19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 1 Guest are viewing this topic.
Quote from: Earthmichael on January 27, 2013, 02:21:58 AMNormally, if you want to get past the early midgame techs before serious combat, then you need to do two things:You misunderstand. I have nothing against early combat. I just want that, if the early midgame is reached without the game ending or being decided (i.e. a builder's game rather than a momentum-based quick game), it shouldn't end until people have gotten well up the tech tree.This is for people who want lower-tech combat to be possible, without it being decisive.
Normally, if you want to get past the early midgame techs before serious combat, then you need to do two things:
QuoteAs for the sensor under the base, I do not think this is a cheap tactic all all. It is very difficult and requires a lot of planning to achieve without greatly slowing down expansion. So if some does pay the price in terms of rapid expansion to get a sensor under their base, they deserve the benefit.It just seems like something that was not intended to happen when the game was designed.
As for the sensor under the base, I do not think this is a cheap tactic all all. It is very difficult and requires a lot of planning to achieve without greatly slowing down expansion. So if some does pay the price in terms of rapid expansion to get a sensor under their base, they deserve the benefit.
I wonder that anyone would bother with forcing combat, if they did not expect to gain an advantage.
A player should not expect to be able to play a turtle and come out without damage. A defender must counterattack when opportunity arises to weaken the attackers. Most attackers have little to no defense; indeed it is quite expensive to make an infantry unit with both good attack and good defense, and it is prohibitly expensive for a speeder.
This is part of the richness of the strategy of SMAC, that even on defense, the best strategy involves watching for opportunities for counterstrikes.
It seems to me that since cities benefit from other terrain enhancements such as rivers and jungle and terrain elevation, it is not unreasonable to benefit from sensors as well.
I believe some of the original supplied scenarios had some cities that started with sensors underneath, so I believe the designers did indeed account for this possibility.
The geosynchronous sat acts as a sensor, and cannot be destroyed by ordinary enhancement destruction.
The elevation advantage for artillery in an elevated city is considerable, at +25% per level.
I think you missed my other point. I don't care how much you raise defenses; provide an early defensive unit with strength 6, and all you will do in general is preserve whatever cities/squares that have this unit. Meanwhile, if you have no offense, I will destroy every undefended former, crawler, and terrain enhancement, and you will lose. In fact, the availability of the strength 6 defender makes this much easier for me, since I just have to bring some of these along to ensure that it is extremely costly to attempt a counterattack.
There is nothing wrong with the attack/defense balance as it is.
This puts the defense on an equal or better footing than the attacker.
If the attacker has more resources at his disposal, then the defense can eventually be overwhelmed, but that is how it is supposed to be. Once an engagement occurs, if the attacker's industry can resupply units 25% faster than defender, then the defender ultimately will be destroyed. And the reverse is true. If the defender can resupply 25% faster, the original attacker will be pushed back, and the defender becomes the attacker, pushing back and destroying the original attacker. As it should happen.
This industrial factor applies whether one is attacking or not. If I have developed a 25% economic/industrial advantage over the other factions, I don't really need to rush an attack. As long as I am careful, this advantage will compound over time to a 50% advantage, then a 100% advantage, etc.
But making a high defensive value unit available early on will not trigger a stalemate; it may instead embolden an attacker who would otherwise be worried about active defense.
In multiplayer, diplomacy is king. You do not want to attack another player unless you can finish them and take their resources, giving you a leg up on pure builders. It would be far better to leave your closest neightbor as a nominal ally, than to create a thorn in your side the rest of the game that you can't quite kill.
If you do something that prevents this possibility, then you might as well remove momentum factions like Believers and Spartans from the game. They are SUPPOSED to be able to win early tech fights handily. That does not mean the entire game ends this early, but just than one faction is eliminated.
Has anyone seen unique icons for these two techs? The two included with SMAC are duplicates. If not, I'll try designing my own SMAC-friendly icons; that and the Datalinks are the only thing left to do to fully incorporate these into the game.
I'm lost... which 2 techs? I have distinct icons for all 89 (90?) techs.
Does anyone have access to beta versions of SMAC/SMAX? I'd like to check if icons ever existed for Inertial Damping or Global Energy Theory before creating my own.I'd also be curious if anyone knows how to create new links in the Datalinks text files. Upon a first glance, I'm lost.
I'd also be curious if anyone knows how to create new links in the Datalinks text files. Upon a first glance, I'm lost.