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Yes, copters (without CBA) are speed 10.
Copters can bomb terrain enhancements, but they take damage doing so
Anyone who doubts the effectiveness of copters should look at my Nomads game. I did not start my attack until after I got copters, and I quickly blitzed through my entire continent in no time flat. No defending bases had aerospace complex, only some AAA defenders. The problem for the defenders was, even when I lost a copter or two getting through the AAA units, my remaining copters could quickly wipe out everything else: rovers, police, etc. So they had no means to counterattack when I waltzed up to take the base with my land unit. Of course, my copters usually landed in the just-taken base.
I think that all of these suggested changes would overly weaken the air power tree, which would end up making needlejets and gravships underpowered.
The chassis should cost at least 1-2 more rows than the Hovertank chassis.
As for supply crawlers, sure they are useful, but they are an essential part of the game.
At most, I can see limit crawlers to only the basic style
I think terraformers are just as powerful if not more so than crawlers
Without them, I might as well be playing Civ 4.
Nor is FM overpowered. There are a LOT of negatives to deal with for FM.
There is no need to increase hurrying cost to 150%, either, since low cost hurrying is only limited to structures.
And whats with reducing Democracy growth by one? Democracy is not overpowered.
And as for ICS, it is not a viably strategy except in a huge world is so widely separated that the opponent cannot reach you until turn 100 or so, so I do not consider it overpowered.
I just don't play worlds large enough that ICS could work; games take far too long to complete. The Vets map is the largest map that I play regularly, and I would not play a game in anything larger. And I can definitely reach you on the Vets map before you can get ICS going.
I'm pretty sure it's 8 without CBA, 10 with CBA.
So the issue is specifically making copters weaker as compared to needlejets and gravships?
Although even so, air power is strong enough that I think lowering AAA to Optical Computers and giving it +150% defense vs. Air and pricing it like Trance would not weaken it too much.
How so? What do they (supply crawlers) accomplish that the game would suffer without?
What is the basic style (for crawlers)?
I'd say they (terraformers) aren't (as powerful as crawlers), for two reasons:1. They cost support (at least until clean reactor), and are therefore limited in numbers.2. They improve worked tiles, but do not themselves work the tiles, so their economic usefulness is limited by your bases.
Earthmichael said: "Nor is FM overpowered. There are a LOT of negatives to deal with for FM." Such as? You can't go on the offensive, and you need empath units to deal with mind worms. That's pretty much it. I'd like to add one more, namely that you can't have anywhere near as much minerals/advanced terraforming without running into ecological problems.
Yeah, for units it's the "build cheap units and upgrade them" tactic that's the problem. So perhaps a hurrying cost increase isn't needed, at least once energy parks are made impossible. (Energy parks produce far more energy/square than you can feasibly get min/square, so if they're allowed to remain the energy-to-mineral ratio would have to be weakened to depower energy focus to not be the only valid choice.)
I got the idea from Marid Audran's mod, and my reason (for weaking Democracy) is the same as his: To make it impossible to get an "easy" pop boom.
So why does it seem that a lot of people use it (ICS)?
So then what city layout is generally used on smaller maps? Somehow, I doubt it's the "20-25 squares per city" approach that I favor in SP (and which is vastly superior in the late game).
On my straight planet test game, copters have speed 10. With Nomands scenario, they have 12. Try it yourself. Let me know if you get a different result; that means there might be a problem with my normal settings.
I think they are just too cheap for what they do. So the simple solution is to make them cost more. No further tweaking needed.
I don't think it is needed. Needlejets can at most attack once every other turn (and less often if they need to repair between). When they attack, they are completely exposed for a counterattack.
In fact, this question seems backward. If supply crawlers are not that critical to the game (in your way of thinking), then why mod to remove them?
2. Supply crawlers usefulness is limited by your bases as well.
3. A terraformer can turn a useless square into a square that generates 12 resources. It reduces movement with roads and magtubes. It can raise land out of the sea (or reverse). It can build sensors for defense. It can create new rivers. It can build bunkers. And more, much more versatile than supply crawlers. As much as I like supply crawlers, if each faction could choose to only have either supply crawlers or terraformers, I would take terraformers.
First, you lose the ability to use police. Once non-lethal methods are discovered, this costs at least two drone controls per base. This is a major negative, especially in the early game.
Third, you have MUCH more trouble with ecodamage. You have to greatly limit the mineral output of your bases or spend lots of resources building ecological facilities. Otherwise, you will have swarms of mindworms coming at you constantly, made that much harder to deal with because of the hugely negative planet rating.
Fourth, being forced to build dedicated empath and trance units IS a big deal.
And the easiest way to deal with mind worms, air power, has huge drone consequences.
I am not sure how much experience you have running FM in a multiplayer human game
Mineral parks can easily produce 4 to 6 minerals per square worked. Energy parks are typically limited to about 4 to 6 energy per square. I don't see the big difference here???
Furthermore, it takes 2 energy (at best) to substitute for 1 mineral for building
I see no problem with the Democracy/Planned/Creche pop boom.
I think some factions with a growth negative, that this is supposed to be part of their penalty, that they cannot pop boom in this way.
If I felt a pressing need to weaken something to prevent this pop boom, I would weaken Planned rather than Democracy.
QuoteSo why does it seem that a lot of people use it (ICS)? Probably because they have not played me.
