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Sounds like you're too much of a spamming horizontal Infinite City Sprawl player. The Bureaucracy penalty is there to punish people like you.
False. The enablers you're looking for are 1) a minerals special on Rocky terrain, 2) a Nutrient special combined with forests, 3) cashing in Artifacts to speed the SP along, and 4) spending money gained from popping supply pods out in the hinterland. That said, my early SPs cost 300, not 800. A 500 mineral SP is somewhat challenging to get done in my midgame.
SPs should be a bit overpowered, this is the charm and a reward for beelining certain tech category, so I don't think it's a great idea to "balance" them like we are trying with regular stuff.The problem araises only when the leading faction gotta catch them all, if they are are more distributed it just gives each faction some unique flavor.So my gamist idea ( and SP are the most gamist thing in SMAC already ) is too keep the base cost of SPs more moderate but increase it by 25% for each SP a faction did build themselves.I've just stopped to bother with even considering feasibility of actually implementing these ideas I'm throwing, it's not for me to judge
Reduced SP cost a little. Let me know if not enough.Released new version where AI hurry projects.
QuoteReduced SP cost a little. Let me know if not enough.Released new version where AI hurry projects.Well looking forward to try it - some playtesting will be helpful. I have my doubts, costs are still over 1000 but anything near 1000 is in realm of possibility for AI so its improved. Depends on how well AI will rush - i'll try to playtest some quicker games and to observe if AI rushes projects now.Did you change crawler effectiveness? And did you teach AI to rush both with crawlers and energy? Or just energy and we presume AI rush already with crawlers?
Ok time to playtest. I argue for and against If Ai gets too good new meta will be to let them build and take it by force.. there's that. Extreme version of that is ugly lets hope we don't get there - reminds me of some civilization games/version where its absolutely not good idea to build wonders - but to conquer them. Some you couldn't even hope to build before AI.I think/hope these changes could be ok.. This will likely affect only mid to lategame where AI is weak and player takes over. Now if player can (at least sometimes) insta build rush and energy buy projects - its fair that AI do that sometimes.
I thought I made conquering hard in WtP. Are you still able to cut through AI defense easily on Transcend?
Late midgame/lategame becomes easy.
I think general 4x AI does better with small empires. Once you get larger a human gets much stronger and can overcome the production deficits. It doesn't see the big picture the way a human can.I once requested a sort of 'scaling up' AI bonus as the game went on from Yitzi. But I guess it would have been very difficult to implement. The idea was to make the bonuses mild at the start, so factions like Spartans don't just crush you right away. But scaling up so the game doesn't become trivial by the midway point
You know what, dino. Why am I defending this SP cost at all? It's not like it is some cornerstone of my mod. It is not something difficult to change either. This is all in txt configuration.Just let me know what you want them to be and we be done with it. Even easier you can change them yourself in alphax.txt until you are satisfied and then send it over for me to merge into my release.
Any thoughts as why it becomes easy? Did you just economically outgrow them or they cannot withstand your tactics?