will be moddable again.  :)

The engine I'm making will support a very complex MP setup.  I've written a blog post about it actually, check it here (http://blog.brrgames.com/?p=91).

The most relevant part is this:

We are entering the age of true Multi Player – Multi Device!

And this is one thing that BRR Games upcoming A New World will feature.  Players will be able to start a game on one device, save it to the cloud, and then continue their game on another device.  So start your game on your Mac at home, continue playing on your tablet on the train, then during your lunch hour play some more of your game at work on your PC: true multi device playing.  But not only that, A New World will feature a multi player system whereby it doesn’t matter what devices your opponents are playing on anymore.  In one game you could be playing on your Mac, against other players on PC, tablets or any other device that the game is published to.  Combine that with the ability to move to different devices during the same game, and you have one extremely powerful system.  All that is required, is one code base published to multiple devices.  Each and every player can play on any device (even changing device mid game), against many other players on many other devices (also able to change devices mid game).

A New World could quite possibly be the first game that allows true Multi Player – Multi Device play.  The complete hybrid gaming system!


I do recommend reading the whole blog post though, as some of the bits above don't really make sense outside the scope of the whole post.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 31, 2013, 10:22:32 PM
Simplification:
- Civ series (need I mention CivRev and CivWorld?)
- Civ4Col
- Age of Empires (now a monetised crappy game on FaceBook)
- WotA
- EWOM (partly rectified by the sequel, but still a hybridisation)
- Patrician series
- Anno series
- BlueByte games
- Many many many others.

I'm looking more for a sense of what features were simplified.

Quote
Hybridisation:
This is so obvious I'm not listing examples.  Any game that advertises "combining strategy with RPG" or any of the other combinations.

Ok, that I get, but why is it bad?  It shouldn't replace "pure" game types, but such games can be good in their own right.

I called this "dumbing down" the 4x games.  I was shocked to see the Civ III had only maybe 1/3 of the complexity (at best) of SMAC/X, the immediate predecessor!  And it has not gotten better, but mostly dumber and dumber with each new product/release.  None of them have even a fraction of the strategic complexity of SMAC. 

I think that Civ4 actually has more strategic complexity when it comes to improving squares; in SMAC, you generally want forests (if you're expanding fast and your formers don't have time for more) or boreholes (when you have more formers) or crawling nutrients (later in the game); Civ4 has a lot more options.  Certainly Civ4 seems better than Civ3.
Title: Re: The State of SMAC 2
Post by: ete on January 31, 2013, 10:25:14 PM
Firstly, I will say, I'm a hardcore modder.  Please don't ask if any game I make will be moddable again.  :)
Glad to hear it, did not get something clear before :p.

And I took a look around your site out of interest earlier, which did incidentally include reading through all of that blog post. Multi device is very cool indeed. But, my main curiosity was whether you have any intention to make synchronous turns possible in the engine, since that cuts down time taken for a game immensely (especially for games with a moderate number of players).
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 10:41:29 PM
Simplification:
- Civ series (need I mention CivRev and CivWorld?)
- Civ4Col
- Age of Empires (now a monetised crappy game on FaceBook)
- WotA
- EWOM (partly rectified by the sequel, but still a hybridisation)
- Patrician series
- Anno series
- BlueByte games
- Many many many others.

I'm looking more for a sense of what features were simplified.

Well there's different features in different games, so you can't really come up with a "list".  But let's look just at Civ5.

- Lack of strategic planning (the "Panzer General" concepts make it a tactical game).
- Map, a lot smaller and "simpler" than they used to be.
- Diplomacy (enough said).
- Difficulty levels (enough said).
- Economics and trade.
- etc etc

Quote
Quote
Hybridisation:
This is so obvious I'm not listing examples.  Any game that advertises "combining strategy with RPG" or any of the other combinations.

Ok, that I get, but why is it bad?  It shouldn't replace "pure" game types, but such games can be good in their own right.

It's bad because they HAVE replaced the pure game type.  Also, just simply by the nature of combining genres (and why publishers think the more genres blended the better, I have no idea) it waters down the original genres.  So instead of a deep strategy game, or a deep rpg game, you get an average hybrid of the two.

Quote
I called this "dumbing down" the 4x games.  I was shocked to see the Civ III had only maybe 1/3 of the complexity (at best) of SMAC/X, the immediate predecessor!  And it has not gotten better, but mostly dumber and dumber with each new product/release.  None of them have even a fraction of the strategic complexity of SMAC. 

I think that Civ4 actually has more strategic complexity when it comes to improving squares; in SMAC, you generally want forests (if you're expanding fast and your formers don't have time for more) or boreholes (when you have more formers) or crawling nutrients (later in the game); Civ4 has a lot more options.  Certainly Civ4 seems better than Civ3.

Yes, Civ4 has "some" parts of it that have strategic depth.  But there are also chunks of Civ4 that LACK strategic depth.  For instance, religions.  The near complete removal of anything the player may deem "negative" is a massive simplification too.  No negative events.  No negative diplomatic responses.  And this removal creates brand new problems of its own.
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 10:47:21 PM
Firstly, I will say, I'm a hardcore modder.  Please don't ask if any game I make will be moddable again.  :)
Glad to hear it, did not get something clear before :p.

And I took a look around your site out of interest earlier, which did incidentally include reading through all of that blog post. Multi device is very cool indeed. But, my main curiosity was whether you have any intention to make synchronous turns possible in the engine, since that cuts down time taken for a game immensely (especially for games with a moderate number of players).

I doubt synchronous turns for MP will make it into A New World, just simply because it is actually very difficult to do right.  Also, you have to consider that synchronous turns (if you apply how Civ/SMAC processes  a player's turn) creates a situation like RTS's where the fastest clicks win.  Or even worse, the double-attack!  These were problems highlighted in Civ4, and without proper methods in place to address these issues, it's pointless putting it in.

However in saying that, A New World is being made such that you can be single player "online" or "offline".  If "online" then you are connected to the MP servers, and if you have a game and your turn comes up you get notified and can switch across to it.  Once you finish your turn, switch back to your single player game, or any of the other MP games you may have going.  Think of it like multiple windows, where you alt-tab to the relevant window and can alt-tab to others.
Title: Re: The State of SMAC 2
Post by: ete on January 31, 2013, 11:27:30 PM
I doubt synchronous turns for MP will make it into A New World, just simply because it is actually very difficult to do right.  Also, you have to consider that synchronous turns (if you apply how Civ/SMAC processes  a player's turn) creates a situation like RTS's where the fastest clicks win.  Or even worse, the double-attack!  These were problems highlighted in Civ4, and without proper methods in place to address these issues, it's pointless putting it in.
Understandable, I see how it's a particularly complex feature both in design and implementation. One possible way of removing many issues (including the fastest click wins thing) would be having a mode to process turns differently (each player gives units movement/movement with auto-engage orders for a turn, and once all orders are locked moves are made. ideally apply this for only units capable of interacting with another player's units, so internally it would feel the same), though that does bring up separate issues like how to deal with various niche abilities and changes engagement significantly. Probably worth it for players because speed of play change is massive, but still complex to implement so fair enough if you're not building with that in mind.

However in saying that, A New World is being made such that you can be single player "online" or "offline".  If "online" then you are connected to the MP servers, and if you have a game and your turn comes up you get notified and can switch across to it.  Once you finish your turn, switch back to your single player game, or any of the other MP games you may have going.  Think of it like multiple windows, where you alt-tab to the relevant window and can alt-tab to others.
Having good ways of handling many games at once like that would help a lot with the slowness of MP games.
Title: Re: The State of SMAC 2
Post by: Green1 on January 31, 2013, 11:31:39 PM
Quote

Does that answer your questions? :)

* apologies for spelling etc. Posting this from my phone.


Yes, it does. Do not worry about the spelling. I think smartphones are user hostile when it comes to posting.

I have one more question.

One of the weaknesses in Civ - and SMAX - I believe is the handling of aerospace and orbital "units"/ "improvements". I read WAY too much spacewar.com (http://spacewar.com), nasaspaceflight.com (http://nasaspaceflight.com), and watch a lot of near future war stuff than is probably healthy for me. I still do not think any 4 x game out there handles it quite right. I mean.. come on.... sattelites just "reveal" world map? what about special sattelites that reveal hard to find resources? What about spy sattelites that destroy fog of war on certain regions? Treaties where you can build space labs to give research bonuses? The sky, to forgive the pun, is the limit!

Think a true 3D sytem like what you are working on could handle orbital units? What about earth - moon conflicts ala The Moon is a Harsh Mistress. Not saying all genres would need this capability, but near future and far future mods really hurt from not having a good engine for this. Not to mention the laughable "land on moon" then "land on Alpha Centauri" with no mention of all the cool gameplay you could have in between.

Something with that flexibility would be something I do not think any 4x has ever achieved before. Add that with the true 3D and alterable map, this would be grounbreaking stuff.


Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 11:32:14 PM
I doubt synchronous turns for MP will make it into A New World, just simply because it is actually very difficult to do right.  Also, you have to consider that synchronous turns (if you apply how Civ/SMAC processes  a player's turn) creates a situation like RTS's where the fastest clicks win.  Or even worse, the double-attack!  These were problems highlighted in Civ4, and without proper methods in place to address these issues, it's pointless putting it in.
Understandable, I see how it's a particularly complex feature both in design and implementation. One possible way of removing many issues (including the fastest click wins thing) would be having a mode to process turns differently (each player gives units movement/movement with auto-engage orders for a turn, and once all orders are locked moves are made. ideally apply this for only units capable of interacting with another player's units, so internally it would feel the same), though that does bring up separate issues like how to deal with various niche abilities and changes engagement significantly. Probably worth it for players because speed of play change is massive, but still complex to implement so fair enough if you're not building with that in mind.

It's not going to be an issue in A New World, hence why it's not important to get in.  But for other game ideas it will be important.  So at this stage it's penciled as a stage 2 engine update.
Title: Re: The State of SMAC 2
Post by: Yitzi on January 31, 2013, 11:32:50 PM
- Lack of strategic planning (the "Panzer General" concepts make it a tactical game).
- Map, a lot smaller and "simpler" than they used to be.
- Diplomacy (enough said).
- Difficulty levels (enough said).
- Economics and trade.
- etc etc

I don't really know much about civ5, but certainly civ4 doesn't seem any worse in those areas that any of the other "main line" (i.e. not SMAC/SMAX) civ games.

Quote
It's bad because they HAVE replaced the pure game type.

I haven't really noticed that, although admittedly I don't think I've bought a new game since Starcraft 2.

[quote[Also, just simply by the nature of combining genres (and why publishers think the more genres blended the better, I have no idea) it waters down the original genres.  So instead of a deep strategy game, or a deep rpg game, you get an average hybrid of the two.[/quote]

Sometimes it is better.  Consider, for example, SMAC.  It's so incredibly good because it combines excellent strategy gameplay with a very strong story (more characteristic of RPGs.)  I think the "watering-down" is more likely to happen when the developers just slam the two genres together without thinking on how to properly integrate them, or use the novelty to try to  compensate for poor quality.

Quote
Yes, Civ4 has "some" parts of it that have strategic depth.  But there are also chunks of Civ4 that LACK strategic depth.  For instance, religions.

They have more strategic depth in Civ4 than in any previous game.

Quote
The near complete removal of anything the player may deem "negative" is a massive simplification too.  No negative events.  No negative diplomatic responses.  And this removal creates brand new problems of its own.

Yes, a removal of "negative" stuff is generally bad (this is part of why I like to play SMAC with random events).  Although the change to the happiness system was probably the right move.
Title: Re: The State of SMAC 2
Post by: Dale on January 31, 2013, 11:50:10 PM
Quote

Does that answer your questions? :)

* apologies for spelling etc. Posting this from my phone.


Yes, it does. Do not worry about the spelling. I think smartphones are user hostile when it comes to posting.

I have one more question.

One of the weaknesses in Civ - and SMAX - I believe is the handling of aerospace and orbital "units"/ "improvements". I read WAY too much spacewar.com (http://spacewar.com), nasaspaceflight.com (http://nasaspaceflight.com), and watch a lot of near future war stuff than is probably healthy for me. I still do not think any 4 x game out there handles it quite right. I mean.. come on.... sattelites just "reveal" world map? what about special sattelites that reveal hard to find resources? What about spy sattelites that destroy fog of war on certain regions? Treaties where you can build space labs to give research bonuses? The sky, to forgive the pun, is the limit!

Think a true 3D sytem like what you are working on could handle orbital units? What about earth - moon conflicts ala The Moon is a Harsh Mistress. Not saying all genres would need this capability, but near future and far future mods really hurt from not having a good engine for this. Not to mention the laughable "land on moon" then "land on Alpha Centauri" with no mention of all the cool gameplay you could have in between.

Something with that flexibility would be something I do not think any 4x has ever achieved before. Add that with the true 3D and alterable map, this would be grounbreaking stuff.


Obviously, a true 3D planet will provide huge benefits in terms of all that you stated, and yes in terms of large scale strategy games like SMAC, it will be truly ground breaking.

Management of orbits is a pretty simple thing in reality.  I've had mockups of the entire solar system and flying in and out of the whole thing (for one of my game ideas).  For A New World zooming will be seamless from space to ground.  But there will be three default levels of zoom you can click a button and zip to: space (see whole planet), orbit (see continent sized area) and tactical (see country sized area).

- Lack of strategic planning (the "Panzer General" concepts make it a tactical game).
- Map, a lot smaller and "simpler" than they used to be.
- Diplomacy (enough said).
- Difficulty levels (enough said).
- Economics and trade.
- etc etc


I don't really know much about civ5, but certainly civ4 doesn't seem any worse in those areas that any of the other "main line" (i.e. not SMAC/SMAX) civ games.


Just a question, but did you play strategy games from the 90's?  Is so, which ones?

Because IMO there is a distinct simplifying of strategy games between the 90's and 00's.

Quote
Quote
It's bad because they HAVE replaced the pure game type.


I haven't really noticed that, although admittedly I don't think I've bought a new game since Starcraft 2.

[quote[Also, just simply by the nature of combining genres (and why publishers think the more genres blended the better, I have no idea) it waters down the original genres.  So instead of a deep strategy game, or a deep rpg game, you get an average hybrid of the two.


Sometimes it is better.  Consider, for example, SMAC.  It's so incredibly good because it combines excellent strategy gameplay with a very strong story (more characteristic of RPGs.)  I think the "watering-down" is more likely to happen when the developers just slam the two genres together without thinking on how to properly integrate them, or use the novelty to try to  compensate for poor quality.[/quote]

A "story" is not a genre.  Every game has a "story".  Some genres are more tuned for developed stories (such as rpg's) but that does not exclude other genres from having stories too.  Civ even has a story.  The story of human history.

Quote
Quote
Yes, Civ4 has "some" parts of it that have strategic depth.  But there are also chunks of Civ4 that LACK strategic depth.  For instance, religions.


They have more strategic depth in Civ4 than in any previous game.


Don't think "Civ4 is deeper than previous Civs".  That's not what I'm saying.  Compare it to other games of the past.  Trade in Civ4 is nothing on Imperialism.  Specialisation in Civ4 is nothing on Colonisation.  Diplomacy in Civ4 is nothing on Ascendancy.

Games in the 90's just were strategically deeper.
Title: Re: The State of SMAC 2
Post by: Yitzi on February 01, 2013, 12:07:21 AM
Don't think "Civ4 is deeper than previous Civs".  That's not what I'm saying.  Compare it to other games of the past.  Trade in Civ4 is nothing on Imperialism.  Specialisation in Civ4 is nothing on Colonisation.  Diplomacy in Civ4 is nothing on Ascendancy.

Games in the 90's just were strategically deeper.

Can you name a single game that was deeper than Civ4 in all three areas?  Because otherwise you're just comparing a generalist game to games that specialize in the area under discussion, which really doesn't prove much.
Title: Re: The State of SMAC 2
Post by: ete on February 01, 2013, 12:19:49 AM
Dale: That plan for synchronous turns sounds sensible, glad there's some long term planning for that kind of feature :).
Title: Re: The State of SMAC 2
Post by: Dale on February 01, 2013, 01:30:14 AM
Don't think "Civ4 is deeper than previous Civs".  That's not what I'm saying.  Compare it to other games of the past.  Trade in Civ4 is nothing on Imperialism.  Specialisation in Civ4 is nothing on Colonisation.  Diplomacy in Civ4 is nothing on Ascendancy.

Games in the 90's just were strategically deeper.

Can you name a single game that was deeper than Civ4 in all three areas?  Because otherwise you're just comparing a generalist game to games that specialize in the area under discussion, which really doesn't prove much.

All three of them.

Ok, not so much Colonisation in diplomacy, but it was deeper than Civ4 in other areas.

Can I ask something, do you believe Civ4 is the height of grand strategy games?  As in, do you believe Civ4 to be a fuller, deeper, better strategy game than all others?
Title: Re: The State of SMAC 2
Post by: Yitzi on February 01, 2013, 01:59:50 AM
All three of them.

Ok, not so much Colonisation in diplomacy, but it was deeper than Civ4 in other areas.

Can I ask something, do you believe Civ4 is the height of grand strategy games?  As in, do you believe Civ4 to be a fuller, deeper, better strategy game than all others?

No; overall, SMAC/X is better (or would be, if a few poor design decisions were fixed.)  I'm sure there are others too.  But I do believe it to be a better strategy game than Civ1, 2, and 3, and similarly I feel that the trend tends to be upward (not always, of course, but as a trend.)  Now, it might be that that's reversed in the past decade; as I said I haven't bought many games recently.  But even so, I suspect that it's more a question of comparing all recent games to the old games which are still played (i.e. the very best ones), which of course is going to skew toward the old ones.
Title: Re: The State of SMAC 2
Post by: Dale on February 01, 2013, 02:17:31 AM
All three of them.

Ok, not so much Colonisation in diplomacy, but it was deeper than Civ4 in other areas.

