Announcement

Collapse
No announcement yet.

SMAniaC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    I took a look at your tech tree so far - you seem to have violated your own naming guidelines: Military Know-How (which you established to be Doctrine:Military) -> Military Doctrine (which also sounds like Doctrine:Military). I suggest you reconsider the naming here.

    ... but I can't think of anything better. on keeping AC-Creation alive, though.
    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
    #endgame

    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

    Comment


    • #17
      Originally posted by Cataphract887
      i think your making a mistake very common with custom faction files,and one i avoid at all cost when making my own factions; so many bonus and negatives its a big jumbled mess 3 effects for each SE choice imho
      Agree with you there to a degree. Problem is that I've been trying to create the SE system so that one can still have the same reach of possible SE factor values as in the original. And scrapping one value somewhere could unbalance the whole system. Eg if I wanted to simplify support by just giving them Police State +2 support and democracy nothing, then it would become impossible to have -2 Support.

      However, now you mention it, the +1 Research for Democracy could be scrapped, and PS could be given -3 Research without a problem. In fact it would improve the system IMHO.

      This would give a value less for the two democratic choices, and the maximum # of values would be 4 (like the future societies in standard SMAC).

      Also keep in mind the Talent SE factor doesn't have a symbol, so adding that won't overcrowd the SE window.

      case in point: our US economy.
      So do you consider the US economy closer to 'free trade' than protectionism? (Just asking to be sure: I've seen people having completely opposite opinions on that. )

      i think you have this reveresed.a economy protected by tarrifs is stronger than one more indentifable as water(flowing downhill)
      This is already more or less what I intended. Protectionism has a lower Industry penalty (only -1 Industry) to reflect that more jobs are kept in your own faction. Free Trade has a higher Industry penalty (-2) to reflect outsourcing and moving to lowe-wage factions etc, but on the other side it creates more commerce (and therefore the higher SE Economy), and more contact with and openness for foreign innovations (+1 Research). Basically it's a 'more minerals or more energy' choice that I'm suggesting here.

      How would you do these choices?

      Originally posted by mart7x5
      The TALENT social effect works a bit weird. I made +++Talent in Frontier, just to see how it works, and Gaians seem to have only +2, also PK get 3, which is +1 standard and +2. Hive, Morgan have though like +3.
      Weird. I tested out this SE factor some years ago and IIRC there were some limits to how high and low you could go with Talent SE, but different factions getting different boni sounds odd (and annoying ).

      Tech Tree
      How about making separate lines of technologies/doctrines/knowledges?
      - Separate for sociological advances, which would unlock SE settings.
      - Separate ecological/centauri advances which would pertain to the planet
      - Psi advances
      - Medicine advances
      - technical ones
      To a certain extent I've been trying to do this. Eg it's possible to advance in Planettech without researching a single conventional weapon (and vice versa). It's also possible to easily get to the techs required for an early conquest rush. The biotech line will contain all medical advances I think. I'm open to ideas how to improve this. I'm kinda running out of ideas myself now.

      Originally posted by GeoModder
      On the tree farm for Gaians proposal. I feel that Gaians are more environment protectors, not 'users/abusers' of their surroundings. Therefore I suggest to give them free Centauri Preserves instead to simulate their one-with-nature tendencies.

      A tree farm is a sort of 'harvested' forest, not a natural growing forest.
      If they can't harvest forests, what can the Gaians eat then though? Every living being uses its surroundings. As far as I can see the question is not "Do we affect our surroundings?" (if you don't want to do that, the only option is to kill yourself. ), but rather "Is our use of the environment permanently damaging it or not?" With that in mind, I guess the Gaians would think that making wise use of (Terran-Chiron-mixed hybrid) forests (while of course trying to minimize their impact on them, as much as reasonably possible) is better than other options such as building condenser farms or mines all over Planet.

      Originally posted by #endgame
      I took a look at your tech tree so far - you seem to have violated your own naming guidelines: Military Know-How (which you established to be Doctrine:Military) -> Military Doctrine (which also sounds like Doctrine:Military). I suggest you reconsider the naming here.
      Yeah I know.

