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I'll look over your tech tree and see if there is a choice that doesn't have negative impact.
On the "killer formers" or "wall of formers" issue,
They still attack with light weapon ("hand weapons") strength, but that isn't terribly unrealistic.
1. No, there's no instability inherent to these two technologies. I've enabled them on my games and never had any problem. The key is to make sure the tech tree is set up correctly...and, because the icons for those texts are duplicates of used icons, I've created my own. They're uploaded on this site and you are welcome to them.
2. The biggest problem with Gravship Formers is that the AI treats them like land based formers: the AI never develops sea squares with them, despite their being capable of both land and sea modifications.
Same with Supply Gravships etc.
Now if only Probe Gravships were possible...
Also, one other I just remembered...have you tried giving the AI Needlejet Colony Pods? That's fun
I thought it made sense for that one to be paired with Inertial Damping but that was in the vanilla tech tree.
For Global Energy Theory I usually gave an energy production bonus, but again, that may only make sense in vanilla.
Thanks, as before, for your hard work on this!
;Unfortunately the AI won't build the following units even when enabled,;and even when given earlier in the tech tree. Left here for reference.;Rover Former, Speeder, Formers, Scout, 9, 0, 0, Magnets, -1, 00000000000000000000000000;Cruiser Former, Cruiser, Formers, Scout, 9, 0, 0, Orbital, -1, 00000000000000000000000010;Cruiser Probe Team, Cruiser, Probe Team, Scout, 11, 0, 0, Orbital, -1, 00000000000000000000000010;Hover Former, Hovertank, Formers, Scout, 9, 0, 0, NanoMin, -1, 00000000000000000000000000;Hover Probe Team, Hovertank, Probe Team, Scout, 11, 0, 0, NanoMin, -1, 00000000000000000000000000