Can I ask something, do you believe Civ4 is the height of grand strategy games?  As in, do you believe Civ4 to be a fuller, deeper, better strategy game than all others?

No; overall, SMAC/X is better (or would be, if a few poor design decisions were fixed.)  I'm sure there are others too.  But I do believe it to be a better strategy game than Civ1, 2, and 3, and similarly I feel that the trend tends to be upward (not always, of course, but as a trend.)  Now, it might be that that's reversed in the past decade; as I said I haven't bought many games recently.  But even so, I suspect that it's more a question of comparing all recent games to the old games which are still played (i.e. the very best ones), which of course is going to skew toward the old ones.

I do agree that Civ4 is better than Civ1/2/3/5.  I do however disagree that the trend tends to be upward.  Maybe for a few select franchises (Civ, EU and Total War are two I can think of, but even they had their total bomb games like CivWorld) but in general overall, I would say the trend has been towards making strategy games more "casual" for more mass-market appeal.  As I mentioned above, publishers have focussed studios on producing games for bigger markets, which in itself forces a certain simplification to the concepts of the game.  And note, this is happening in ALL genres, not just strategy games.  One just has to look at what FPS games have devolved into to see the poor state of publisher led games industry.

And I will tell you quite frankly, this was extremely evident to all of us who were involved in helping Firaxis develop Civ4 and especially Civ5.  Civ5 was made to be sold, not to played.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 01, 2013, 03:02:54 AM
Green1 its good to be suspicious. As for me and my philosophy on strategy games I will point to my past. I'm of the table top wargame generation. World in Flames is a good example of how deep I like my strategy games.

When it comes to computer games, I matured on Civ1/2, Colonization, Imperialism I/II, Panzer General and of course SMAC. I love 90's strategy games and loath the direction strategy games have taken since 2000. IMO the only company still making decent strategy games is Paradox Interactive. This is what got me into modding, adding strategic depth back to modern strategy games. Whether it was the SAP for CtP2, Age of Discovery and Desert War for Civ4, Road to War and Dales Combat Mod for BtS, or Age of Discovery II for Civ4Col the goal was always the same: return 90's style strategy to crappy strategy game. And please do not mention Civ5 and strategy in the same breath. Civ5 is a semi-casual game directed to the masses. I helped Firaxis with development of Civ4/5, CivCity Rome and Civ4Col. I got kicked out by 2K because of my opinion of the state of Civ5 and CivWorld. One day I could log in to the secret Firaxis dev forum, the next I couldn't. No explanation till I pushed Firaxis and was told.

I've long planned to make my own games and then seemed the perfect time. So I did. The game I currently have in production is a turn based historical strategy game based on the period 1500 - 1950. The ages of discovery and imperialism. The game gets its heart from Imperialism II, but also the best features of Colonisation, Europa Universalis II and other great strategy games. Civ actually features little since I have always believed its long timeline washes out the best strategic elements from more defined timeline games. I've also included a number of my own ideas to provide what I believe is "the best of 90's strategy". And we all know that was the heyday of TRUE strategy games.

My ultimate goal is to provide a range of strategic time periods in a common planetary environment: Age of Discovery, Medieval, Roman, Atomic, Future, Fantasy. Whatever.

In terms of the world and its construction, the engine that will run my games simulates a TRUE 3D global planet. Using modern techniques such as procedural chunked LOD quadtrees a resolution of 1 metre at Earth's scale is achievable. This provides enormous flexibility in how the planet is constructed, and since its procedural terrain alterations are visible immediately. No tiles, no flat maps. True planetary strategy in a world that operates like our own.

Does that answer your questions? :)

* apologies for spelling etc. Posting this from my phone.

I had fond memories of playing Imperialism 1 & 2. Please keep me updated with you game development, it sounds interesting.
Title: Re: The State of SMAC 2
Post by: Earthmichael on February 01, 2013, 04:03:08 AM
[I think that Civ4 actually has more strategic complexity when it comes to improving squares; in SMAC, you generally want forests (if you're expanding fast and your formers don't have time for more) or boreholes (when you have more formers) or crawling nutrients (later in the game); Civ4 has a lot more options.  Certainly Civ4 seems better than Civ3.
Are you joking?!?  SMAC Formers have over 20 very useful options in various situations, way more than Civ 4.  How can you say Civ 4 has more options with a straight face???

In addition for forests, mines, and boreholes, I raise land a lot in SMAC.  I build sensors.  I build bunkers when needed.  I build roads and magtubes.  I build echelon mirrors.  I build airbases when needed (see Nomads).  I remove fungus and occasionally plant fungus.  I occasionally terraform level (reduce rockiness).  Then there is soil enriching, condensors, drill to aquifer, etc.  Not to mention all of the different sea improvements! 
Title: Re: The State of SMAC 2
Post by: Dale on February 01, 2013, 04:39:57 AM
[I think that Civ4 actually has more strategic complexity when it comes to improving squares; in SMAC, you generally want forests (if you're expanding fast and your formers don't have time for more) or boreholes (when you have more formers) or crawling nutrients (later in the game); Civ4 has a lot more options.  Certainly Civ4 seems better than Civ3.
Are you joking?!?  SMAC Formers have over 20 very useful options in various situations, way more than Civ 4.  How can you say Civ 4 has more options with a straight face???

In addition for forests, mines, and boreholes, I raise land a lot in SMAC.  I build sensors.  I build bunkers when needed.  I build roads and magtubes.  I build echelon mirrors.  I build airbases when needed (see Nomads).  I remove fungus and occasionally plant fungus.  I occasionally terraform level (reduce rockiness).  Then there is soil enriching, condensors, drill to aquifer, etc.  Not to mention all of the different sea improvements!

In Civ4, if you can you build a mine.  If you can't you build a farm.

Great strategic depth there.  ;)
Title: Re: The State of SMAC 2
Post by: Yitzi on February 01, 2013, 04:49:35 AM
Are you joking?!?  SMAC Formers have over 20 very useful options in various situations, way more than Civ 4.  How can you say Civ 4 has more options with a straight face???

Because in SMAC, formers generally only have 1 or 2 best options in any particular situation.  Civ4 has numerous options for a single situation.  Thus, more strategic depth.

Quote
In addition for forests, mines, and boreholes, I raise land a lot in SMAC.

I've noticed.

Quote
I build sensors.  I build bunkers when needed.

And those usually aren't a "choose what to build in the square" decision; either it's obviously the right move or obviously the wrong move, without much in between, hence does not contribute to strategic depth.

Quote
I build roads and magtubes.

Indeed, all over.

Quote
I build echelon mirrors.  I build airbases when needed (see Nomads).  I remove fungus and occasionally plant fungus.  I occasionally terraform level (reduce rockiness).  Then there is soil enriching, condensors, drill to aquifer, etc.  Not to mention all of the different sea improvements!

There are a lot of improvements, but how many are viable choices for a given square?  Rocky, your choices are mine or terraform level.  Rolling or flat, your choices are farm/(enricher)/condenser (to crawl), farm/(enricher)/solar, or forest, perhaps with some mirrors and boreholes and rivers sprinkled in (but it's usually obvious where to put those).  Sea, you want kelp/tidal, with maybe some mining platforms if it's a sea base.

[I think that Civ4 actually has more strategic complexity when it comes to improving squares; in SMAC, you generally want forests (if you're expanding fast and your formers don't have time for more) or boreholes (when you have more formers) or crawling nutrients (later in the game); Civ4 has a lot more options.  Certainly Civ4 seems better than Civ3.
Are you joking?!?  SMAC Formers have over 20 very useful options in various situations, way more than Civ 4.  How can you say Civ 4 has more options with a straight face???

In addition for forests, mines, and boreholes, I raise land a lot in SMAC.  I build sensors.  I build bunkers when needed.  I build roads and magtubes.  I build echelon mirrors.  I build airbases when needed (see Nomads).  I remove fungus and occasionally plant fungus.  I occasionally terraform level (reduce rockiness).  Then there is soil enriching, condensors, drill to aquifer, etc.  Not to mention all of the different sea improvements!

[I think that Civ4 actually has more strategic complexity when it comes to improving squares; in SMAC, you generally want forests (if you're expanding fast and your formers don't have time for more) or boreholes (when you have more formers) or crawling nutrients (later in the game); Civ4 has a lot more options.  Certainly Civ4 seems better than Civ3.
Are you joking?!?  SMAC Formers have over 20 very useful options in various situations, way more than Civ 4.  How can you say Civ 4 has more options with a straight face???

In addition for forests, mines, and boreholes, I raise land a lot in SMAC.  I build sensors.  I build bunkers when needed.  I build roads and magtubes.  I build echelon mirrors.  I build airbases when needed (see Nomads).  I remove fungus and occasionally plant fungus.  I occasionally terraform level (reduce rockiness).  Then there is soil enriching, condensors, drill to aquifer, etc.  Not to mention all of the different sea improvements!

Quote from: Dale
In Civ4, if you can you build a mine.  If you can't you build a farm.

Great strategic depth there.  ;)

And what about cottages, workshops, and various sorts of mills?
Title: Re: The State of SMAC 2
Post by: Dale on February 01, 2013, 05:16:24 AM
And what about cottages, workshops, and various sorts of mills?

You don't bother building them.  No seriously, you build mines, and if you can't you build a farm.

Anything else is inefficient use of the land.
Title: Re: The State of SMAC 2
Post by: Earthmichael on February 01, 2013, 06:40:30 AM
Yitzi, I am coming to believe that you argue just for the sake of argument.  You can't possibly believe what you have been posting!  It is sheer nonsense!  It is not worthy of debate.
Title: Re: The State of SMAC 2
Post by: Green1 on February 01, 2013, 06:40:56 PM
And what about cottages, workshops, and various sorts of mills?

You don't bother building them.  No seriously, you build mines, and if you can't you build a farm.

Anything else is inefficient use of the land.

Dale.. the cottages in Civ 4 grow when you work them. It was a huge strategy to put these on floodplains and watch the cash rake in. Perhaps also combining these with income boosting buildings.

But we digress WAY OT.

While Civ 4 DID add a bit of complexity, it still pales in comparison to SMAX's advantages. Not to say a more modern SMAX could not benefit from some Civ 4 systems. I personally like the Civ 4 "mission" system of handling aircraft. It just feels right. SMAX would be a better game for it. I also like the way Civ 4 handles copters. Copters in SMAX are just retarded with the damage on movement and insane amounts of attacks. Civ 4 has copters right. Civ 4 has a damn good resource system. But, my complaint is they did not go far enough with it. Dammit, I wanted to have to have cows or deer for leather. Or.. have to have different composits and facilities for modern aerospace units. Combine that with a modern unit builder like Fallen Enchantress has, folks would have geek orgasms. BUT - they dumbed it down.

Now.. Civ 5 was really dumbed down. BUT - Civ 5 also has things we can steal. The disembark feature upon tech really is cool. I like micro, but I feel loading/unloading masses of transports is really boring gameplay. Entering "research agreements" solves the whole "no tech brokering" arguement and is just a lot cooler than trade x tech for x.

Keep all the cool things about SMAX. But do not ignore the lessons of what came after, Nor copy the failures of what came after.
Title: Re: The State of SMAC 2
Post by: Green1 on February 01, 2013, 06:52:48 PM
BTW....

off topic

BUT --- sigh...

The good Energy Credits are on Triumph Studios ressurecting the classic that was also from the SMAX era Age of Wonders....
according to the facebook page, it should be next week.

Why,Why, WHY can't it be SMAX for EA/Firaxis???...

I am going to cry in a corner for a minute.

Pardon me while I enter a geek depression :(
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 01, 2013, 07:10:19 PM
BTW....

off topic

BUT --- sigh...

The good Energy Credits are on Triumph Studios ressurecting the classic that was also from the SMAX era Age of Wonders....
according to the facebook page, it should be next week.

Why,Why, WHY can't it be SMAX for EA/Firaxis???...

I am going to cry in a corner for a minute.

Pardon me while I enter a geek depression :(

If enough game remakes do well, we may see another smac.
Title: Re: The State of SMAC 2
Post by: Dale on February 01, 2013, 08:40:26 PM
And what about cottages, workshops, and various sorts of mills?

You don't bother building them.  No seriously, you build mines, and if you can't you build a farm.

Anything else is inefficient use of the land.

Dale.. the cottages in Civ 4 grow when you work them. It was a huge strategy to put these on floodplains and watch the cash rake in. Perhaps also combining these with income boosting buildings.

But we digress WAY OT.

While Civ 4 DID add a bit of complexity, it still pales in comparison to SMAX's advantages. Not to say a more modern SMAX could not benefit from some Civ 4 systems. I personally like the Civ 4 "mission" system of handling aircraft. It just feels right. SMAX would be a better game for it. I also like the way Civ 4 handles copters. Copters in SMAX are just retarded with the damage on movement and insane amounts of attacks. Civ 4 has copters right. Civ 4 has a damn good resource system. But, my complaint is they did not go far enough with it. Dammit, I wanted to have to have cows or deer for leather. Or.. have to have different composits and facilities for modern aerospace units. Combine that with a modern unit builder like Fallen Enchantress has, folks would have geek orgasms. BUT - they dumbed it down.

Now.. Civ 5 was really dumbed down. BUT - Civ 5 also has things we can steal. The disembark feature upon tech really is cool. I like micro, but I feel loading/unloading masses of transports is really boring gameplay. Entering "research agreements" solves the whole "no tech brokering" arguement and is just a lot cooler than trade x tech for x.

Keep all the cool things about SMAX. But do not ignore the lessons of what came after, Nor copy the failures of what came after.

Personally, I believe Imperialism II had the best resource and production chain models ever.  I would make some very minor changes to it, but that's about it.
Title: Re: The State of SMAC 2
Post by: Matt the Czar on February 12, 2013, 12:53:48 AM
imperialism 2 was my first 4x game. my second was civ 2 mp gold
Title: Re: The State of SMAC 2
Post by: Dale on February 13, 2013, 02:43:56 AM
If there is some way to rejoin all the rights together, and the cost is not prohibitive, then it also eliminates the 2K-EA stalemate.  As I understand it, a lot of the rights standoff right now is due to the two publishers not wishing to give the other ground.

I'm still dubious as to whether there would be enough sales to cover the license purchase costs, production costs, distribution costs, etc etc, and still leave me with enough to fund the next game after any SMAC2.

Probably the best situation you could wish for, is a game that plays like SMAC, but has totally different names for everything.  Same game play, just different labels on everything.

EDIT: Anyways, just to actually "do" something, to see what is feasible, I've emailed EA legal department.

I received a reply from EA.  They want to talk!  Note: 4 years ago they even refused to discuss the SMAC/X license.

The person I will be talking to is the Director of Business Development.  These people usually discuss anything that could result in new or expanded business for EA.  Let me just tell you, this is a VERY positive step.  Basically what this means is that my request will not be going round and round a legal department.  I'll be talking with someone who actually "does" stuff for a living.

So anyways, I see a number of options:

1. "No".  End of story.
2. "Buy the license".  End of story, too expensive.
3. "Develop sequel with EA on the label".  I assume this would be the desired result.
4. "You have permission to develop something like, but not quite SMAC (restriction list)".  I would class this as a 'minor win'.

Option 3/4 can also be split into sub-options:

a. With EA funding/support/publishing
b. With no EA funding/support/publishing

I'll fight for option 3a, as that would be the best option I believe.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 13, 2013, 03:25:34 AM
If there is some way to rejoin all the rights together, and the cost is not prohibitive, then it also eliminates the 2K-EA stalemate.  As I understand it, a lot of the rights standoff right now is due to the two publishers not wishing to give the other ground.

I'm still dubious as to whether there would be enough sales to cover the license purchase costs, production costs, distribution costs, etc etc, and still leave me with enough to fund the next game after any SMAC2.

Probably the best situation you could wish for, is a game that plays like SMAC, but has totally different names for everything.  Same game play, just different labels on everything.

EDIT: Anyways, just to actually "do" something, to see what is feasible, I've emailed EA legal department.

I received a reply from EA.  They want to talk!  Note: 4 years ago they even refused to discuss the SMAC/X license.

The person I will be talking to is the Director of Business Development.  These people usually discuss anything that could result in new or expanded business for EA.  Let me just tell you, this is a VERY positive step.  Basically what this means is that my request will not be going round and round a legal department.  I'll be talking with someone who actually "does" stuff for a living.

So anyways, I see a number of options:

1. "No".  End of story.
2. "Buy the license".  End of story, too expensive.
3. "Develop sequel with EA on the label".  I assume this would be the desired result.
4. "You have permission to develop something like, but not quite SMAC (restriction list)".  I would class this as a 'minor win'.

Option 3/4 can also be split into sub-options:

a. With EA funding/support/publishing
b. With no EA funding/support/publishing

I'll fight for option 3a, as that would be the best option I believe.
Or option 5 they tell you its in development.
Title: Re: The State of SMAC 2
Post by: Dale on February 13, 2013, 04:00:13 AM
Or option 5 they tell you its in development.

If that were the case, they would've let me go round and round in circles in Legal.  ;)
Title: Re: The State of SMAC 2
Post by: ete on February 13, 2013, 10:46:04 AM
This sounds very promising. Good luck to you, and if you do get it I want in on helping make it awesome.

Also, if you get
2. "Buy the license".  End of story, too expensive.
is it certain they would want a very large pile of money for it, or is it possible they would be willing to part with the rights to an ancient game for a more modest amount? Or is it the legal fees around transfer of rights which would just automatically make it too much?
Title: Re: The State of SMAC 2
Post by: Dale on February 13, 2013, 11:14:51 AM
This sounds very promising. Good luck to you, and if you do get it I want in on helping make it awesome.

Also, if you get
2. "Buy the license".  End of story, too expensive.
is it certain they would want a very large pile of money for it, or is it possible they would be willing to part with the rights to an ancient game for a more modest amount? Or is it the legal fees around transfer of rights which would just automatically make it too much?