      ... but I can't think of anything better.
      That's my problem.
      Anyone else have an idea?



      Oh yeah, I attached an updated version, with all of the concrete tech ideas I had in mind written down. All open for change of course!
      Attached Files
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment


      • #18
        So do you consider the US economy closer to 'free trade' than protectionism? (Just asking to be sure: I've seen people having completely opposite opinions on that. )
        i consider the US to open towards free trade,and to much government intervention in *some* things,like our lack of railroads. isee this has wealthy people benefitting from slaves who then use their $$$ to keep pro-slavery presidents in. by slavery i mean the poor people in china :/

        This is already more or less what I intended. Protectionism has a lower Industry penalty (only -1 Industry) to reflect that more jobs are kept in your own faction. Free Trade has a higher Industry penalty (-2) to reflect outsourcing and moving to lowe-wage factions etc, but on the other side it creates more commerce (and therefore the higher SE Economy), and more contact with and openness for foreign innovations (+1 Research). Basically it's a 'more minerals or more energy' choice that I'm suggesting here.

        How would you do these choices?
        i didnt even notice the industry..your explanation is perfect but still get rid of research bonuses and talents +\-

        the tech naming needs work...
        Last edited by Kataphraktoi; June 10, 2005, 14:14.
        if you want to stop terrorism; stop participating in it

        ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

        Comment


        • #19
          * 'Doctrine' techs. Rename them all! Even if it is just by changing 'Doctrine' into 'Know-how', to indicate that the inhabitants of Chiron aren't reinventing the hot water strategy-wise, but that it were the technical skills that were lacking.
          ok...but only and ONLY if you can get BETTER names.

          * Ideological techs. Cyberethics, Intellectual Integrity, The Will To Power... There is Social Engineering for a reason. Personally I don't want to be forced to 'research' a certain ideology to complete the tech tree.
          definitly take these out of the prequisite list,but keep them as techs.
          * 'Advanced' techs. If one has to use the word 'Advanced' in a tech name, I'd say it's a sign of lack of inspiration.
          i only see a few of thse,like Aspaceflight.what do you suggest then instead?
          * Meaningless tech names. Super Tensile Solids. That can be anything. Pre-Sentient Algorithms: that tech simply says something has NOT yet been developed.
          i like PSA but STS suxorz

          * Generally weird stuff. For example Synthetic Fossil Fuels. Perhaps it's just me, but I consider it a rather absurd idea to create fossil fuels, especially since there are other energy sources available. Also eg Planetary Networks. When that is discovered, usually one hasn't yet met any other faction, so it's a little early to speak of 'Planetary' Networks.
          The extreme efficiency with which the neural net
          fungus managed Planet's vast ecosystem kept extensive
          deposits of organic material from forming over the epochs.
          Because of this lack, the fossil fuels known on Earth
          never developed, forcing early colonists to rely on less
          efficient alternative sources of energy. However, advances
          in [Advanced Subatomic Theory (B3)] and [Gene Splicing (B3)]
          finally allow humans to short-circuit the eons-long process,
          providing them with the {Synthetic Fossil Fuels} needed
          to build advanced vehicles and machinery.
          if you want to stop terrorism; stop participating in it

          ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

          Comment


          • #20
            I reworked a bit tech tree. The lines are:

            Bio/Med
            |--> Psi subline
            Centauri (Ecology)
            Progenitor (their philosophy and techs)
            Sociology
            Economy
            Technical
            |--> Maritime sub-line
            |--> Aviation sub-line
            Military doctrine
            Information
            ---------------------------------------

            The lines merge at places, just a few of them. This may make the game more interesting. Instead of converging tree, where all techs had mostly 2 prerequisite, here they have 1 prereq. and 2 only at merges.
            Weapons for attack are mainly in "dead-end" techs of technical. Progenitor tree contains resonance weapons, and this is separate line. One can now choose which one to follow. Progenitor techs are stopped at (12) on attack and (8r) armor. String resonance is merge of technical and progenitor lines, I mean you need to follow both.

