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Need more elaboration on that. Are you talking about unit pricing OR weapon/armor value progression?
I beg you pardon. I have not introduced any de-specialization in WTP. It is all SMACX custom design philosophy you are blaming! Where, on Earth Alpha Centauri you saw *any* specialized unit? I cannot even think how you envisioned such specialization to be possible with the design workshop. 😲Please enlighten me.
It was +1 row before. Then with base former cost decreased to 2 I counted 50% cost increase too excessive. Can return back if you believe it is important ability for some dedicated fungus removal units.
That is probably possible but I don't understand why flat cost should be at all involved when you are talking weapon and armor values. It won't scale.
That all probably can be introduced too.
For example, Deep Radar cost 1 for land units. This essentially denies radar to land units. What significant difference does it make? Human doesn't see AI units in fungus 2 tiles away? I cannot even formulate how specifically this may tilt the strategy. Even less define the magnitude of such changes.
Quote from: Alpha Centauri BearNeed more elaboration on that. Are you talking about unit pricing OR weapon/armor value progression?The latter.
Quote from: Alpha Centauri BearI beg you pardon. I have not introduced any de-specialization in WTP. It is all SMACX custom design philosophy you are blaming! Where, on Earth Alpha Centauri you saw *any* specialized unit? I cannot even think how you envisioned such specialization to be possible with the design workshop. 😲Please enlighten me.WtP gives +50% for base defense and +50% territory out of the box. I believe the modifiers should only go that high with specialized units, i.e. units with special abilities.You haven't removed them, but I'd like to see them utilized more often. That's why I increase the need for them while lowering the costs.
That was the idea behind flat costs, no? I just want to apply the same logic, "free for defensive units, not free for attackers, cheaper for balanced".
QuoteThat all probably can be introduced too.You mean, reintroduced? It's the old "-4" value.
QuoteFor example, Deep Radar cost 1 for land units. This essentially denies radar to land units. What significant difference does it make? Human doesn't see AI units in fungus 2 tiles away? I cannot even formulate how specifically this may tilt the strategy. Even less define the magnitude of such changes....I was actually considering making AAA cost 1 for land units. Have you ever seen AAA put on planes? And ships get completely outclassed when jets take to the field.Don't know if it would help, but it's worth a try.
Quote from: Nevill on October 23, 2020, 08:25:49 PMQuote from: Alpha Centauri BearNeed more elaboration on that. Are you talking about unit pricing OR weapon/armor value progression?The latter.That essentially makes contemporary defense proportionally weaker. Are you sure it won't tilt current balance? Even with 1:1 ratio Tayta can chew through AI defense.
as opposed to rovers, which receive minus 25% on top of being more expensive
Frankly, I don't think any amount of symmetrical defense buffs will allow the AI to withstand a combined arms attack like this. Even if they can no-sell an offensive, they can't really attack back.
*Actually, that was something else I wanted to mention. In my past few games with WtP (modded or otherwise), the AI has been curiously unwilling to attack bases of mine that have at least somewhat decent defenses (e.g. a 2-defense unit, possibly with ECM or behind a Perimeter). It makes it rather easy to guard chokepoints against even superior numbers, and leaves their units easy pickings for me since they mill about uselessly outside the base. A base with a 4-defense unit might as well be invulnerable as far as the AI is currently concerned.
Should we remove infantry base bonus?
I also don't see much use for "mobile in open" bonus. Mobile unit already has benefit of their mobility. Meaning it will be attacking enemy infantry twice more often.
It seems like pure lore introduced bonus just to add more "realistic" elements in the game. Same as attacking along the road,
artillery altitude bonus, etc.
I believe they all just clutter the tactics and complicate computations which is, as always, benefits human only. Simple rules let AI heuristic survive.
Besides, it is all single turn single unit heuristic. No multi turn strategy, no unit coordination, no plans. Teaching AI to fight properly would be very difficult.
Recently I've tilted it toward expansion trying to mimic human strategy. It did well acquiring more economic power quickly but reduced amount of early conflicts, obviously. I think it is good as early conflicts just slow down the expansion and let others (human) grow stronger. Yet it could be toned down slightly if people think it is a mistake. I have also added some defense focus so that it would not be big empires with absolutely empty bases easy to conquer. You tell me if AI succeeds in it.
Aren't they considered an exploit? I understand the infantry base attack bonus is given in compensation of it incurring hasty penalty every now and then which is obviously eliminated by using APC. Should we remove infantry base bonus? They are already balanced enough by their price.I mean: either this or APC. One should go.I also don't see much use for "mobile in open" bonus. Mobile unit already has benefit of their mobility. Meaning it will be attacking enemy infantry twice more often.
Quote from: Alpha Centauri Bear on October 24, 2020, 01:18:05 PMShould we remove infantry base bonus?Yes you should. I did. People will still use infantry because they are cheaper. Also they are not subject to ECM penalty.Thinker mod AI can move units around in APCs? If it can, we'll that's new, and an accomplishment. If it can't, then APCs shouldn't be allowed / provided. I don't offer predefined APC units for anyone to contemplate, because the AI doesn't know what to do with them.You should still get rid of the infantry on bases attack bonus.
Currently I am in a game with Yang who only builds scouts and colony pods despite having access to very cheap Plasma armor. Aggressive factions should have some standing army, at least.
25% (sensor) + 25% (territory) bonuses.
Moreover, sensor is incompatible with second level improvement so may be difficult to find a good spot for.