One thing to keep in mind is it was only 2 years ago that EA reinstated the full trademark on the game.  And with the recent success of the GOG and other classic sales campaigns, there might have actually been enough sales to interest someone high enough up.
Title: Re: The State of SMAC 2
Post by: Maniac on February 13, 2013, 06:05:20 PM
What would your plans be with the SMAC franchise? :confused: You can't make an AAA game right?
Title: Re: The State of SMAC 2
Post by: Dale on February 13, 2013, 07:25:17 PM
You can't make an AAA game right?

Why not?  AAA just means "we spent more money and must make more money".
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 13, 2013, 07:27:18 PM
You can't make an AAA game right?

Why not?  AAA just means "we spent more money and must make more money".

Triple AAA used to mean we spent more time to make a better product.
Title: Re: The State of SMAC 2
Post by: Earthmichael on February 14, 2013, 02:07:23 AM
In my view, most of the strategy games have regressed, some badly.

1. SMACX was the pinnacle of Civ style games.  Civ 3 was a huge step backwards.  Civ 4 was a minor step forward in some concepts, but still way below SMACX.  And after you fully analyze Civ 4, you will realize the game has no strategic depth.  Civ 5 was another huge step backward.

2. Master of Orion 2 peaked that franchise.  MOO3 was a disaster, and unfortunately was likely to have killed the whole franchise.  (Although I do hope than someone could base a new game on MOO2.)

3. Heroes of Might and Magic 3 was fantastic!  Sure, it had flaws.  Might skills were grossly underpowered, for example.  But it was amazing for its time.  Then HOMM4 was a disaster than I was afraid had killed the franchise.  But then HOMM5 came out, was the true pinnacle of this franchise, a really amazing game, with a much better balance between might and magic, and much more strategic richness.  Then HOMM6 took a huge step backwards, in my opinion.  They added some cool stuff, like weapons that gain experience and power; but they made all of the very rich and varied skill trees in HOMM5 into a single uniform and boring skill tree that all heroes of all factions share.

4. I could give me opinion on the other strategic franchises, but in my view the all follow the same pattern: weaker and dumber sequels.

With the single exception of HOMM5, I can't think of any strategy game that took a true step forward from an older version.  They all seem dumber and less strategic.

If you produce a game that advances strategic concepts for the thinking gamers, I think you will have a very loyal (but perhaps not extremely large) fan base of intelligent gamers.  If you can make the same game have a dumbed down mode for mainstream, perhaps you can pick up the fickle mainstream gamers as well as the loyal fan base of highly strategic gamers.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 14, 2013, 02:37:56 AM
In my view, most of the strategy games have regressed, some badly.

1. SMACX was the pinnacle of Civ style games.  Civ 3 was a huge step backwards.  Civ 4 was a minor step forward in some concepts, but still way below SMACX.  And after you fully analyze Civ 4, you will realize the game has no strategic depth.  Civ 5 was another huge step backward.

2. Master of Orion 2 peaked that franchise.  MOO3 was a disaster, and unfortunately was likely to have killed the whole franchise.  (Although I do hope than someone could base a new game on MOO2.)

3. Heroes of Might and Magic 3 was fantastic!  Sure, it had flaws.  Might skills were grossly underpowered, for example.  But it was amazing for its time.  Then HOMM4 was a disaster than I was afraid had killed the franchise.  But then HOMM5 came out, was the true pinnacle of this franchise, a really amazing game, with a much better balance between might and magic, and much more strategic richness.  Then HOMM6 took a huge step backwards, in my opinion.  They added some cool stuff, like weapons that gain experience and power; but they made all of the very rich and varied skill trees in HOMM5 into a single uniform and boring skill tree that all heroes of all factions share.

4. I could give me opinion on the other strategic franchises, but in my view the all follow the same pattern: weaker and dumber sequels.

With the single exception of HOMM5, I can't think of any strategy game that took a true step forward from an older version.  They all seem dumber and less strategic.

If you produce a game that advances strategic concepts for the thinking gamers, I think you will have a very loyal (but perhaps not extremely large) fan base of intelligent gamers.  If you can make the same game have a dumbed down mode for mainstream, perhaps you can pick up the fickle mainstream gamers as well as the loyal fan base of highly strategic gamers.

Exactly! I played MOO3 and I had no clue what was going on. It wasn't even the same game compared to 1 and 2. HOMM3's demo (alone) I played probably 60 times before buying the game, great investment. HOMM 4,5 are not at the same level. I liked Civ 3,4 (even Civ 5), but in no way do they compared to the options in SMAC/X.

I been playing SMAC for on and off for 10+ years and I'm still learning new strategies and tactics. I can't say that about to many other games.
Title: Re: The State of SMAC 2
Post by: Earthmichael on February 14, 2013, 04:18:00 AM
HOMM5 evolved to be better than HOMM3 in my opinion, by the time it got to the Barbarian expansion.

Also, to fully enjoy HOMM5, you MUST download the astondingly good manual created by the USER COMMUNITY.

It is a mystery why HOMM4 and HOMM6 (and MOO3 and CIV5) are such disappointmnents!
Title: Re: The State of SMAC 2
Post by: Maniac on February 14, 2013, 05:22:07 AM
Why not?  AAA just means "we spent more money and must make more money".

Because you don't have the money.
Title: Re: The State of SMAC 2
Post by: Dale on February 14, 2013, 05:39:58 AM
Why not?  AAA just means "we spent more money and must make more money".

Because you don't have the money.

AAA as most think of, rely heavily on graphics. Strategy games don't. Graphics are very expensive! So a AAA strategy game is actually cheap to make.

Also note I said EA fund and I just get a cut of sales.
Title: Re: The State of SMAC 2
Post by: Dale on February 15, 2013, 11:55:11 PM
If there is some way to rejoin all the rights together, and the cost is not prohibitive, then it also eliminates the 2K-EA stalemate.  As I understand it, a lot of the rights standoff right now is due to the two publishers not wishing to give the other ground.

I'm still dubious as to whether there would be enough sales to cover the license purchase costs, production costs, distribution costs, etc etc, and still leave me with enough to fund the next game after any SMAC2.

Probably the best situation you could wish for, is a game that plays like SMAC, but has totally different names for everything.  Same game play, just different labels on everything.

EDIT: Anyways, just to actually "do" something, to see what is feasible, I've emailed EA legal department.

I received a reply from EA.  They want to talk!  Note: 4 years ago they even refused to discuss the SMAC/X license.

The person I will be talking to is the Director of Business Development.  These people usually discuss anything that could result in new or expanded business for EA.  Let me just tell you, this is a VERY positive step.  Basically what this means is that my request will not be going round and round a legal department.  I'll be talking with someone who actually "does" stuff for a living.

So anyways, I see a number of options:

1. "No".  End of story.
2. "Buy the license".  End of story, too expensive.
3. "Develop sequel with EA on the label".  I assume this would be the desired result.
4. "You have permission to develop something like, but not quite SMAC (restriction list)".  I would class this as a 'minor win'.

Option 3/4 can also be split into sub-options:

a. With EA funding/support/publishing
b. With no EA funding/support/publishing

I'll fight for option 3a, as that would be the best option I believe.

Okay so I've spoken to EA.  It's not a "no", but they want to see how my current "in dev" game goes first.  If it goes well, we can discuss using the engine I'm developing (which will run the current "in dev" game) to make a sequel.  They want to be kept in the loop of how things are going with the development cycle, so that discussions can be taken up again in a year's time.
Title: Re: The State of SMAC 2
Post by: Maniac on February 16, 2013, 05:17:18 PM
That's good news I'd say.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 18, 2013, 05:36:54 PM
That's good news I'd say.
More or less bad news. This means that the game is not currently in development and EA doesn't really have any plans to develop it without someone like Dale expressing interest.
Title: Re: The State of SMAC 2
Post by: Yitzi on February 18, 2013, 05:58:34 PM
That's good news I'd say.
More or less bad news. This means that the game is not currently in development and EA doesn't really have any plans to develop it without someone like Dale expressing interest.

But they are potentially willing to let someone like Dale develop it, so that's good.
Title: Re: The State of SMAC 2
Post by: Dale on February 18, 2013, 06:12:51 PM
That's good news I'd say.
More or less bad news. This means that the game is not currently in development and EA doesn't really have any plans to develop it without someone like Dale expressing interest.

It's actually good news.  They're willing to discuss a sequel rather than say "no" like they did 3 years ago.

The guy I spoke to said EA has their own capacity to develop IP internally, but won't do SMAC.  However for smaller licenses like SMAC they will outsource them.  They just need proof that the outsource company can bring a project to retail, at a good quality, and it be successful.
Title: Re: The State of SMAC 2
Post by: ete on February 18, 2013, 07:05:19 PM
Very good news indeed. Long term good news, but hey, that's still more hopeful than we've had for a while. I guess we all now have quite an interest in making sure Dale's game becomes a success!
Title: Re: The State of SMAC 2
Post by: Maniac on February 20, 2013, 03:40:54 PM
They called SMAC a small license? The cheek!  :mad:

 ;)
Title: Re: The State of SMAC 2
Post by: BFG on February 20, 2013, 07:10:45 PM
They called SMAC a small license? The cheek!  :mad:

 ;)
Pretty much anything that isn't Assassins' Creed or Sports nowadays is "a small license" for EA.
Title: Re: The State of SMAC 2
Post by: Green1 on February 20, 2013, 11:51:46 PM
They called SMAC a small license? The cheek!  :mad:

 ;)
Pretty much anything that isn't Assassins' Creed or Sports nowadays is "a small license" for EA.

I read that as"we do not want to spend our manpower to develop it, but if someone else can, we will be happy to take 80 percent of the profit while not having to work as long as it is not completely horrid"
Title: Re: The State of SMAC 2
Post by: Earthmichael on February 21, 2013, 04:43:15 AM
One could base a sequel on a sentient planet like "Avatar", and not bother licensing SMAC.  If you actually wanted to use Avatar as a planet name, you would probably have to license it.  But Asimov and others had the idea of a sentient planet long before, so if you don't want to pay licenses, just call the planet Gaia.  No one can force you to license that.

Of course, there may be other benefits to licensing SMAC, like distribution, support, and name recognition.  Once just has to decide whether it is worth it, depending upon how much they charge to license it.

The distribution and support can be worth a lot.  I once licensed Car Wars from Steve Jackson Games to do a software package.  But once I completed the package, even though it was very professional, they decided they did not want to distribute software with their line, and I could not line up another distributor.  I sold about 1,000 copies by direct sales, mostly through contacts at conventions like Gencon and Origins, which is not bad for a pre-internet direct software, but it was nothing like what I had in mind.  I am fairly sure if Steve Jackson Games had distributed it, the sales figures would have been more like 100,000 than 1,000.  So if the agreement includes distribution, it would be much more valuable.
Title: Re: The State of SMAC 2
Post by: Dale on February 21, 2013, 10:03:04 AM
One could base a sequel on a sentient planet like "Avatar", and not bother licensing SMAC.  If you actually wanted to use Avatar as a planet name, you would probably have to license it.  But Asimov and others had the idea of a sentient planet long before, so if you don't want to pay licenses, just call the planet Gaia.  No one can force you to license that.

Of course, there may be other benefits to licensing SMAC, like distribution, support, and name recognition.  Once just has to decide whether it is worth it, depending upon how much they charge to license it.

The distribution and support can be worth a lot.  I once licensed Car Wars from Steve Jackson Games to do a software package.  But once I completed the package, even though it was very professional, they decided they did not want to distribute software with their line, and I could not line up another distributor.  I sold about 1,000 copies by direct sales, mostly through contacts at conventions like Gencon and Origins, which is not bad for a pre-internet direct software, but it was nothing like what I had in mind.  I am fairly sure if Steve Jackson Games had distributed it, the sales figures would have been more like 100,000 than 1,000.  So if the agreement includes distribution, it would be much more valuable.

I want the official sequel, and the official story.

Guaranteed million sales.

That means, if I got 20% (after taxes, distribution, licensing, etc) then I'm looking at ~$6 million to put into making serious AAA quality games.
Title: Re: The State of SMAC 2
Post by: Yitzi on February 21, 2013, 02:20:06 PM
I want the official sequel, and the official story.

Have you thought about how you'd write a sequel to something that ends with what has been described as godhood?
Title: Re: The State of SMAC 2
Post by: ete on February 21, 2013, 02:45:28 PM
An actual sequel set after ended game would be quite.. difficult to make work at all well. For one, making the game start low tech again would require putting them somewhere new (earth?), but getting all/multiple factions to the new place at similar tech levels and not reachable by reinforcements.. not likely. And even then, if you're not in the alpha centauri system, you lose the name or the name becomes ill-fitting.

I'd encourage the same plan as Alien Crossfire: use the same base storyline with Unity crashing etc, use the same characters (and some new ones), but make it richer and more expansive.

Also, if you want a wiki I will set you up the best wiki for free. And if you ask a programmer to give me a hand, we could have a tool which turns wiki xml into whatever datalinks format you guys use (probably just some template expansions and a set of specific find/replaces), so you will have awesome datalinks without having to pay someone to write it (give the alpha/beta testers access and let us know what you guys change).
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 21, 2013, 03:19:17 PM
I want the official sequel, and the official story.

Have you thought about how you'd write a sequel to something that ends with what has been described as godhood?

A better answer is I want a remake. Not a sequel. A game with new graphics and new strategies with same location, same story and same players.
Title: Re: The State of SMAC 2
Post by: Dale on February 21, 2013, 03:44:49 PM
By sequel I mean SMAC2, not a timeline change.  You know, like Civ4 is a sequel of Civ3.

I thought I'd made that very clear earlier.
Title: Re: The State of SMAC 2
Post by: BFG on February 21, 2013, 04:05:08 PM
This discussion is making me seriously consider dusting off my computer programming skills and applying for a job at Dale's company :)
Title: Re: The State of SMAC 2
Post by: Yitzi on February 21, 2013, 04:06:49 PM
By sequel I mean SMAC2, not a timeline change.  You know, like Civ4 is a sequel of Civ3.

I thought I'd made that very clear earlier.

Except that that's not what's usually meant by a sequel, so I thought I'd misunderstood you earlier.  My mistake.
Title: Re: The State of SMAC 2
Post by: Dale on February 21, 2013, 06:49:57 PM
This discussion is making me seriously consider dusting off my computer programming skills and applying for a job at Dale's company :)

Learn C# and Unity and you'll be able to get in most places.  :)
Title: Re: The State of SMAC 2
Post by: BFG on February 21, 2013, 09:05:24 PM
Learn C# and Unity and you'll be able to get in most places.  :)
True!  I already have VBA/.NET, SQL and C++ under my belt, so C# isn't outside the realm of possibility.  I haven't heard of Unity before though - is it anything like Python?
Title: Re: The State of SMAC 2
Post by: Dale on February 21, 2013, 09:28:31 PM
Learn C# and Unity and you'll be able to get in most places.  :)

True!  I already have VBA/.NET, SQL and C++ under my belt, so C# isn't outside the realm of possibility.  I haven't heard of Unity before though - is it anything like Python?


If you know C++ and proper OO code design, you shouldn't have a problem transferring to C#.  Really the only difference is that your classes are virtual classes able to be accessed from anywhere in the code.  IE: You don't need to define .h files with includes to your other classes.  No class hierarchy.

The reason I say C# is it leads to XNA.  And from XNA using Mono and some free plugins you can then compile to most platforms from the one code base.

Unity is a visual development environment.  Most game companies these days make games in a visual development environment.  http://www.unity3d.com (http://www.unity3d.com)  Unity is a really good one as you can compile from Unity out to windows/mac/ipad/iphone/android with minor code changes (mostly to do with graphic display).
Title: Re: The State of SMAC 2
Post by: Darsnan on February 21, 2013, 10:05:39 PM

Okay so I've spoken to EA.  It's not a "no", but they want to see how my current "in dev" game goes first.  If it goes well, we can discuss using the engine I'm developing (which will run the current "in dev" game) to make a sequel.  They want to be kept in the loop of how things are going with the development cycle, so that discussions can be taken up again in a year's time.
...........
Okay so I've spoken to EA.  It's not a "no", but they want to see how my current "in dev" game goes first.  If it goes well, we can discuss using the engine I'm developing (which will run the current "in dev" game) to make a sequel.  They want to be kept in the loop of how things are going with the development cycle, so that discussions can be taken up again in a year's time.

This sounds pretty friggin' awesome Dale!  :danc:

Just some quick thoughts I've jotted down so I can understand where you plan on taking SMAC2:

- Unit Workshop: In or out? And if in will the AI know how to use it?
- SMAC or SMAX? On a related note, Only 7 Factions in a game, or more in a game (more I think would have huge implications on game balancing)?
- If SMAC only, then plans for xpacs - will they include Progs?
- Modding: easy as SMAC, or easy as Civ5?
- Raise/ lower terrain?
- Your favorite subject: Global Warming - in or out?
- The original SMACX Worldbuilder was capable of generating planets from tiny fungal encrusted rocks up to huge waterworlds: will the AI be able to understand the differences between these disparate worlds, and optimize its playing style accordingly?
- Ice (impassable terrain for surface ships): in or out?
- Mountains (impassable terrain for land units): in or out?
- Landmarks: in or out?
- Drop troops: will the AI understand how to use these units?
- Crawlers: in or out? If in, will the AI know how to use them?
- Satelites: in or out? If in, Satelite warfare?
- Business model: Steam/ DLC approach?
- 1UPT?
- Roughly speaking, when do you plan on releasing ANW?
- IIUC you are planning to use the engine your developing for ANW for SMAC: do you plan on enhancing/ optimizing the engine specifically for SMAC?
- Once you release ANW, what are your plans for ANW? Are you going to completely abandon it for SMAC?

Also, can you give any hints/ basic outline what your plans are for SMAC2?