            I thought also about some other drastic changes to make the game completely different feel. E.g. I tried to get AI build more crawlers. I was succesful to some extent, but what I have in mind is rather giving the human players different crawling balance between terrain duties and SP hurrying. It is not fully tested yet, I wonder how AI will behave in the end game with it. Still tricks with satellites and crawlers-lurkers are probably the best options, but I had situations where AI built 2-3 crawlers to hurry an SP, also sporadic cases harvesting the terrain. Nice one when Hive built a crawler and put it on the mineral bonus mine on rocky (mine built on AI) It was stunning that AI did completely by itself this +7 minerals haul...
            Mart
            Map creation contest
            WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

            Comment


            • #21
              I think such a tree is great for humans, but the AI would be very bad at it. I consider them to choose their research at random (ie: they are not looking forward what tech they want to beeline to). In the smax-tree this works in the beginning, because there you can't really get to many level 6+ techs if you don't have a lot of level 2 techs. In this tech tree, the AI's would end up having a little of each branch, while humans would likely specialize heavily in one of the branches.


              PJay
              no sig

              Comment


              • #22
                There is some room for adjusting values of techs in alphax. And then to testing...

                I have to finish that modification and test it. I am very curious how AI would perform.
                Last edited by Mart; June 10, 2005, 03:38.
                Mart
                Map creation contest
                WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                Comment


                • #23
                  so the tech tree is a bunch of techs in a row and some require two techs? i cant say it sounds interesting or fun to play,but id like to see your testing results

                  if it works
                  if you want to stop terrorism; stop participating in it

                  ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                  Comment


                  • #24
                    Actually it may be quite interesting. Gaians or faction pursuing planet techs, maybe Cult, would get resonance technology quite fast, maybe even faster than long technical/industrial/weapons line. Planet factions would then base on this techs, while spartans or university would follow the line human develop. Then you would really contact Morgan for economic advances and Gaians for ecological findings. Sounds like quite in line with factions' agenda profiles.

                    Also some late techs might be possible to research pretty fast, so tech stagnation might be an option. Then more stress is put on acquiring technologies by trade.

                    Techs in this tree diverge, not converge. For example, faction not interested in space flight may not research it at all. This in my oppinion may bring more playstyles into game.

                    I thought also about giving suply ability from the very start. Sharing resources is not a sci-fi stuff actually, so why not give it to early colonists? Such alien planet colony would probably base in large extent on resources crawled from the terrain around. It is different than a worker, but while worker gets all nut-min-energy, crawling gives only one of them.

                    I experimented with extremely cheap suply. Does not work for AI. I try the expensive option. AI likes making crawlers for SP hurrying.
                    Mart
                    Map creation contest
                    WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                    Comment


                    • #25
                      but as now,only a few tech lines will be viable,aka going for IA,MMI,EE....unless... you had multiple techs allow same thing! like(just for example) centauri med allows silkisteel armour as well as its other bonuses,but SA still gives silksteal also ... making it viable to go up wacky tech paths.

                      in any case,id like to see the techs compressed a bit.after the 7 or 8 rung on the tech tree its very bland and they all pour in one after another. the last third of tech tree is just zzzzzzzzz and all the coolest abilites are there...amybe all the cool stuff could be moved back(and some tuned down) to earlier techs
                      if you want to stop terrorism; stop participating in it

                      ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                      Comment


                      • #26
                        Many abilities are now completely rescheduled. E.g. supply is available from the start and it is ridicously cheap. Here is alphax, which works with standard game installation, I believe. Do not forget to backup old alphax.txt

                        I just started first test. 11 turns and factions seem to do pretty good. Spartans do military techs. Yang goes into his paranoia with militarism and Gaians go Centauri/ecology line.
                        Attached Files
                        Mart
                        Map creation contest
                        WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                        Comment


                        • #27
                          well im sure its great,but intuil next monday afternoon i will have zipo access to any games using a alphax.txt
                          if you want to stop terrorism; stop participating in it

                          ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                          Comment


                          • #28
                            I tested the file a bit. Results are interesting, with adjustment of values factions really do follow what they like. Especially Gaians go planetary (colonization) techs. They get transced specialist pretty soon. Some factions go several lines together, like discover and military. Zakharov seems to like information line a bit better maybe than industrial. He also builds cover ops center like crazy. He changed from technocracy to police state, Gaians too and stayed in rationed economy not going to green.
                            so still some work to do.