The best layout on smaller maps is opportunistic, taking most advantage of the terrain and specials with your initial cities, and then either expanding further if the opportunity is available, or filling in gaps if it is not. Of course, this is not pretty; it will not preserve a perfect ICS grid. But I assure you that if the other player is the slightest bit aggressive, you will not have time to complete your ICS grid before you will have to shift anyway to defend yourself on a smaller map.
So now let's compare three factions with those settings. One is running FM, one is running planned or simple, and one is running Green. So let's see how their minerals/base compares:The eco-damage formula, when it's not perihilion, is {minerals over clean mineral limit}X{Diff modifier (3 at librarian and below)}X{techs known}X(3-PLANET)X{native life level (2 for average)}/300. Crunching the numbers, that comes to (for all of our test factions): {minerals over clean mineral limit}X(3-PLANET)X0.8. Using our safe value of 5 ecodamage per base, that means that {minerals over clean mineral limit}X(3-PLANET) can be up to 5/0.8=6.25. So:-Our Green faction (PLANET rating 2) can afford 6 minerals over the clean mineral limit.-Our "neutral" faction (PLANET rating 0) can afford 2 minerals over the clean mineral limit.-And our FM faction (PLANET rating -3) can afford 1 mineral over the clean mineral limit.So by running FM, and getting +1 energy every square and +2 commerce rating, he's forced to give up...5 minerals per base (10 with a Centauri Preserve)? That doesn't seem like a lot, especially when you consider that it's not lost minerals; he can produce something else instead of those minerals.So yes, running FM should force you to greatly limit the mineral output of your bases and/or spend lots of resources building ecological facilities. But it doesn't. Changing that fact would be quite sufficient to balance FM.
A player MUST have some counter to needlejets fairly soon after his opponent can bring them to bear. Otherwise, when the opponent gets into range, each needlejet will probably kill an average of 1 unit every 3 turns. So one can either have their own needlejet interceptors, defensive antiaircraft tech, or offensive antiaircraft tech. So hopefully whatever tree one is researching will give one of those 3 solutions.
We have a diffierence of opinion as to what is game breaking. Making a secret project soon after you get the tech, assuming you have planned well on your crawler build, is just good sense, not game breaking. It is the reward for getting there first, technologically speaking.
Moving energy to your HQ just makes sense to avoid as much corruption as possible.
I don't think there is a need to limit crawlers; essentially, crawlers are limited by the space you can control and project, just like bases are. Any space you service with a crawler is a space you cannot use with a base. On non-huge maps, the space you control and protect is always going to be your limitation; it is your choice how you split this between bases and crawlers. You say this is a "negative effect". I don't see it. As I said, it increases the strategic options BOTH players have, which to me is a "positive effect".
I don't see this at all. I never have enough formers. I can always use them to create land if I don't have a better use for them. Then this land can be used for more bases and/or crawlers.
What exploit are you thinking of here?
This is not a realistic scenario. All multiplayer games are played on transcendant by default.
It is fairly hard to get. You have to build a creche everywhere.
ICS is fairly inefficient in the short run. It takes a lot of terraforming and tech to get in going well.
To clarify about mineral crawlers, I am not talking about a literal field where they are all colocated, just that all of the mined rocky terrain and boreholes taken together can form a substantial pool of extra minerals.
This allows all bases to build something useful (without hitting ecodamage limits), since no matter how much minerals I give a single base, I can only build one thing per turn.
Even with fusion, I don't think it affects movement unless you have antigrav struts.
That's got the same problems as land units using nerve gas: You lose commerce, too much and everybody declares vendetta, and it's still only a 50% bonus.
Why can't you just march on his base? It has to be close for air power to work, so a rover force should be able to make it in a few turns (and with AAA units in the stack, he can't use his choppers to defend at anything near cost-effectiveness).
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but then the choppers get than ridiculous attack bonus
What ridiculous attack bonus are you referring to?
So I've come up with the following, which should depower air power enough:1. AAA tracking only requires Optical Computers, gives a 150% bonus, and is priced the same as Hypnotic Trance.2. Air Superiority requires AMA instead of Doctrine: Air Power. Obviously you can't put it on Needlejets until D:AP, but you can make SAM units.3. Doctrine:Air Power has as its second prerequisite AMA, instead of Doctrine: Flexibility. Note that this adds 3 (in SMAC) or 4 (in SMAX) techs to the tree leading up to it (plus information networks, which you probably had already), making it that much less of a tempting target for beelining.4. Air chasses have their cost doubled (16 instead of , and movement reduced as needed to reduce fusion needlejets to 8 movement. (So if they do get extra movement based on reactor, then 4; if not, it'll stay at 8.)
I meant of course the attack ability, i.e. multiple attack.
FYI, I just checked. With four different types of reactor, air units get 10, 12, 14 and 16 mp. Units with SAM get 8, 9, 11 and 12 mp, respectively.
Your ideas look fine by me, although I'm afraid it's not gonna be easy to find a sparring partner in order to test them in human vs. human.
OK, you have officially swatted a fly with a sledgehammer.
The only real problem here are copters
IF you find yourself behind the tech battle, then sacrifice a border base to the enemy, then probe the heck out of it.
With copters more expensive or banned, you are going to be primarily dealing with Needlejets, which do not have nearly the same momentum as copters since they can only attack at most every 2 turns.
These changes would never make it through to be accepted as standard, AFAIR the SMAC community never accepted any changes to the official rules apart from bug fixes.