D
Title: Re: The State of SMAC 2
Post by: Yitzi on February 21, 2013, 10:23:31 PM
I figure we might as well say what we'd like to see regarding these questions:

- Unit Workshop: In or out? And if in will the AI know how to use it?

I vote "in", it's one of the most interesting features of the game.

Quote
- SMAC or SMAX?

Sounds like it'll be building off SMAX in the same way that SMAX built off SMAC (but more so); there aren't really any major new mechanics in SMAX to be included or excluded.

Quote
On a related note, Only 7 Factions in a game, or more in a game (more I think would have huge implications on game balancing)?

7 factions seems to work fairly well, but you should probably allow custom scenarios to include more. 

Quote
- Modding: easy as SMAC, or easy as Civ5?

Why not have both?  Have a text file that allows mods for stuff like tech tree and cost and some basic rules, and then have scripting language modding to allow even more (formulas, creating entirely new facilities/projects/unit components (or equivalent).

Quote
- Raise/ lower terrain?

I think let's include it.

Quote
- Your favorite subject: Global Warming - in or out?

I think SMAC/X does it fairly well: In, but with easy user modification to affect its rate (including to 0 if they so desire), and with in-game ability to reduce its effects.

Quote
- The original SMACX Worldbuilder was capable of generating planets from tiny fungal encrusted rocks up to huge waterworlds: will the AI be able to understand the differences between these disparate worlds, and optimize its playing style accordingly?

I'm in favor of smarter AI.

Quote
- Ice (impassable terrain for surface ships): in or out?
- Mountains (impassable terrain for land units): in or out?

For both, I think they would make nice additions, but should be removeable (or createable) by former-equivalents after a certain point.

Quote
- Landmarks: in or out?

I think they work well.

Quote
- Crawlers: in or out? If in, will the AI know how to use them?

I think they're useful, but care should be taken that they don't push optimal late-game terraforming patterns toward a single method.  Also, there should be some way to prevent them from turning mid-to-late-game project grabbing into a purely tech-based race, and there should be either some limit on crawlers per base or a downside to crawlers that lasts throughout the game (to prevent everything from being crawled by a single base.)

Quote
- Satelites: in or out? If in, Satelite warfare?

I think they're a nice addition, but if they're included there has to be a way to destroy them at a lower tech level and cost than it takes to make them.  Otherwise they're too powerful.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 21, 2013, 10:27:10 PM
I think we may have jump the gun a little to quickly here. He has to release his New World game first, then get EA approval.

I don't want to be a pessimist and I believe in DALE! But he needs to spend less time in the forum and more time building this game ;).
Title: Re: The State of SMAC 2
Post by: Dale on February 21, 2013, 10:30:45 PM

Okay so I've spoken to EA.  It's not a "no", but they want to see how my current "in dev" game goes first.  If it goes well, we can discuss using the engine I'm developing (which will run the current "in dev" game) to make a sequel.  They want to be kept in the loop of how things are going with the development cycle, so that discussions can be taken up again in a year's time.
...........
Okay so I've spoken to EA.  It's not a "no", but they want to see how my current "in dev" game goes first.  If it goes well, we can discuss using the engine I'm developing (which will run the current "in dev" game) to make a sequel.  They want to be kept in the loop of how things are going with the development cycle, so that discussions can be taken up again in a year's time.


This sounds pretty friggin' awesome Dale!  :danc:

Just some quick thoughts I've jotted down so I can understand where you plan on taking SMAC2:

- Unit Workshop: In or out? And if in will the AI know how to use it?
- SMAC or SMAX? On a related note, Only 7 Factions in a game, or more in a game (more I think would have huge implications on game balancing)?
- If SMAC only, then plans for xpacs - will they include Progs?
- Modding: easy as SMAC, or easy as Civ5?
- Raise/ lower terrain?
- Your favorite subject: Global Warming - in or out?
- The original SMACX Worldbuilder was capable of generating planets from tiny fungal encrusted rocks up to huge waterworlds: will the AI be able to understand the differences between these disparate worlds, and optimize its playing style accordingly?
- Ice (impassable terrain for surface ships): in or out?
- Mountains (impassable terrain for land units): in or out?
- Landmarks: in or out?
- Drop troops: will the AI understand how to use these units?
- Crawlers: in or out? If in, will the AI know how to use them?
- Satelites: in or out? If in, Satelite warfare?
- Business model: Steam/ DLC approach?
- 1UPT?
- Roughly speaking, when do you plan on releasing ANW?
- IIUC you are planning to use the engine your developing for ANW for SMAC: do you plan on enhancing/ optimizing the engine specifically for SMAC?
- Once you release ANW, what are your plans for ANW? Are you going to completely abandon it for SMAC?

Also, can you give any hints/ basic outline what your plans are for SMAC2?

D


Haha, sounds like someone's excited.  TBH, I really haven't considered too much past "same name, same planet, same story".  Obviously, gameplay concepts will be investigated, because there may be better ways to do the same things in game.  My main aim would be to have the game to be the familiar SMAC, but I don't want to guarantee individual gameplay concepts.  I may add, I may change, I may remove.

In regards to ANW, it's penciled for an end of 2013 release, but I will not release just because a date arrives, but when the game is ready.  Most of the concepts in ANW are your typical 4X TBS concepts, so adaption won't be too much of an issue.  The devs confirm by using Unity to build the game on, it makes it easy to change things if needed.

The future of ANW is pretty defined.  I've always said Civ fails in depth, because it needs to be generic so concepts work across all eras of human history.  I've always said to break human history into periods where each game can explore that era in depth would provide a better overall experience than Civ does.  I talk about it in my last blog post (http://blog.brrgames.com (http://blog.brrgames.com)).  So I want to use the ANW engine to also explore all the eras of human history.  But that doesn't mean it would interrupt a SMAC game.  Of course, more planning would need to be done before anything started.

Besides, with EA not prepared till mid next year, it would be at least 2015 before SMAC dev would occur.  This is plenty of time to pump out the next game in the ANW series (which at this point would be from the end of the current ANW, 1950, till a space colonisation spaceship launch).  So effectively, SMAC2 would naturally follow on from that point.  :)
Title: Re: The State of SMAC 2
Post by: Darsnan on February 22, 2013, 10:13:58 AM

Besides, with EA not prepared till mid next year, it would be at least 2015 before SMAC dev would occur.  This is plenty of time to pump out the next game in the ANW series (which at this point would be from the end of the current ANW, 1950, till a space colonisation spaceship launch).  So effectively, SMAC2 would naturally follow on from that point.  :)

Right, so tentatively I should block some time off in 2016 for the release of SMAC2 - got it!
Title: Re: The State of SMAC 2
Post by: Maniac on February 28, 2013, 10:41:25 AM
I do wonder about the viability of a non-AAA game. Let's assume the potential crowd for another SMAC game falls into two categories: those who want a clone, and those who are open to changed gameplay.

Why would the cloners buy your game if it has pretty much the same gameplay, but not even better graphics? Why wouldn't they just continue playing the original?

Why would people who are open to new gameplay play your game when there already is Planetfall for free, once again I assume with better graphics than your game will probably have?
Title: Re: The State of SMAC 2
Post by: Yitzi on February 28, 2013, 04:06:29 PM
I do wonder about the viability of a non-AAA game. Let's assume the potential crowd for another SMAC game falls into two categories: those who want a clone, and those who are open to changed gameplay.

Why would the cloners buy your game if it has pretty much the same gameplay, but not even better graphics? Why wouldn't they just continue playing the original?

Presumably it'd have some improvements/changes to gameplay, even if the basics would remain the same.

Quote
Why would people who are open to new gameplay play your game when there already is Planetfall for free, once again I assume with better graphics than your game will probably have?

Maybe it has new gameplay in a different way than Planetfall.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 28, 2013, 06:46:35 PM
I do wonder about the viability of a non-AAA game. Let's assume the potential crowd for another SMAC game falls into two categories: those who want a clone, and those who are open to changed gameplay.

Why would the cloners buy your game if it has pretty much the same gameplay, but not even better graphics? Why wouldn't they just continue playing the original?

Why would people who are open to new gameplay play your game when there already is Planetfall for free, once again I assume with better graphics than your game will probably have?

Graphics are key, they don't have to be at Crysis 3 level, but way above the Battle of Wesnoth level. I wouldn't buy a game with stale graphics. I would expect some new features (like playing against all factions) and some tweaks of gameplay (better AI, better turn handling, better automation).
Title: Re: The State of SMAC 2
Post by: Dale on February 28, 2013, 08:06:09 PM
Maniac, so why does Indie mean "crap graphics" to you?  Are you saying a mod made for free, on a game based on DirectX 9, will have better graphics than a modern game developed by a professional game development studio?

Besides, Planetfall is not as free as you imply.  You must own Civ4.  Last time I checked it wasn't free.

In terms of the gameplay itself, I don't want to make a direct clone of SMAC (ie: SMAC on a modern engine).  I want to take the central SMAC story, and make my own game off of it.  From the impression I get from talking with SMAC fans (not just from here, but other sites), what makes SMAC so great is the story itself, and Planet.  Gameplay wise, it's just another 4X TBS game.  That doesn't mean a complete change from the existing game, in all probability it will most likely end up with 80% the same gameplay and 20% my spin on the genre.
Title: Re: The State of SMAC 2
Post by: testdummy653 on February 28, 2013, 08:24:06 PM
Maniac, so why does Indie mean "crap graphics" to you?  Are you saying a mod made for free, on a game based on DirectX 9, will have better graphics than a modern game developed by a professional game development studio?

Besides, Planetfall is not as free as you imply.  You must own Civ4.  Last time I checked it wasn't free.

In terms of the gameplay itself, I don't want to make a direct clone of SMAC (ie: SMAC on a modern engine).  I want to take the central SMAC story, and make my own game off of it.  From the impression I get from talking with SMAC fans (not just from here, but other sites), what makes SMAC so great is the story itself, and Planet.  Gameplay wise, it's just another 4X TBS game.  That doesn't mean a complete change from the existing game, in all probability it will most likely end up with 80% the same gameplay and 20% my spin on the genre.

The story is great. But after the 800th game and 13 years later, the story isn't what most of the fans care about. It was the well designed and through planning of the developers who created a 4x TBS with myriad of options and gameplay style.  I think the story is important, but there are plenty of games that have better stories and plots.

I will love to read your take on the story and play your twists on the gameplay features.

I think you lose the indie developer title if you get the EA seal on your games. ;)
Title: Re: The State of SMAC 2
Post by: Dale on February 28, 2013, 11:11:38 PM
The story is great. But after the 800th game and 13 years later, the story isn't what most of the fans care about. It was the well designed and through planning of the developers who created a 4x TBS with myriad of options and gameplay style.  I think the story is important, but there are plenty of games that have better stories and plots.

I will love to read your take on the story and play your twists on the gameplay features.

Actually last night I met up with a writer friend of mine to discuss SMAC2 (or whatever it will end up being called).  We hashed through a couple of ideas and one that we both felt would be great, and also keep intact the reverence of the original game is thus:

In 1999, Civilization launched an expedition to colonise Alpha Centauri.  Contact with the spaceship was lost shortly before their anticipated arrival at the system, and since then the question of "What Happened?" has gone unanswered.  A followup mission was meant to leave Earth in 2005, but due to the uncertainty of what happened to the original mission, it was delayed.  Well now, in 2013 the Second Fleet has been given clearnance and the launch codes.  What will they find?  Did the first mission survive?

Whilst the colonists onboard are in cryogenic stasis, there is an unexpected accident on the ship that renders most of the ship's systems and hyperspace inoperative.  Engaging the emergency protocols, the ships main computer wakes the onboard population before a final shutdown.  Left drifting in deep space, with only thrusters to guide their ship, the colonists are left to their own devices.

Many generations later, the ship enters the Alpha Centauri system.  Having lost contact with Earth centuries earlier, the colonists have survived the best they could.  Over time, separate cultures and belief systems grew, and open hostility is tempered by the simple expediant that one misplaced explosion could destroy them all.  But now.......

What happened to the original mission?  What will the new colonists encounter?  What will happen......... on Alpha Centauri?


The premise is that the first mission (the original game) failed, with humanity being overwhelmed by Planet and the Progenators.  Now, nothing remains expect the ruins of the failed alien experiments amongst the ruins of Unity's colonisation attempts.

We also formed some fantastic ideas on how the game would actually work at an architecture level (not gameplay level).  I'll go into a bit more detail in a later post.  ;)

Quote
I think you lose the indie developer title if you get the EA seal on your games. ;)

Yes, very much so.
Title: Re: The State of SMAC 2
Post by: Yitzi on February 28, 2013, 11:28:31 PM
The story is great. But after the 800th game and 13 years later, the story isn't what most of the fans care about.

Count me as one of the exceptions, then.

Quote
but there are plenty of games that have better stories and plots.

I have yet to see one that can conclusively be marked as better, and few that are not conclusively inferior.

Actually last night I met up with a writer friend of mine to discuss SMAC2 (or whatever it will end up being called).  We hashed through a couple of ideas and one that we both felt would be great, and also keep intact the reverence of the original game is thus:

In 1999, Civilization launched an expedition to colonise Alpha Centauri.  Contact with the spaceship was lost shortly before their anticipated arrival at the system, and since then the question of "What Happened?" has gone unanswered.  A followup mission was meant to leave Earth in 2005, but due to the uncertainty of what happened to the original mission, it was delayed.  Well now, in 2013 the Second Fleet has been given clearnance and the launch codes.  What will they find?  Did the first mission survive?

Whilst the colonists onboard are in cryogenic stasis, there is an unexpected accident on the ship that renders most of the ship's systems and hyperspace inoperative.  Engaging the emergency protocols, the ships main computer wakes the onboard population before a final shutdown.  Left drifting in deep space, with only thrusters to guide their ship, the colonists are left to their own devices.

Many generations later, the ship enters the Alpha Centauri system.  Having lost contact with Earth centuries earlier, the colonists have survived the best they could.  Over time, separate cultures and belief systems grew, and open hostility is tempered by the simple expediant that one misplaced explosion could destroy them all.  But now.......

What happened to the original mission?  What will the new colonists encounter?  What will happen......... on Alpha Centauri?


The premise is that the first mission (the original game) failed, with humanity being overwhelmed by Planet and the Manifolds.  Now, nothing remains expect the ruins of the failed alien experiments amongst the ruins of Unity's colonisation attempts.

Interesting idea...will Planet remember the original colonists?  And what effect will that have on the new colonists' growing relationship with Planet?  (Also, they weren't overwhelmed by Planet and the Manifolds; Planet is the only one of the Manifolds anywhere nearby.)
Title: Re: The State of SMAC 2
Post by: ete on February 28, 2013, 11:39:42 PM
Dale, you'll want to change your dates: http://www.weplayciv.com/forums/showthread.php?6768-SMAC-pre-mission-timeline (http://www.weplayciv.com/forums/showthread.php?6768-SMAC-pre-mission-timeline)

The idea of another mission long after the first is quite interesting, plenty of room for cool stuff (old bases to scavenge, logs from the previous attempts conveying what was happening with the worms). It does limit the use of the original leaders though, which would be a major loss. Also, you've got issues with humanity being heavily implied to be wiped out or at least knocked back to the stone age by screwing up earth in the original game, making this new ship fit with cannon will be a challenge unless you suggest that there was a very lengthy recovery period.

And I'm uncomfortable with slipping into soft sci-fi "hyperspace" right away. Especially soon after the first ship when humanity is meant to be in huge trouble. The softer sci-fi stuff comes late in the game when you're essentially a post-singularity society.
Title: Re: The State of SMAC 2
Post by: Dale on February 28, 2013, 11:47:01 PM
My SMAC lore is obviously very grey and murky, but I assume the good folks here could help to weave any new story into the old one.  ;)
Title: Re: The State of SMAC 2
Post by: Dale on February 28, 2013, 11:50:37 PM
(Also, they weren't overwhelmed by Planet and the Manifolds; Planet is the only one of the Manifolds anywhere nearby.)

Good pickup.  I actually meant the Progenators.  Original post edited.
Title: Re: The State of SMAC 2
Post by: Yitzi on February 28, 2013, 11:58:47 PM
(Also, they weren't overwhelmed by Planet and the Manifolds; Planet is the only one of the Manifolds anywhere nearby.)

Good pickup.  I actually meant the Progenators.  Original post edited.

If the Progenitors showed up and defeated humanity, then what happened to them?

If the Usurpers won, then they'd have already forced Transcendence with them in charge, which I don't think is where you want to go.
If the Caretakers won, then they'd have turned Planet into a no-landing zone to avoid interference, which I don't think is where you want to go.
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 12:39:28 AM
(Also, they weren't overwhelmed by Planet and the Manifolds; Planet is the only one of the Manifolds anywhere nearby.)

Good pickup.  I actually meant the Progenators.  Original post edited.

If the Progenitors showed up and defeated humanity, then what happened to them?

If the Usurpers won, then they'd have already forced Transcendence with them in charge, which I don't think is where you want to go.
If the Caretakers won, then they'd have turned Planet into a no-landing zone to avoid interference, which I don't think is where you want to go.

Who's to say any of them survived?  Whilst it's possible one of the Progenator factions won, it's also equally possible that none of them did.

It's also equally possible that Planet metamorphised as predicted and eliminated all alien life (including the Prog's).
Title: Re: The State of SMAC 2
Post by: Yitzi on March 01, 2013, 12:44:31 AM
Who's to say any of them survived?  Whilst it's possible one of the Progenator factions won, it's also equally possible that none of them did.

Then what killed them off?  Unless it was Planet that did...I think that's what you'll have to say.

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It's also equally possible that Planet metamorphised as predicted and eliminated all alien life (including the Prog's).

If so, that will have substantial effects on what the new colonists find...I seem to remember that the old mission came near the end of the cycle, and that presumably had a substantial effect on the amount of worm/fungal activity and Planet's ability to communicate.
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 01:06:08 AM
The story doesn't necessarily have to be forced within the confines of existing lore (official or supplimentary) either.  Some liberties may need to be taken to fit a second story into it.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 01:44:55 AM

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but there are plenty of games that have better stories and plots.