                            Maniac, see if the tech tree would suit you, or this is completely something you are not into. Maybe I should create separate thread for this ideas.

                            Alphax updated soon.
                            Mart
                            Map creation contest
                            WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                            Comment


                            • #29
                              Originally posted by Cataphract887


                              when i edited my alpha.txt techs and switched things,i marked my changes on a print out of this.easier to visualize
                              What did you change in your alphax.txt? On first sight I can't notice anything.

                              Btw, are you Nethog?

                              Originally posted by mart7x5
                              The TALENT social effect works a bit weird. I made +++Talent in Frontier, just to see how it works, and Gaians seem to have only +2, also PK get 3, which is +1 standard and +2. Hive, Morgan have though like +3.
                              Hmm, I can't confirm this after a couple tests myself. Everything seemed to work fine for everyone, except for the Peacekeepers who indeed have a talent less than they should have (though in another test they did get the correct number of talents ).

                              Originally posted by Cataphract887
                              The extreme efficiency with which the neural net
                              fungus managed Planet's vast ecosystem kept extensive
                              deposits of organic material from forming over the epochs.
                              Because of this lack, the fossil fuels known on Earth
                              never developed, forcing early colonists to rely on less
                              efficient alternative sources of energy. However, advances
                              in [Advanced Subatomic Theory (B3)] and [Gene Splicing (B3)]
                              finally allow humans to short-circuit the eons-long process,
                              providing them with the {Synthetic Fossil Fuels} needed
                              to build advanced vehicles and machinery.
                              I know the theory behind it, but does that theory make sense? I'm not a chemist, but wouldn't you have to put as much energy into the process to create those fossil fuels than you would at a later date get out of them? Meaning it's at best a zero profit operation? Then the only advantage would be its "extremely efficient package" to quote Morgan, to fuel vehicles. But the SMAC universe already has fission reactors for that, and I assume in the 22th century there would also be hydrogen engines available for the lighter vehicles.

                              Originally posted by mart7x5
                              I experimented with extremely cheap suply. Does not work for AI. I try the expensive option. AI likes making crawlers for SP hurrying.
                              Would be great to make the AI more competitive in SP building. Perhaps include a crawler with a high cost in the list of basic #UNITS? Do you know from which cost the AI starts building them to cash in for SPs? The best compromise would be that they are expensive enough for the AI to consider building them for SPs, but cheap enough so the AI can build them fast, also in less productive bases.

                              Originally posted by mart7x5
                              Maniac, see if the tech tree would suit you, or this is completely something you are not into. Maybe I should create separate thread for this ideas.
                              I must say I'm with Cataphract on this one. A tech tree where you need to research about everything to advance isn't fun and doesn't allow much choice or strategy. But the opposite - straight lines with only one prerequisite - doesn't allow for much strategy or choice either as far as I can see.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                              Comment


                              • #30
                                Originally posted by Maniac
                                But the opposite - straight lines with only one prerequisite - doesn't allow for much strategy or choice either as far as I can see.
                                On the other hand, you have to choose if cooperate with the faction that does the line you do not. if steal or not. Or maybe do researching of several lines simultaneously. In my tests Morgan did simultaneous. Spartans mainly industrial/military. Gaians almost all ecology. Choices are in the techs in the "dead ends" you now have choice:
                                - research particle technology for impact units or:
                                - omit that tech to get better weapons, if you are fast enough to afford not getting impact guns.

                                I think it brings more strategy since it gives you choice of omitting so many techs. You can get them all, but it is not necessary. No longer required
                                Mart
                                Map creation contest
                                WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                                Comment

                                Working...
                                X