I have yet to see one that can conclusively be marked as better, and few that are not conclusively inferior.


Bioshock.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 01:46:57 AM
The story doesn't necessarily have to be forced within the confines of existing lore (official or supplimentary) either.  Some liberties may need to be taken to fit a second story into it.
i like your story. You can easily put the original factions in the game with it too... Even make a DLC to play the original factions on the planet and watch their downfall.. :)

Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 02:30:26 AM

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but there are plenty of games that have better stories and plots.


I have yet to see one that can conclusively be marked as better, and few that are not conclusively inferior.



Bioshock.


Over and ranker.com, SMAC doesn't even rate in the top 110.

http://www.ranker.com/crowdranked-list/the-most-compelling-video-game-storylines (http://www.ranker.com/crowdranked-list/the-most-compelling-video-game-storylines)
Title: Re: The State of SMAC 2
Post by: ete on March 01, 2013, 02:44:53 AM
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It's also equally possible that Planet metamorphised as predicted and eliminated all alien life (including the Prog's).
If so, that will have substantial effects on what the new colonists find...I seem to remember that the old mission came near the end of the cycle, and that presumably had a substantial effect on the amount of worm/fungal activity and Planet's ability to communicate.
I was thinking about this one and the fact that the original mission would've had to bring Planet's wrath on themselves to get wiped out.. and I think it can be made to work with a new game. Remember that the cycle is ~60 million years. In the original, it was fairly near the end of the cycle, but naturally that could've been hundreds of thousands of years away. Human arrival brought it forwards, but if humans had been wiped out relatively quickly (before the lategame supertechs and extreme eco damage) then they may only have partially awakened Planet, and it could've fallen back into dreams rather than finishing the cycle. A full Flowering would have massive consequences, and Planet would be vastly weaker/less full of life after a failed one (or a fully realized sentient god-planet after a successful one), but a partial awakening does not necessarily clash with lore.

And yea, you don't want the Progenitors to have taken out humans/won. Planet's gotta have eaten the both sides of the Prog war (or at least forced them back into relatively very small well protected settlements) otherwise the new colonies are not going to get a toe-hold. Actually, I think that may be the best way to keep the aliens as factions. Having the same situation (two equally matched scoutships both almost killing each other after arriving at the same time) is just way too improbable, and virtually any other way they arrive they're going to be at too high a tech level initially for humans to touch them. Perhaps Planet's wiped out almost everything they had, and all humans, but left tiny pockets of survivors which can start re-establishing themselves when new humans arrive and distract Planet.

Also, for "many generations later" the original trip was 40 years. Perhaps this ship is lower tech, but it shouldn't be quite that far behind.

And you've gotta find some explanation as to why the original colonists got no more signals from earth. Maybe a large scale thermonuclear war plus cascading satellite destruction (destroyed satellites destroy more satellites, exponential increase in debris until they're all smashed), anything less and it's hard to see how there would not be some operational long range transmitters. Even ridiculously catastrophic climate change would not manage that in 40 years.

And Dale, you're not going to be winning many friends here by talking down AC's storyline :p (also a ranking with the top game having a few 100 votes and entirely public is not exactly.. a great way of judging it).
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 03:15:14 AM
And Dale, you're not going to be winning many friends here by talking down AC's storyline :p (also a ranking with the top game having a few 100 votes and entirely public is not exactly.. a great way of judging it).

Do a Google search for best computer game stories.  Whilst SMAC is mentioned on Civ-SMAC fansites, it's hardly mentioned at all on industry sites.  It's not just one site that says SMAC doesn't rate that high, it's most industry sites that don't list SMAC.

That doesn't make the story bad, or diminish it in any way.  It could also be a huge reflection on the relative business success of the games involved too.

I'm not "talking down the story" as you say.  Yes, SMAC has a very full storyline.  But it also has a lack of spots to be able to tie other stories into.  Basically, you have to accept that anyone (not just me) tackling a sequel, will make changes to the story.  If you can't accept that, then there's no point me continuing.  At least if it's someone like me tackling a sequel, you will find I will try to keep intact as much of the original story as possible.  Hence why the idea of a "second fleet" is appealing to me.
Title: Re: The State of SMAC 2
Post by: Yitzi on March 01, 2013, 05:06:57 AM
Bioshock.


Haven't played it, but from what I've seen I see nothing that can match the scale and tone of Alpha Centauri.

Over and ranker.com, SMAC doesn't even rate in the top 110.

http://www.ranker.com/crowdranked-list/the-most-compelling-video-game-storylines (http://www.ranker.com/crowdranked-list/the-most-compelling-video-game-storylines)


That's not "top 110", that's the 110 that happened to be added to the list by somebody.  Also, without knowledge of how the overall ranking system works, it's unclear how much effect simply being well-known or not-well-known has.

Do a Google search for best computer game stories.  Whilst SMAC is mentioned on Civ-SMAC fansites, it's hardly mentioned at all on industry sites.  It's not just one site that says SMAC doesn't rate that high, it's most industry sites that don't list SMAC.


Yes...it's not well-known.  That does not change the quality of its story from a purely story perspective.  (Also, the story isn't exactly overt the way it is in a game like Bioshock; you get part of the story from the interludes, but have to piece together a lot of the rest from the various blurbs.)

Rather than polling the Internet (a poor measure at the best of times), why don't we see who can find something to challenge the tone implied by:

"We welcome you, earthdeirdre and earthwheat and earthtree as honored guests, for you add great power to our ancient song--planetfungus and planetworm and planetmind sing and play here, and you are welcome among us.", or

"It is possible that we humans can help to break this tragic cycle.", or

"You are the children of a dead planet, earthdeirdre, and this death we do not comprehend. We shall take you in, but may we ask this question--will we too catch the planetdeath disease?", and going on to

"Imagine the entire contents of the planetary datalinks, the sum total of human knowledge, blasted into the Planetmind's fragile neural network with the full power of every reactor on the planet. Thousands of years of civilization compressed into a single searing burst of revelation. That is our last-ditch attempt to win humanity a reprieve from extinction at the hands of an awakening alien god.", and culminating with:

"No longer mere earthbeings and planetbeings are we, but bright children of the stars! And together we shall dance in and out of ten billion years, celebrating the gift of consciousness until the stars themselves grow cold and weary, and our thoughts turn again to the beginning."

The story of SMAC is, above all, the story of the triumph of humanity's better nature, with inevitable huge effects on nearby solar systems.  There is simply nothing in Bioshock that can come close.

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I'm not "talking down the story" as you say.  Yes, SMAC has a very full storyline.  But it also has a lack of spots to be able to tie other stories into.  Basically, you have to accept that anyone (not just me) tackling a sequel, will make changes to the story.


No question that it would require changes to the story.  But the basic outline, from landing to Transcendence, would need to remain.
Title: Re: The State of SMAC 2
Post by: ete on March 01, 2013, 12:11:55 PM
And Dale, you're not going to be winning many friends here by talking down AC's storyline :p (also a ranking with the top game having a few 100 votes and entirely public is not exactly.. a great way of judging it).

Do a Google search for best computer game stories.  Whilst SMAC is mentioned on Civ-SMAC fansites, it's hardly mentioned at all on industry sites.  It's not just one site that says SMAC doesn't rate that high, it's most industry sites that don't list SMAC.

That doesn't make the story bad, or diminish it in any way.  It could also be a huge reflection on the relative business success of the games involved too.
SMAC's "story" is the world not a classic storyline, and it's a 14 year old game.. expecting it to rank very well in a specific google search would be silly. Try
Quote from: wikipedia
Critics praised its science fiction storyline (comparing the plot to works by Stanley Kubrick, Frank Herbert, Arthur C. Clarke and Isaac Asimov), the in-game writing, the voice acting,....

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I'm not "talking down the story" as you say.  Yes, SMAC has a very full storyline.  But it also has a lack of spots to be able to tie other stories into.  Basically, you have to accept that anyone (not just me) tackling a sequel, will make changes to the story.  If you can't accept that, then there's no point me continuing.  At least if it's someone like me tackling a sequel, you will find I will try to keep intact as much of the original story as possible.  Hence why the idea of a "second fleet" is appealing to me.
Lack of spots to tie other stories into? If by that you mean it's very open-ended and sandboxy so there's not that many things which will always happen, that seems like a positive thing. And if that's not what you mean, please explain?

I think it'd be great to expand upon the story, and yes, if done carefully the second fleet idea would be a way to do that consistently and would be able to add a lot. I would greatly prefer if you took care to avoid actually breaking cannon though, and I'm sure many other fans feel the same and would be more than happy to check ideas over for cannon conflicts and possible resolutions. Luckily for you, most of how the story unfolds is in the hands of the players, so there is a whole lot you're free to choose (what happened to the first settlers), so you should be able to take the story in almost any sensible direction without problems.


And yea, with the quotes like those Yitzi posted... you're going to need some really top-notch writers to compare.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 01:01:40 PM
Bioshock.

Haven't played it, but from what I've seen I see nothing that can match the scale and tone of Alpha Centauri.

Then you will have to take my word. I have played both. I played Mass Effect 2, Portal, and Half Life. I'm not downgrading the story of AC but these games got it beat on storyline.

If it was just strategy games, then I would argue that your right, SMAC has one of the most compelling and interest story lines.

However, I don't read the blurbs or the interludes anymore. WHY? because I know the story, I read the books, I have the comic book.
Title: Re: The State of SMAC 2
Post by: Yitzi on March 01, 2013, 01:11:22 PM
Then you will have to take my word. I have played both. I played Mass Effect 2, Portal, and Half Life. I'm not downgrading the story of AC but these games got it beat on storyline.

What makes their storyline so great?

Quote
However, I don't read the blurbs or the interludes anymore. WHY? because I know the story, I read the books, I have the comic book.

A good story is worth re-reading every so often even when you know it.
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 01:51:40 PM
SMAC's "story" is the world not a classic storyline, and it's a 14 year old game.. expecting it to rank very well in a specific google search would be silly.

Baldur's Gate on industry sites is always rated higher than SMAC for story.

It was released 1998.

Yes it's a great story.  But it's not the best.
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 01:54:21 PM
At the end of the day, if I got the rights to produce a game using the SMAC IP, as a designer, I would not compromise the game just because of lore.  I would change the lore.

Stories don't make games, gameplay does.  It comes back to the old Civ rule: gameplay/fun trumps realism.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 02:23:39 PM
What makes their storyline so great?



Compelling.

Unique. Each story is extremely unique and really hasn't been done before.

Value. The developers  value the character/player learning and seeking  the storyline rather than forcing the player through storyline via missions.

Nothing substitutes the actual gameplay.

Portal focus on telling the story through graffiti and hidden rooms in different levels. Glados tells a few bits of info, but not is all believable that comes out of her mouth.

Bioshock the story is told through hidden and sometimes overt journals and audio recording as well as the environment . Their is a mission and such in the game, but you learn more by exploring and looking.

In Mass Effect 2 you make the story by interacting with your crew. The side effects are unknown to the player until the end. Also a lot backstory in datalinks and such in game.

A good story is worth re-reading every so often even when you know it.

I agree 100%. I occasionally re-read the interludes, and blurbs.  I don't play the game to re-read them, but to play the game.

I just started reading the books again. I stopped though because I hate how the author made the Spartans look like rubbish warriors.


For ete and others.
SMAC does really well at
http://www.gamerankings.com/browse.html?site=&cat=45&year=0&numrev=0&sort=0&letter=&search= (http://www.gamerankings.com/browse.html?site=&cat=45&year=0&numrev=0&sort=0&letter=&search=)

In the top 10 of strategy and the top 250 of all time games.
Note: top 5 of 1999

Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 02:31:28 PM
At the end of the day, if I got the rights to produce a game using the SMAC IP, as a designer, I would not compromise the game just because of lore.  I would change the lore.

Stories don't make games, gameplay does.  It comes back to the old Civ rule: gameplay/fun trumps realism.

Dale, I agree with you on the point that story can be changed, and that you should be given flexibility to create a good sequel.

But you need to do your best to be sensitive to story.... I don't need a CIV 6, I need an AC 2.

On another note, when ANW coming out?
Title: Re: The State of SMAC 2
Post by: Yitzi on March 01, 2013, 04:10:25 PM
Baldur's Gate on industry sites is always rated higher than SMAC for story.

I suppose that industry sites use a different approach to ranking than I do, then, as I've played BG2 (which I'd presume to be similar in the strength of the story), and while it's good it's nowhere near Alpha Centauri.

Compelling.

Certainly important, but at the end of the day that just makes a good story, not a truly great one.

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Unique. Each story is extremely unique and really hasn't been done before.

I'm pretty sure that Alpha Centauri manages that as well.

Quote
Value. The developers  value the character/player learning and seeking  the storyline rather than forcing the player through storyline via missions.

I personally don't consider the need to search for the storyline to improve the story; it may improve the game's benefit from the story, but not the story itself.

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Nothing substitutes the actual gameplay.

True, but plenty of games have gameplay to compete with Alpha Centauri; it's the story that gives AC the edge.

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Portal focus on telling the story through graffiti and hidden rooms in different levels. Glados tells a few bits of info, but not is all believable that comes out of her mouth.

Bioshock the story is told through hidden and sometimes overt journals and audio recording as well as the environment . Their is a mission and such in the game, but you learn more by exploring and looking.

That's a possible strength in the presentation of the story, not in the story itself.  Alpha Centauri doesn't present its story as well as many others (nobody's going to play the game through because they want to learn the story), but the story itself is a lot stronger (which is more important for replayability; after all, you can only learn the story once, but you can fulfill it each time you play.)

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In Mass Effect 2 you make the story by interacting with your crew. The side effects are unknown to the player until the end. Also a lot backstory in datalinks and such in game.

AC also lets you make the story; there's limited backstory, but the story itself is longer than most games' backstory.

All these things you mention make for a story that will encourage you to finish the game.  Alpha Centauri has a story that will help encourage you to start the game over after you've finished it; the only other games I know of that can achieve that are the Starcraft series.

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I just started reading the books again. I stopped though because I hate how the author made the Spartans look like rubbish warriors.

The books associated with a game are often not very good.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 06:10:52 PM
Yitiz,  Your telling me in the last 13 years no other game could possible have a better storyline?
The games I listed I played, and I'm telling you that they are better. It's my opinion, but I'm hard press to find someone outside this forum that doesn't agree with me that these game have some of the best story lines.(I'm not arguing that the loudest voice is alway right).

I love AC, obviously, but we need to face the facts that there just might be a better story out there.

As for replay-ability:
All the Civ game have the same addicting one more turn, and one more game feel. I would argue that AC story adds to the replay-ability, but its the changing interactions with the gameplay that make the game great.

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Alpha Centauri has a story that will help encourage you to start the game over after you've finished it; the only other games I know of that can achieve that are the Starcraft series.

Fallout 3.
Age of Empire.
Any Civ game.

Title: Re: The State of SMAC 2
Post by: Yitzi on March 01, 2013, 07:43:58 PM
Yitiz,  Your telling me in the last 13 years no other game could possible have a better storyline?

I have yet to encounter one that is clearly better (by my standards), and the only one I can think of that might be better is the Starcraft games.  The story of SMAC really is that good.

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The games I listed I played, and I'm telling you that they are better. It's my opinion, but I'm hard press to find someone outside this forum that doesn't agree with me that these game have some of the best story lines.

Maybe it's just a difference of opinion about what makes a good storyline; I know that my own standard puts SMAC extremely high.

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I love AC, obviously, but we need to face the facts that there just might be a better story out there.

Oh, there might be; I just haven't encountered any that are clearly better.  (Most games either lack the scale of Alpha Centauri, or lack its human qualities, and it is the interaction of the two that makes it such a great story.)

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All the Civ game have the same addicting one more turn, and one more game feel. I would argue that AC story adds to the replay-ability, but its the changing interactions with the gameplay that make the game great.

Don't the other Civ games have the same great gameplay?

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Fallout 3.
Age of Empire.
Any Civ game.

I've never played Fallout 3, but it looks like it definitely lacks the scale of SMAC, and you simply don't get the sense that what's going on is going to have an effect on galactic powers.  That's not automatically bad, but it does limit things somewhat.
Age of Empires and the Civ games don't really have a story to speak of; their "story" is just history.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 01, 2013, 07:49:01 PM

I have yet to encounter one that is clearly better (by my standards), and the only one I can think of that might be better is the Starcraft games.  The story of SMAC really is that good.

Play some more games. You will be surprised.

Fallout 3 may not have the scope of "galactic powers", but the story has one of the greatest replay-ability. Blown up Megaton or Save Megaton. Become a Cannibal? Trust me I played this game at least 6 times
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 10:09:34 PM
At the end of the day, if I got the rights to produce a game using the SMAC IP, as a designer, I would not compromise the game just because of lore.  I would change the lore.

Stories don't make games, gameplay does.  It comes back to the old Civ rule: gameplay/fun trumps realism.

Dale, I agree with you on the point that story can be changed, and that you should be given flexibility to create a good sequel.

But you need to do your best to be sensitive to story.... I don't need a CIV 6, I need an AC 2.

On another note, when ANW coming out?

I totally agree that where possible, lore must remain intact.  But like I said, I won't compromise gameplay/fun for lore.

ANW is looking to come out end of this year.  Beta should hopefully be from around mid-year.
Title: Re: The State of SMAC 2
Post by: Dale on March 01, 2013, 10:12:23 PM
As for replay-ability:
All the Civ game have the same addicting one more turn, and one more game feel. I would argue that AC story adds to the replay-ability, but its the changing interactions with the gameplay that make the game great.

I find it interesting you say that.  IMO, SMAC has a very static story.  It's the same every play through.  To me that does hinder re-playability some what.

But compare it to Civ.  Civ's story is the player's story, how they re-create history through how they play the game.  This is different each and every single time you play.

In that sense, Civ is a lot more re-playable than SMAC.
Title: Re: The State of SMAC 2
Post by: Yitzi on March 01, 2013, 10:17:18 PM

Play some more games. You will be surprised.

Fallout 3 may not have the scope of "galactic powers", but the story has one of the greatest replay-ability. Blown up Megaton or Save Megaton. Become a Cannibal? Trust me I played this game at least 6 times

I have played quite a number of games, including ones with choices...and such choices still just extend its lifetime from one play to 6 or so.  But once you've played through all the options, it's not going to get you to pick up the game after a two-year hiatus and play through it again; for that, you need either good gameplay, or a truly amazing story.  SMAC has both.

I totally agree that where possible, lore must remain intact.  But like I said, I won't compromise gameplay/fun for lore.

I think that's the way to go.  However, there are a few aspects of the lore that will need to stay in order to be an heir to SMAC, both in terms of story and gameplay.  I'd say that they consist of:
1. Native life.  Fungus, mindworms, and eco-damage.  You can change the rules around if it will make for better gameplay, but the basic mechanics (fungus starts on the map and is bad for resource production early in the game, but gets better as the game goes on, mindworms attack with psi so they remain relevant throughout the game, and eco-damage results in the spread of fungus and later in the appearance of mindworms, but can be significantly mitigated via social engineering and facilities/projects) should stay.  The fluff of the Planetmind should stay as well.
2. Transcendence.  You're going to want a tech-based victory anyway; keep it fluffed as it is now.
3. The existence of both "enlightened" and "tyrannical" approaches to social engineering throughout the tech tree, but with the highest-tech one being of the "enlightened" variety.  So SMAC has Police State and Democracy near the beginning of the tech tree, and Eudaimonia and Thought Control near the end, with Eudaimonia being the highest on the tech tree.  (The fluff of Eudaimonia as a response to Will to Power is a nice touch.)
4. The ideological nature of the factions.

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I find it interesting you say that.  IMO, SMAC has a very static story.  It's the same every play through.  To me that does hinder re-playability some what.

Not really; as a very good strategy game with numerous factions (each with its own playstyle) and several ways to win, SMAC can achieve replayability purely through gameplay.  Where the story comes in is after you've played it through enough to get tired of it and it's been sitting on the shelf for two years; at that point, addicting gameplay isn't going to get you to pick it up again, but the story will.

There are really three questions going on here:
1. After you took a break, will you come back to it?  That can be motivated by gameplay or story (either is enough, with a slight increase for having both); for story, the most important factor is the ability to uncover the story, followed by the strength of the story, with variability of the story being essentially irrelevant.

2. After you just finished it, will you play it again?  There, the most important factor is gameplay (and variability thereof), followed by variability of the story, followed by the strength of the story, with the ability to uncover the story being irrelevant.

3. After you stopped playing it for a while, will you pick it up again?  That can be motivated by gameplay or story (either is enough, with a substantial increase for having both); for story, the most important factor is the strength of the story, followed distantly by its variability, with the ability to uncover the story being essentially irrelevant.

SMAC has both very strong and fairly variable gameplay and a strong story, making it very strong for (1), strong for (2), and very strong for (3) despite its fairly poor story variability and poor story uncoverability. 
Something like Bioshock has good uncoverability and variability of the story, but the story itself isn't as strong (I doubt gameplay is as strong either, simply because RPGs rarely if every can match the gameplay of a 4x game, though they usually make it up in story), so it's strong for (1) and fairly strong for (2), but quite weak for (3).
Something like Civ, on the other hand, has very strong and somewhat variable gameplay (probably not as variable as SMAC, because the differences between factions aren't as pronounced, but not far behind), but its story is fairly weak, with no uncoverability and fairly poor variability (sure, you can re-create history, but it's essentially the same basic path regardless, same concept as SMAC.)  Therefore, it's very strong for (1) and strong for (2), but only medium-strong for (3).
Title: Re: The State of SMAC 2
Post by: Dale on March 02, 2013, 12:06:11 AM
Not really; as a very good strategy game with numerous factions (each with its own playstyle) and several ways to win, SMAC can achieve replayability purely through gameplay.  Where the story comes in is after you've played it through enough to get tired of it and it's been sitting on the shelf for two years; at that point, addicting gameplay isn't going to get you to pick it up again, but the story will.

There are really three questions going on here:
1. After you took a break, will you come back to it?  That can be motivated by gameplay or story (either is enough, with a slight increase for having both); for story, the most important factor is the ability to uncover the story, followed by the strength of the story, with variability of the story being essentially irrelevant.

2. After you just finished it, will you play it again?  There, the most important factor is gameplay (and variability thereof), followed by variability of the story, followed by the strength of the story, with the ability to uncover the story being irrelevant.

3. After you stopped playing it for a while, will you pick it up again?  That can be motivated by gameplay or story (either is enough, with a substantial increase for having both); for story, the most important factor is the strength of the story, followed distantly by its variability, with the ability to uncover the story being essentially irrelevant.

SMAC has both very strong and fairly variable gameplay and a strong story, making it very strong for (1), strong for (2), and very strong for (3) despite its fairly poor story variability and poor story uncoverability. 
Something like Bioshock has good uncoverability and variability of the story, but the story itself isn't as strong (I doubt gameplay is as strong either, simply because RPGs rarely if every can match the gameplay of a 4x game, though they usually make it up in story), so it's strong for (1) and fairly strong for (2), but quite weak for (3).
Something like Civ, on the other hand, has very strong and somewhat variable gameplay (probably not as variable as SMAC, because the differences between factions aren't as pronounced, but not far behind), but its story is fairly weak, with no uncoverability and fairly poor variability (sure, you can re-create history, but it's essentially the same basic path regardless, same concept as SMAC.)  Therefore, it's very strong for (1) and strong for (2), but only medium-strong for (3).

I'm probably a really good example.  I played SMAC for a couple of years till CTP2 came out.  Then I dropped SMAC in favor of CTP2.

Did I pick it up again?  No.
Do I pick up every iteration of Civ?  Yes.

The thing with SMAC, is once I played a couple of times and knew the story (which yes, is a good story), you don't play for the story anymore.  You play for the gameplay.  I found the story repetitive after a few play throughs.  IMO, CTP2 has always had the Civ series (inc SMAC) beat on gameplay.  I would rate SMAC gameplay the same level as Civ4 gameplay.  Both are the top of the series in terms of gameplay.

What I find with Civ, is that no matter how many times I start a new game, I always find a new story.  I found I would play SMAC pretty much the same way every game.  In Civ, I would play nearly every game differently.  SMAC's story leads you down one path.  Civ's story opens many paths and allows the play to write their own story.

If I use your 3 points above, MY ratings of SMAC are:
1. Poor.  I found in Civ4, the same level of gameplay with non-repetitive stories.
2. Starts strong, but decreases in value over time.
3. I think this is more personally driven.  I favor historical settings over space settings, so when faced with two equal games (SMAC/Civ4) I will choose the historical setting.

MY ratings of Civ are:
1. Strong.  Civ has always been, and always will be, a game of writing the story of human history.  It will be different every time.
2. Strong, continues to be strong due to every game being totally different to any other game before it.
3. As above.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 02, 2013, 01:23:15 AM
Yitiz, when you play fallout 3, Mass Effect, and Bioshock, you will understand. Right now it feel like trying to tell a blind person what sight is like.

Dale: I would like to make a request. I hate having to wait 6 minutes a turn for the AI in Civ 5 to make moves and think. Do you have any plans to fix that process.
Title: Re: The State of SMAC 2
Post by: Dale on March 02, 2013, 02:16:14 AM
Yitiz, when you play fallout 3, Mass Effect, and Bioshock, you will understand. Right now it feel like trying to tell a blind person what sight is like.

Dale: I would like to make a request. I hate having to wait 6 minutes a turn for the AI in Civ 5 to make moves and think. Do you have any plans to fix that process.

Civ5 doesn't make use of multiple threads and cores, so it can really only do one thing at a time.  If you use multiple threads and cores you can assign AI decision trees to those threads and cores, so some of the AI can process during the player turns, and the rest synchronously during the wait.  This reduces wait time.

The other issue with Civ5 is that data is handled badly within the code.  This slows down everything more and more and more the longer you play the game.
Title: Re: The State of SMAC 2
Post by: Earthmichael on March 02, 2013, 06:24:44 AM
IMO, CTP2 has always had the Civ series (inc SMAC) beat on gameplay.  I would rate SMAC gameplay the same level as Civ4 gameplay.  Both are the top of the series in terms of gameplay.
This is the first thing I have seen you write that I strongly disagree with.  SMAC has more sophisticated gameplay and more options that Civ4 or CTP2.  The amazing flexibility for terraforming, the way that the 4 society choices interact, the unit design studio, the number of technology and structures, etc. give SMAC far better gameplay than Civ4 and CTP2, in my opinion.

As for storyline verses gameplay, in a strategy game, gameplay rules, and storyline is second.  I have seen some stategy games that had practically no storyline at all that were very good strategy games, like Go.  In a role playing game like Baldurs Gate, storyline is much more important.  That is how I see it.   
Title: Re: The State of SMAC 2
Post by: Dale on March 02, 2013, 10:51:34 AM
IMO, CTP2 has always had the Civ series (inc SMAC) beat on gameplay.  I would rate SMAC gameplay the same level as Civ4 gameplay.  Both are the top of the series in terms of gameplay.
This is the first thing I have seen you write that I strongly disagree with.  SMAC has more sophisticated gameplay and more options that Civ4 or CTP2.  The amazing flexibility for terraforming, the way that the 4 society choices interact, the unit design studio, the number of technology and structures, etc. give SMAC far better gameplay than Civ4 and CTP2, in my opinion.

As for storyline verses gameplay, in a strategy game, gameplay rules, and storyline is second.  I have seen some stategy games that had practically no storyline at all that were very good strategy games, like Go.  In a role playing game like Baldurs Gate, storyline is much more important.  That is how I see it.

It's a matter of opinion.  I should elaborate why I place CTP2 above Civ/SMAC.  In the Civ/SMAC series I feel like I am running a string of loosely connected city-states.  CTP2 I felt like I was running an Empire.  CTP2 models national concepts way better than Civ/SMAC.  The focus in CTP2 is at the national level, whereas Civ/SMAC focuses on the city-state level.

If I take this even further, I also rate Imperialism II, Colonisation (the original) and Panzer General above Civ/SMAC/CTP2.  As I pointed out at my blog, the three biggest flaws of Civ are also in SMAC.  That's what lets it down versus Imp2/Col/PG.
Title: Re: The State of SMAC 2
Post by: Earthmichael on March 02, 2013, 05:15:24 PM
1. First, I think that SMAC is FAR BETTER than any of the rest of the Civ series, including Civ 4.  So lumping SMAC with Civ does a disservice to SMAC.  It does not reflect any of the amazing strategic options available in SMAC that is not availble in any other Civ game, nor in CTP2, or any other strategy game I am aware of.

2. I do like the aspect of empire level strategy.  I saw this first done well in Imperialism II, which was an amazing game for its time.  SMAC does have some empire level strategy, in terms of research, energy bank, sats, secret projects, etc., but it is not as rich at the empire level at CTP2.  BUT, if I weight out the unparalleled terraforming and the strategic options provided by this, along with the interactions between the various society choices in terms of fundamental attributes that they affect, supply crawlers, an extremely sophisticated tech chart, a huge number of facilities, and the unit design workshop, there is no way that I think that better empire level outweights all of this.  Simply put, the strategic complexity of SMAC far outstrips CTP, despite being weaker in national concepts.

That would be the major improvement to add in SMAC 2, is to add more national concepts, and that would certainly set it apart from SMAC 1.  But even without this, I don't there is any more stratagic game (that I know of) than SMAX.
Title: Re: The State of SMAC 2
Post by: Dale on March 02, 2013, 06:48:42 PM
Like I said, it's a matter of opinion.
Title: Re: The State of SMAC 2
Post by: Earthmichael on March 02, 2013, 07:02:03 PM
Yes, it is a matter of opinion, as to what each player values most.

What I think would be a huge step forward would be to keep all of the sophisticated aspects of SMAX, and add a strong level of empire strategy.  This way, no matter which you value most, you get both!
Title: Re: The State of SMAC 2
Post by: Yitzi on March 03, 2013, 01:32:25 AM
I'm probably a really good example.  I played SMAC for a couple of years till CTP2 came out.  Then I dropped SMAC in favor of CTP2.

Did I pick it up again?  No.
Do I pick up every iteration of Civ?  Yes.

The thing with SMAC, is once I played a couple of times and knew the story (which yes, is a good story), you don't play for the story anymore.  You play for the gameplay.

Maybe it's just me, then.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 03, 2013, 04:38:09 AM
I'm probably a really good example.  I played SMAC for a couple of years till CTP2 came out.  Then I dropped SMAC in favor of CTP2.

Did I pick it up again?  No.
Do I pick up every iteration of Civ?  Yes.

The thing with SMAC, is once I played a couple of times and knew the story (which yes, is a good story), you don't play for the story anymore.  You play for the gameplay.

Maybe it's just me, then.
Haha, so what? Fight for what you want anyway!
I still want a good story and with you fighting for it's won't be thrown to the wayside (Not saying Dale's planning to do that, He seems to have the makings for a good one).
Title: Re: The State of SMAC 2
Post by: Green1 on March 18, 2013, 06:26:46 PM
At risk of sounding like I am taking the wussy way out, I agree with everyone. But, I want to toss a couple of more thoughts in the ring.

Dale is right. The story is okay, but once you have played the game a couple of hundred times, it does not become as important. He is also dead on that many more modern games DO have better empire management and combat systems.

But... there are a few things that SMAC/X has that keeps it on my hard drive and I am sure everyone on this little forum board's:

1. There are almost no future tech 4xs that are not faster than light/ interplanetary 4Xs.
2. SMAX uses the "hostile world" where terrain and the world itself is as much of an enemy as any of the AIs. Only Fallen Enchantress has come close to the survival game.
3. The transhumanist atmosphere.
4. Only system in Civ series where you can design your own units although, like Maniac once said, a SMAC 2 would have to improve on to give multiple "good" chioces. IE: No point in putting armor on aircraft.

Now, if we DO get a SMAC successor... some of the purists (including myself) may need to suck it up and accept some more modern improvemnts brought by Civ 4, 5, and other 4xs.

This includes:

Elimination of transport micromanagement in favor of a Civ 5 or Warlock: Master of the Arcane transport system. Search your feelings, Luke... you know this is not "fun" or "hardcore" but needless boring micro in todays age.

Stacks of Death. Say what you want about the hex based system of Civ 5, But it really is a bit better if they can nail it. Dale's earlier statement of world modeling with "no tiles" sounds interesting if he can pull it off.
Title: Re: The State of SMAC 2
Post by: testdummy653 on March 18, 2013, 06:41:50 PM
I don't think SMAC was that bad with SODs (compared with Civ 3). The splash damage somewhat weakened the effectiveness of SOD.
Title: Re: The State of SMAC 2
Post by: Yitzi on March 18, 2013, 07:32:54 PM
Another VERY important point of SMAC in terms of gameplay that you should keep or even increase: Factions with differences that substantially affect playstyle.  When you get right down to it, there isn't that much difference between playing Civ 4 as the Persians as opposed to the Americans; there are advantages to each, but they're played basically the same way.  But in SMAC, the Believers work best with a very different playstyle than the Morganites do, so rather than one game you're really getting several.
Title: Re: The State of SMAC 2
Post by: Green1 on March 18, 2013, 08:02:04 PM
Another VERY important point of SMAC in terms of gameplay that you should keep or even increase: Factions with differences that substantially affect playstyle.  When you get right down to it, there isn't that much difference between playing Civ 4 as the Persians as opposed to the Americans; there are advantages to each, but they're played basically the same way.  But in SMAC, the Believers work best with a very different playstyle than the Morganites do, so rather than one game you're really getting several.

Maybe. But it is not all that bad. At least they did an okay job of differetiating the AIs "personality" in SP. Monty is Civ 4's Miriam hands down. I had some pretty memorable times playing Civ 4 with all those psycotic AIs. For a second, it felt like I was playing with real leaders each with different playstyles. As far as differences when actually playing them, I do think the trait system of Civ 4 did lend itself to certain playstyles over others. Civ 5 improved on this a bit with unique special abiliies for each other than 2 choices out of a list... but still not horrid.

But I do think you bring up a great point. I have seen so many games, particularly in thier SP sandbox mode where there seems to be no difference in the AIs. For instance, in Age of Wonders: Shadow Magic, it does not matter if you are playing Merlin, Julia, or Nekron. Other than thier magic spheres ant the racial units, those AIs did not feel "alive" like in SMAX, Civ 4 or 5. AoW is not the only one. There are many other 4xs as well with that flaw.

You are also right about the leaders of SMAX. With the exception of some of the expansion ones that could just use a bit of Civ 5 tweek treatment, AC nailed that dead on.
Title: Re: The State of SMAC 2
Post by: Yitzi on March 18, 2013, 08:31:54 PM
Maybe. But it is not all that bad. At least they did an okay job of differetiating the AIs "personality" in SP. Monty is Civ 4's Miriam hands down. I had some pretty memorable times playing Civ 4 with all those psycotic AIs. For a second, it felt like I was playing with real leaders each with different playstyles. As far as differences when actually playing them, I do think the trait system of Civ 4 did lend itself to certain playstyles over others. Civ 5 improved on this a bit with unique special abiliies for each other than 2 choices out of a list... but still not horrid.

Yeah, it's not bad.  But it's nowhere as much variety as in SMAC.

And I'm not just talking about the AIs; as a human player, you're going to want to fit your playstyle to your faction (or pick a faction that fits your playstyle.)
Title: Re: The State of SMAC 2
Post by: Lord Avalon on March 19, 2013, 10:02:30 PM
4. Only system in Civ series where you can design your own units although, like Maniac once said, a SMAC 2 would have to improve on to give multiple "good" chioces. IE: No point in putting armor on aircraft.

I'm going to take exception to your last point.  You may not be able to put armor as in added thickness of material on a basic aircraft, but what if your armor is some kind of high-tech shielding, à la Photon Wall, Probability Sheath, or Stasis Generator?

Also, greater reactor power will enable an aircraft to carry more weight, such that maybe you could add material thickness.  With enough thrust you could even do away with the airframe and have a flying box, if you wanted.

Finally, gravships - when you control gravity, isn't the mass of armor kind of a moot point?
Title: Re: The State of SMAC 2
Post by: JarlWolf on March 27, 2013, 11:56:22 PM
I find that while there is not too many official strategy/tactical games with differences in AI Behavior/ Personality, plenty of mods for them add such changes. Age of Empires 2 recently had an expansion developed by a team of modders, Forgotten Empires.

The AI has at least 4 to 5 different approaches it will use against you, 4-5 separate AI along with 5 brand new civilizations, among other changes.

If there was to be a spiritual successor to SMAC, which is highly possible, using the same style of game mechanics, but while also having it relatively easy to modify, would be a great way for "SMAC 2" to happen. And a company need not be constrained by the legal predicaments from making an official game outside of EA's grasp.

There has been modifications to turn a game into SMAC, namely the planetfall mod for Civilization 4, but Civilization 4 lacks the mechanics SMAC did.

Get a game with the same mechanics, and get players to modify it unofficially. Legal rights are avoided entirely that way.


This game has survived due to dedicated fan's keeping it alive and playing it, and I believe it will be advanced by fans as well. Or, we may have a stroke of luck like XCOM did. But we can't rely on luck alone.
Title: Re: The State of SMAC 2
Post by: BFG on April 02, 2013, 02:45:17 AM
4. Only system in Civ series where you can design your own units although, like Maniac once said, a SMAC 2 would have to improve on to give multiple "good" chioces. IE: No point in putting armor on aircraft.

I'm going to take exception to your last point.  You may not be able to put armor as in added thickness of material on a basic aircraft, but what if your armor is some kind of high-tech shielding, à la Photon Wall, Probability Sheath, or Stasis Generator?
Besides, armor on aircraft IS useful.  It's saved several of my aircraft that otherwise would have been killed by enemy dogfighters.
Title: Re: The State of SMAC 2
Post by: Darsnan on April 14, 2013, 11:47:26 AM
When I was building mods and scenarios I placed armor onto the interceptor aircarft: this was beneficial to the AIs in that it added an additional defender to bases. Also, I figured heah if the AIs are gonna build aircraft, then they might as well get some use out of them, as otherwise the Ais just seemed to fly the aircraft around to bases and not do much else with them.

D
Title: Re: The State of SMAC 2
Post by: I-T on April 18, 2013, 07:02:54 AM
Imo, best game ever would be something like SMAC with combat from Panzer General, where you'd move around divisions on the strategic maps and  go to smaller timescales/maps in combat.

Except it'd be an even bigger time-sink.
Title: Re: The State of SMAC 2
Post by: Maniac on April 18, 2013, 08:59:58 AM
Besides, armor on aircraft IS useful.  It's saved several of my aircraft that otherwise would have been killed by enemy dogfighters.

Aren't air fights weapon versus weapon?
Title: Re: The State of SMAC 2
Post by: Yitzi on April 18, 2013, 12:31:24 PM
Imo, best game ever would be something like SMAC with combat from Panzer General, where you'd move around divisions on the strategic maps and  go to smaller timescales/maps in combat.

No, I don't think that's really desirable.  SMAC/X is an empire-builder, not a combat game; detailed tactics would detract more than they'd add.
Title: Re: The State of SMAC 2
Post by: testdummy653 on April 18, 2013, 01:28:47 PM
Imo, best game ever would be something like SMAC with combat from Panzer General, where you'd move around divisions on the strategic maps and  go to smaller timescales/maps in combat.

No, I don't think that's really desirable.  SMAC/X is an empire-builder, not a combat game; detailed tactics would detract more than they'd add.
Agreed.
Title: Re: The State of SMAC 2
Post by: I-T on April 18, 2013, 03:23:50 PM
Quote
No, I don't think that's really desirable.  SMAC/X is an empire-builder, not a combat game; detailed tactics would detract more than they'd add.

With all due respect.. that's only your opinion Ma'am.

Tactics add a whole new level of enjoyment to Master of Orion 2, which I rate slightly higher than SMAC. Not so good atmosphere, worse graphics, not such great setting, but tricky combat and not a huge timesink.

Panzer General's combat isn't 'detailed' in any sense, it's only a rough outline at best. Something like it though, no point in slavish imitations.
Title: Re: The State of SMAC 2
Post by: Buster's Uncle on April 18, 2013, 03:26:53 PM
I have trouble seeing how that would work without turning Alpha Centauri into a different sort of game...

Welcome to AC2, I-T!  How did you find us?
Title: Re: The State of SMAC 2
Post by: Yitzi on April 18, 2013, 03:33:33 PM
With all due respect.. that's only your opinion Ma'am.

It actually appears to be the general consensus.

Oh, and I'm a man, by the way, not a woman.
Title: Re: The State of SMAC 2
Post by: Dale on April 18, 2013, 03:44:24 PM
Quote
No, I don't think that's really desirable.  SMAC/X is an empire-builder, not a combat game; detailed tactics would detract more than they'd add.

With all due respect.. that's only your opinion Ma'am.

Tactics add a whole new level of enjoyment to Master of Orion 2, which I rate slightly higher than SMAC. Not so good atmosphere, worse graphics, not such great setting, but tricky combat and not a huge timesink.

Panzer General's combat isn't 'detailed' in any sense, it's only a rough outline at best. Something like it though, no point in slavish imitations.

If you want that turn-based empire building feel, with PG's combat, play Civ5.
Title: Re: The State of SMAC 2
Post by: I-T on April 18, 2013, 03:49:47 PM
Quote
I have trouble seeing how that would work without turning Alpha Centauri into a different sort of game...
Slightly different. More like say Age of Wonders, which is almost like SMAC because it has city building, though no terraforming and also research. Has tactical combat which.. could be better.

With the spells, it had great combinations. For example, generalist wizards not restricted to single school of magic could get steam hovertanks fireproof faster than horses (regular Dwarven steam tank enchanted with 'float', 'haste', 'fire halo' and some others..

And man... airships before casting haste on those was patched out. Great transports.

Quote
I have trouble seeing how that would work without turning Alpha Centauri into a different sort of game...
It's a good game, but it's not as good that it can't be improved slightly..
Not complex enough, troops don't need supplies/maintenance or have ammo, which is unrealistic. Logistics could use more detail.

For example, building stuff the Nazi way in WWII that is, highly overengineered tanks in small numbers (until late war) vs optimized production of slightly worse tanks in great numbers.

Maybe also allowing caching weapons to mobilize population in time of war, which would hit happiness/production but give you more troops.

Combat could be more nuanced, with infantry/armor/anti-air/anti-ship attack values, different types being able to use different types of cover (infantry can hide better than tanks), a bigger role for artillery (these days, you already have GPS guided shells capable of hitting a 5m target from 40 kms away.. or tank-busting shells that seek out and detonate armor). It's plain to see that with smart munitions, combat is going to get a lot more interesting, with the addition of the need for anti-artillery defense such as Phalanx / Iron Dome needed to take out smart munitions at a distance.

But stuff like this would only be possible in some sanely written SMAC 2 with plenty of allowable xml based customization..

Quote
Welcome to AC2, I-T!  How did you find us?

I think I was looking for AI patches on SMAC, or maybe some multiplayer.  The Kyrub's SMAC 444? one worked great, first time I had real trouble with AI, also nice terraforming and such.. would perhaps do further playtesting in the next weeks.


Quote
If you want that turn-based empire building feel, with PG's combat, play Civ5.

I don't like Civ5 that much. AI is bad, no way of customizing unit and the combat isn't that good either. If there were 20x as much hexes to move around..


Quote
It actually appears to be the general consensus.
Two people are a consensus?

Quote
Oh, and I'm a man, by the way, not a woman.
How should I tell? Female nick, female avatar, for all I know you're the spy from TF2.
Title: Re: The State of SMAC 2
Post by: testdummy653 on April 18, 2013, 04:15:09 PM
Quote
No, I don't think that's really desirable.  SMAC/X is an empire-builder, not a combat game; detailed tactics would detract more than they'd add.

With all due respect.. that's only your opinion Ma'am.

Tactics add a whole new level of enjoyment to Master of Orion 2, which I rate slightly higher than SMAC. Not so good atmosphere, worse graphics, not such great setting, but tricky combat and not a huge timesink.


And the complexity of MOO3 destroyed the entire MOO franchise.

Adding more strategy and complexity can kill games.  I think combat can be revamped a little but i don't think we need to got the point of logistics planning.

BTW, Welcome to the Forums!
Title: Re: The State of SMAC 2
Post by: Yitzi on April 18, 2013, 04:41:54 PM
Not complex enough, troops don't need supplies/maintenance or have ammo, which is unrealistic.

Of course they need supplies; you spend 1 mineral per turn per unit on it (with a small amount of freebies per base, and of course later on you can give them the ability to recycle their stuff to not need substantial supplies.)

Quote
Combat could be more nuanced, with infantry/armor/anti-air/anti-ship attack values

May be a good idea to have special abilities that boost situational attack like ECM and AAA do for defense.

Quote
different types being able to use different types of cover (infantry can hide better than tanks)

Already there in the form of a bonus for mobile units in open terrain.

Quote
a bigger role for artillery (these days, you already have GPS guided shells capable of hitting a 5m target from 40 kms away.. or tank-busting shells that seek out and detonate armor). It's plain to see that with smart munitions, combat is going to get a lot more interesting, with the addition of the need for anti-artillery defense such as Phalanx / Iron Dome needed to take out smart munitions at a distance.

Could work.

Quote
Two people are a consensus?

Three now, which on a board this size is pretty substantial.

Quote
How should I tell? Female nick, female avatar, for all I know you're the spy from TF2.

That's why I informed you.  And by the way, "Yitzi" is actually a male nickname; the avatar is to represent the fact that I've done EXE modification.
Title: Re: The State of SMAC 2
Post by: testdummy653 on April 18, 2013, 04:48:43 PM

Quote
Two people are a consensus?

Three now, which on a board this size is pretty substantial.


Technically, four. BU and Dale.

A consensus doesn't end the discussion.
Title: Re: The State of SMAC 2
Post by: Buster's Uncle on April 18, 2013, 04:49:03 PM
I would prefer something like this be set up as optional; you can skip the tactical view and managing the details if you like.  SMAC(X) has had a lot of success with that sort of scheme, where the more pedantic of us can micro-manage the bases and those wanting a quicker and more casual game can turn on the base governor and not worry about it in an easy game. 

I might find out I liked the tactical level.  -But I wouldn't want it forced on me...

(Be nice to the new guy, Yitzi - he doesn't necessarily know your very detailed discussion style, and might perceive hostility where you don't intend it.)
Title: Re: The State of SMAC 2
Post by: testdummy653 on April 18, 2013, 05:04:07 PM
I would prefer something like this be set up as optional; you can skip the tactical view and managing the details if you like.  SMAC(X) has had a lot of success with that sort of scheme, where the more pedantic of us can micro-manage the bases and those wanting a quicker and more casual game can turn on the base governor and not worry about it in an easy game. 

I might find out I liked the tactical level.  -But I wouldn't want it forced on me...

(Be nice to the new guy, Yitzi - he doesn't necessarily know your very detailed discussion style, and might perceive hostility where you don't intend it.)

I'm still getting use to Yitzi's style..   ;)

Edit: Oops!  :-[
Title: Re: The State of SMAC 2
Post by: I-T on April 18, 2013, 05:07:36 PM
Quote
Of course they need supplies; you spend 1 mineral per turn per unit on it (with a small amount of freebies per base, and of course later on you can give them the ability to recycle their stuff to not need substantial supplies.)

There's no fuel/ammo/etc. So you can land and succesfully fight with an invasion force even though you're effectively cut off and all that.

Quote
Yitzi
Not being a native speaker, ... it seemed female to me. Like you know, Mitzi for example which I know is female..


Hah. It's a jewish name. Had no idea. Yeah, definitely male, if you put it into google amazing amount of pictures of bearded men gets shown.

Quote
And by the way, "Yitzi" is actually a male nickname; the avatar is to represent the fact that I've done EXE modification.

You're one of those lunatics who uses assembler to patch exe files?
I've done a little programming, even some 8bit assembler. Seems like pure insanity to me though.

No luck getting source code out of Firaxis? I also played Moo2... there is no alternative to exe patching because some doofus lost the source code.


Quote
I would prefer something like this be set up as optional; you can skip the tactical view and managing the details if you like.  SMAC(X) has had a lot of success with that sort of scheme, where the more pedantic of us can micro-manage the bases and those wanting a quicker and more casual game can turn on the base governor and not worry about it in an easy game. 

It wouldn't make sense any other way. I mean, if you're putting in features into something, it's best to make them optional so you can eventually tweak the final thing to see how it works..

Title: Re: The State of SMAC 2
Post by: Buster's Uncle on April 18, 2013, 05:10:43 PM
Right.

And yes; he is one of those lunatics.  Does a lot for the community.  (Do be nice to Yitzi, new guy :) - you just met.)
Title: Re: The State of SMAC 2
Post by: Yitzi on April 18, 2013, 05:18:45 PM
There's no fuel/ammo/etc. So you can land and succesfully fight with an invasion force even though you're effectively cut off and all that.

True there; while there is upkeep for supplies, there's no logistics.

Quote
You're one of those lunatics who uses assembler to patch exe files?
I've done a little programming, even some 8bit assembler. Seems like pure insanity to me though.

It's actually not all that difficult, if you know your limits.  (Bugfixes and formula changes are generally doable; adding wholly new stuff or graphics is probably not.)

Quote
No luck getting source code out of Firaxis?

The problem is that the rights are all mixed up, between Firaxis, EA, and I don't remember who else.
Title: Re: The State of SMAC 2
Post by: testdummy653 on April 18, 2013, 05:24:15 PM


The problem is that the rights are all mixed up, between Firaxis, EA, and I don't remember who else.
EA owns the rights.
I'm not sure who owns the source code. However, I'm pretty sure, if EA owns the rights then they own the source.
Title: Re: The State of SMAC 2
Post by: Dale on April 18, 2013, 10:41:29 PM
I don't like Civ5 that much. AI is bad, no way of customizing unit and the combat isn't that good either. If there were 20x as much hexes to move around..

So you want PG combat in a high-level strategic game, yet don't like PG combat in Civ5 (a high-level strategic game).

Did you not just answer your own query?

------------------------

BTW on license rights:
- EA owns the brand, retail and distribution rights.
- Firaxis owns the source code and asset rights.
- Various other parties own rights to technologies used in the game (eg Microsoft).
- Brian Reynolds and Sid Meier (not Firaxis please note him personally) hold copyright on the design.
Title: Re: The State of SMAC 2
Post by: Buster's Uncle on April 18, 2013, 10:44:58 PM
What are asset rights?
Title: Re: The State of SMAC 2
Post by: testdummy653 on April 18, 2013, 11:03:13 PM
I don't like Civ5 that much. AI is bad, no way of customizing unit and the combat isn't that good either. If there were 20x as much hexes to move around..

So you want PG combat in a high-level strategic game, yet don't like PG combat in Civ5 (a high-level strategic game).

Did you not just answer your own query?

------------------------

BTW on license rights:
- EA owns the brand, retail and distribution rights.
- Firaxis owns the source code and asset rights.
- Various other parties own rights to technologies used in the game (eg Microsoft).
- Brian Reynolds and Sid Meier (not Firaxis please note him personally) hold copyright on the design.
Awesome Info, Dale! Was this told to you via email or is there a link somewhere for this knowledge? I planning to move this info to the first post of this thread.
Title: Re: The State of SMAC 2
Post by: Dale on April 18, 2013, 11:22:20 PM
What are asset rights?

Primarily art and audio.  There's other things but those are the main two.

Awesome Info, Dale! Was this told to you via email or is there a link somewhere for this knowledge? I planning to move this info to the first post of this thread.

From EA and 2K during my discussions on acquiring/using the SMAC brand.  Plus, just from general question asking when I was doing stuff for Firaxis.

BTW, Firaxis doesn't have a copy of the source code in their code repository anymore.  That was one of the first questions I asked.
Title: Re: The State of SMAC 2
Post by: I-T on April 19, 2013, 10:17:28 AM
Quote
BTW, Firaxis doesn't have a copy of the source code in their code repository anymore.  That was one of the first questions I asked.

It's like they're doing it on purpose.

Quote
Did you not just answer your own query?

Nope.
Title: Re: The State of SMAC 2
Post by: Dale on April 19, 2013, 11:50:27 AM
Quote
BTW, Firaxis doesn't have a copy of the source code in their code repository anymore.  That was one of the first questions I asked.

It's like they're doing it on purpose.

The game was written in 1996-8.  I doubt you would find many software development studios (let alone game studios) who followed archival practices in 1998.  I'd be surprised if the code actually still survived to this day!
Title: Re: The State of SMAC 2
Post by: I-T on April 19, 2013, 12:01:12 PM
I doubt they had no backups. Those days.. no doubt they had regular tape or CD backups.

Title: Re: The State of SMAC 2
Post by: testdummy653 on April 22, 2013, 03:25:19 PM
I doubt they had no backups. Those days.. no doubt they had regular tape or CD backups.

Firaxis did move. So maybe the tapes didn't make it.
Title: Re: The State of SMAC 2
Post by: Dale on April 22, 2013, 08:46:25 PM
I've spent 15 years as a sysadmin looking after many server related things, including backups, archives and DR.

Tapes have a rated life span of 15-20 years, then deterioration renders the tape unusable.  To avoid this, you refresh your archived backup tapes onto new tapes.  But to do this, you either need to find a tape library and software compatible with the 15 year old tapes, the actual backup software (the exact same version as was originally used) to extract the data off the tapes, the storage to extract the tapes to.  Once you get to this point, you can then re-archive onto tape using your current backup methods.  The other way is to contract some other company to do it (VERY expensive and really only economical when talking hundreds of terrabytes).

So basically, IF Firaxis had backed up the source code to tape, it'd be past EOL.  There's a chance you MIGHT get something off the tape, but doubtful.  That's assuming they kept the tape.  Traditional backup methods mean your tapes are recycled every year or two, so the final backup would have been over written the next year or two.  If it by some miracle still existed on a tape, you'd then have to go through the process I highlighted above.  Though having a tape is no good, you need the entire backup set for that date range.  And then, you need to pray, cross your fingers and hope the tape hasn't deteriorated too much.

There's other issues to work through too if you actually did get the code:
1. It's so old, you'd have to re-write massive chunks of code to upgrade to current tech (eg: DirectX).
2. Point 1 assumes you can get permission from the companys who's tech you used (assuming they still exist) to upgrade those techs.
3. Project settings: if the code exists you'd need to find the same compiler make and version as used back then, PLUS, guess at what the project settings are.

So just getting the code is only the first step of the battle.  Personally, I don't think it's worth it to chase source code release.
Title: Re: The State of SMAC 2
Post by: JarlWolf on April 27, 2013, 12:11:44 AM
At that rate, it would be best to start from scratch then. A relic of a game that was brought to present times and had great success is XCOM. XCOM was a turn based tactic and strategy game based on a world funded paramilitary organization facing an alien invasion force in a guerrilla warfare type style.

The game was made in the early-mid 90's and was pretty innovative. It got revived and it still follows the original core of the game pretty well, even minor details and lore.

What we need is to get SMAC(X) similar attention/support. Spread the word of the original game, and get modifications out, make people besides die hard fans get interested in the game and make it well known across the internet like XCOM was to an extent.

That way there is a consumer demand for the game that companies will notice.
The Old XCOM if anyone is interested.
https://www.youtube.com/watch?v=H0BCSxdpFy4 (https://www.youtube.com/watch?v=H0BCSxdpFy4)
The New XCOM is in within the previous link.

This game was also made by Firaxis as well, if you didn't know.
Title: Re: The State of SMAC 2
Post by: Dale on April 27, 2013, 04:09:18 AM
The original was Microprose actually.  Then Hasbro, Infogrammes, 2K and back to Firaxis.
Title: Re: The State of SMAC 2
Post by: Green1 on May 15, 2013, 01:40:21 AM
Any sneak peak at the world builder you are working on, Dale? I understand the want to go through with your pre industrial to first nuke strategy (interesting), but a lot of us are "pics or it is not happening" kind of guys.
Title: Re: The State of SMAC 2
Post by: Buster's Uncle on May 15, 2013, 01:52:43 AM
That was diplomatically put...
Title: Re: The State of SMAC 2
Post by: sisko on July 08, 2013, 11:49:54 AM
Quote
That was diplomatically put...
..still, no answer to date. :confused:
Title: Re: The State of SMAC 2
Post by: Dale on July 08, 2013, 12:49:34 PM
My game is still heavily in development.  Time frame has slipped a bit, but not unusual for a project of this size.
Title: Re: The State of SMAC 2
Post by: Vishniac on July 21, 2013, 09:02:32 PM
Hello !
I came across this thread late yesterday and finished reading it this morning. It brought me all kinds of thoughts and ideas that I shall share with you; it’s some kind of unorganized melting pot so don’t feel disagreed or disrespected.

The thing that mainly struck me is the dichotomy between a so called SMAC-2 and something else (that I’ll call SMAC-else). It seems that the majority here is wanting its SMAC-2, that is a SMAC clone only improved with graphics, some AI, a better MP tool and that seems to be it. I was even amazed to see entire pages of bitching about some SMAC mechanisms

About conservatism:
People react negatively to changes.
As I like to talk with analogies, this is the one coming to me yesterday: Stargate SG-1 !
SG-1 was a cool series and I loved it with lot of my friends. Strangely very few of them liked the second series Stargate Atlantis while I did. It had everything: a new enemy, a new galaxy, the lost city of the Ancients providing endless exploration and new techs…but they didn’t like it. The reason: it’s not the same characters!

And that’s what it feels like when I read SMAC-2 must have the same story, the same characters, the same everything… Personally I don’t want the same, I already have the original, can play it again and again even MP with you, read the stories. I would be more interested to have a new point of view, see someone else would tell this story or a similar one. I am no nostalgic of SMAC, I would be satisfied with a game SIMILAR to SMAC, with what someone referred to as a compelling story (but not necessarily the same), exotic techs, factions (but which ones); I want Mankind at its best, taming a hostile world, uncovering mysteries and crushing alien scum. There are other games like that, with different stories, even different playstyles, and I like them. I don’t think I’d really like a SMAC-2

When reading about SMAC-2 I think about all those endless Hollywood remakes and sequels without soul. You like John Carpenter’s movies? Then there’s not really any reason to watch the new Fog, the new The Thing, or the nth Halloween. There is a new Spiderman movie 10 years after the first one; they want to film a new Fantastic Four. No ideas anymore. Let’s just remake the same things again and again… Transformers 4, Wolverine 2, Very Bad Trip 3, Saw 7…
Civilization 5 and SMAC 2 ?

Games:
One of the last posts talked about XCOM. People have been wanting a new XCOM for 15 years and here it is. I bought it and that sh*t is so buggy I can’t even play the game. Bad luck probably?
But in the meantime these last years I have played others XCOM-derivated that where given relatively low scores on PC gaming sites…and I loved them. Let’s see:
•   UFO Afterschock: of course a tactical-team game with some strategic planning. I found it very cool. What does it have to do with SMAC you’d say? Well, like I said there was some kind of strategic planning (putting bases, setting laboratories and weapons manufactures ) but nothing like an empire-builder game. But it had a story unfolding involving different factions, aliens who wanted to turn the earth into…a sentient planet (aha! Rings a bell, uh?) and other aliens coming for some evil reasons (progenitor-like).
•   UFO Afterlight: the sequel on Mars. Again with factions: humans wanting to terraform (aha!) the planet, discovering the old martian civilization while other alien factions pursue their own agenda.

Prospective ideas
I was thinking about these two when I read that SMAC-2 should have terraforming and a sentient planet. And then I let my mind wander.
What if the planet was not Alpha Centauri? Someone talked about using planet Pandora from the movie Avatar to dodge the rights question. Yeah, it would have a sentient being slowly awaken, factions, a hostile nature.
And the I came back to Mars and, hey, that’s when I gained enthusiasm to post. I am neither a game-maker nor a modder nor a novelist but ideas started to flow.
The Martian Trilogy novels, probably the reason why I bought SMAC as my first modern strategy game, has also been a major inspiration for Brian Reynolds (Red Mars is credited in the SMAC manual). I assume you’ve read it, otherwise you must! A game based on it wouldn’t be SMAC-2, wouldn’t be the clone you’d like, could even be really different but could have everything we like though mixed differently. It already has:

-   A hostile planet and terraforming.
Chiron has a hostile fauna but SMAC is not really about terraforming per se but more about changing the landscape and industrializing it. Mars has almost no atmosphere, no fauna, no flora; man can’t walk without a suit, cities must be domed, piercing the dome kills an entire city at once! New places and new ways to die would say Colonel Santiago.
In this world, no ocean. Terraforming would mean enhancing the atmosphere through bringing comets, melting the permafrost, engineer plants to survive and colonize. Only after that can you have a Green Mars and then a Blue Mars by breaking aquifers.

-   Factions. Not exactly the same as we have but factions, allied or adversaries. Terraformers, scientists, a despotic UN, moguls. Moved by their own ideologies with social engineering working underneath.

-   Technologies. Oh yeah!

There could be so many variations just with this theme. Imagine: “Based on the award-winning sci-fi novel Red Mars”. Someone could contact Kim Stanley Robinson to know what he’d think about it: would he help, invest himself in it, deny the rights to his work?
One game could be called “Red Mars – War”. That would be our SMAC-else. Factions splitting with pods, establishing cities the civ way, waging war. But who decide for terraforming then? Who approves, who disapproves, who fight it? Any advance in terraforming can render weapons obsolete: piercing a dome kills nobody if the atmosphere is already dense enough; inversely you can’t use chemical weapons if cities are domed and soldiers use spacesuits.
But it could be the same story with a very different game, let’s say “Red Mars – Insurrection”: as cities grows and population expands and terraformation advances, the different factions of the game wouldn’t be separated geographically but only ideologically. They would fight among themselves INSIDE society to cut or keep the links with the UN and Earth. Hard to visualize as a game but that would be like fighting inside the matrix: using propaganda, activists, hackers, assassinations, opposing or not great projects as they give advantages or not to one’s faction, then provoking revolt to take entire cities, at last fielding armies… Madness!

You can have your inter-planetary war, sending asteroids, using space kinetic weapons, (I went ecstatic when  watching GI Joe 2 ), Phobos as a warbase, sending military reinforcements through the space elevator but having to wait due to the Mars-Earth orbital mechanic…

The world has changed since 1999 so game mechanisms could change too. Put more emphasis on different things: more detailed genetic warfare, computer warfare, put secret projects on the map and not inside a city. Let them be taken or destroyed alone (geeeh, destroying the space elevator and having the consequences…).
And why not changing how secret projects work? The faction building it would have its advantages during x turns and then his neighbors would slowly begin to get them too (depends on what it is). Playability comes before realism of course but nowadays any country/corporation/sect powerful enough could duplicate the Human Genome Project or the Manhattan Project. Even a starving country like North Korea can build nuclear weapons so your Longevity Vaccine wouldn’t remain a secret for long. That would force a faction to immediately use a secret project and not sit on it. Just an idea of course.
I was almost shocked to see people discuss the crawlers and their details. Any SMAC-2 should have crawlers? They were just a clever handy tool but can be replaced by something else. Do you think people could send a thousand trucks loaded with minerals and that it would speed an Iranian genome-mapping? No of course. I have nothing against crawlers but I’d say that nothing is sacred, that we shouldn’t want the same things doing the same things for the same characters in the same story. Life is short, I like to get surprises.

But now you lack your sentient planet. Fair. So let’s put some alien artifacts, let’s have archeological teams too and they’ll discover ancient vaults, antique machinery, old viruses/bacteries/forms of life buried in the soil and reactivated by the terraforming. Why not an ancient evil, uh? Everybody loves ancient evil stories! Cryogenized aliens. You name it!
That wouldn’t be Red Mars anymore? Then change the name; who cares as long as we have a deep game and a compelling story?

Pandora First Contact
Strange that nobody evoked Pandora First Contact here even though they proved one can make a SMAC-else without the rights to SMAC.
I have read the Pandora thread and I see that our best minds are already in the beta test. I also see disappointment that the game is far less deep than SMAC, at least for the moment. That doesn’t surprise me.
If someone is waiting for the game to be SMAC-2, it’ll be a disappointment. I am more happy to see that after 14 years we get a SMAC-else. Think about it: it’s the first disciple! Someone deemed SMAC marketing-able enough to start to make a look alike. First iteration will perhaps not be that good for us but if they sell good:

-   They could make a sequel with improvements

-   That could give others/bigger makers (EA) the feeling that there is money to be made with a new sci-fi franchise based on / inspired by SMAC

From what I read the testers are not getting much feedback. It would be interesting to know why Pandora is subpar thus far: lack of money, lack of time, lack of personnel, not dedicated to make it too complex, or doing it one thing at a time. Do they communicate about the ideas behind? Their strategy? Do they have already made some other games?
+   +   +   +   +   +
In short, these were only ideas flying through my head today. It’s not really organized as a post so pick up what you want if you want. Food for thought.
As for me, it just can be compacted into: I wouldn’t want just a SMAC-2, amaze me with a new similar game!
Title: Re: The State of SMAC 2
Post by: Green1 on July 25, 2013, 04:52:30 AM
Excellent points, Vishniac.

You forgot one point: modding.

I think the modding community, while a minority, is the key to the success of a game. They tend to bring lots of lurkers, too, so you can not feel the full impact modders have.

If the Pandora engine can be modded even to the level of Civilization, the community can take care of the deepness issue. I have not been on Pandora's forums, so I have no idea if they plan to do anything with that.

As far as SMAC 2, I have changed my position a bit. I would want to keep it a period piece and keep the 1990s sci-fi air to it. I would update graphics and AI, maybe add the best 2 new progs and 5 custom community factions, fix bugs, and do nothing else. Though, SMAX could use some improvements like Civ 5's hexes and "embarkment" system to keep down transport micromanagement and Civ 4's way of handling air. Copters would need to be looked at, too. Though there are counters to copters.


Title: Re: The State of SMAC 2
Post by: Sigma on July 25, 2013, 05:32:58 PM
Second to better AI, SMAC2 needs to have better troop management. Anyone who's ever waged a late game war should know that the micromanagement of your army is incredibly tedious. You should be able to group units together so that they can be moved simultaneously.
Title: Re: The State of SMAC 2
Post by: testdummy653 on August 06, 2013, 02:55:17 AM
Second to better AI, SMAC2 needs to have better troop management. Anyone who's ever waged a late game war should know that the micromanagement of your army is incredibly tedious. You should be able to group units together so that they can be moved simultaneously.

Stack movement and stacks in general get abused too much in pre-CIV V games, hence the term Stack of Doom (SOD). I agree with the over-all point that unit management should be done better, and I think  civilization series has made some progress on fixing troop management.
Title: Re: The State of SMAC 2
Post by: Green1 on August 06, 2013, 05:04:48 AM
Civ V catches stress, but I love the way the hexes work. It feels like the terrain is real and a choke point is a choke point.

Now I do not have Brave New World and i heard the AI was a bit better. That was my only misgiving about Civ V. Maybe I am just "good" ( I hope not... there are folks on CFC who say Deity is too easy) or there actually were some AI algorithms than needed tweaking. I heard BNW fixes a lot of things.

I am wondering how Civ V could handle a Planetfall type mod... AC would be interesting with hexes and no stacking.
Title: Re: The State of SMAC 2
Post by: Geo on August 06, 2013, 03:17:46 PM
I am wondering how Civ V could handle a Planetfall type mod... AC would be interesting with hexes and no stacking.

All right. Let's start this mod. ;)
Title: Re: The State of SMAC 2
Post by: Buster's Uncle on August 06, 2013, 03:20:51 PM
If anyone gets serious, AC2 will give it a dedicated folder, and throw whatever support we can behind the project.
Title: Re: The State of SMAC 2
Post by: Geo on August 06, 2013, 03:23:10 PM
If anyone gets serious, AC2 will give it a dedicated folder, and throw whatever support we can behind the project.

Looking at CiV's landmarks (at least most of the initial ones), I thought someone at Firaxis included them in hopes some modder(s) would pick up on them.
Title: Re: The State of SMAC 2
Post by: Green1 on August 08, 2013, 07:14:47 AM
I am wondering how Civ V could handle a Planetfall type mod... AC would be interesting with hexes and no stacking.

All right. Let's start this mod. ;)

Crud... That means I need to buy Civ 5 BNW. I would also have to read up on Civ V modding.

For BU and graphics modders, the 3D leaders would be hard. I have seen on another board where you or someone else did Domai.

There is also Civ 5's system of handling leaders.

Now, for a mod, I kind of like Fallen Enchantress's system. Thing is, unless you wanted a tactical battle deal where Miriam and all those guys are actual units on the map with inventory... But FE has a unit workshop AND a robust faction editor.
Title: Re: The State of SMAC 2
Post by: Geo on August 08, 2013, 11:16:42 AM
I have no intention of picking up BNW until there's a big sale of the expansion.  ;)
There's no need for the use of 3D leaders. In Planetfall, Maniac didn't pick up on the 3D leaders made for the mod, instead using the SMACX portraits. And at the tlme I agreed with him because these 3D's were kinda meh. Too easy to see the original models in the modded ones.
Title: Re: The State of SMAC 2
Post by: testdummy653 on August 09, 2013, 02:37:44 AM
As soon as I started playing Civ V i turned off those stupid 3D leaders. Too many bugs, and it really doesn't add anything for me.
Title: Re: The State of SMAC 2
Post by: Vishniac on February 01, 2014, 08:27:23 PM
"Pandora: first contact" has been out since November 14 and nobody speaks about it.  ???
Title: Re: The State of SMAC 2
Post by: Geo on February 02, 2014, 11:17:02 AM
Are you playing it? :o
Title: Re: The State of SMAC 2
Post by: Vishniac on February 02, 2014, 01:19:51 PM
I didn't have the time. Soon probably.
But there are already reviews available and we had some insiders in the beta so I was waiting for a lively discussion here but...nothing.

Review on Space Sector:
http://www.spacesector.com/blog/2013/12/pandora-first-contact-review/ (http://www.spacesector.com/blog/2013/12/pandora-first-contact-review/)

The game seems to be less deep than SMAC but with some interesting ideas.
Title: Re: The State of SMAC 2
Post by: Lazerus on February 07, 2014, 06:48:44 PM
I own Pandora first contact and to be honest after a few games of it I just started playing alpha centauri and gal civ 2 again. They gave it a decent shot but it is basically like playing a scenario (ie, some powerful units roaming around) on a poor version of alpha centauri.
Title: Re: The State of SMAC 2
Post by: The_Reckoning on March 28, 2014, 07:52:10 AM
Was wondering, where is the source code for SMAC/X? Who has it, EA?
Title: Re: The State of SMAC 2
Post by: Geo on March 28, 2014, 11:38:20 AM
Was wondering, where is the source code for SMAC/X? Who has it, EA?

Dale said something about the source code's storage device would probably be too old now to hold viable code.
As to who possesses it. :dunno:
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