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  • #31
    Efficiency Imunities mean that Police state and Planned are chossen 90+% of the time by the Hive player, I want to remove all such Imunites because they are one of the core reasons the Hive is overpowered.

    As for nerfing the overpowered factions thats a lot easier to do then to bring up every other faction to the Hives level.

    At transendi its only 40 Credits to take a SE choice, not a huge amount in the long run and as far as I know it cant be adjusted in the Alpha (if so I would incresse it a lot). Also I gave all Factions 50 Credits to start with and incressed Base energy output even the Hive can make credits now and they make even more with Tanks.

    I also though of giving the HeadQuaters a negative Maintance so that it will generate a few credits for you in the early game.

    And yes Secrets do reward the tec leader but thats the whole point, if we removed everything that rewarded the tec leader then the game would be very borring.

    As I said earlier download the thing and try it out before you start complaining about it.
    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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    • #32
      Such game would be great for all 7 human controlled faction.
      I do not mind much long times between turns. DG is worth of that
      Mart
      Map creation contest
      WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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      • #33
        Ok I just finished playing a VERY long Thinker gameas the Morganites on the Huge Map of Planet with my new Mod.

        I was VERY pleased with the tec slowdown effect, using Democracy, FreeMarket and Knowlage and 50% Labs I just managed to get Research down to 7 years at the end of the game (had been 12 most of the game). I did cashed a large number of Alien Artifacts though and got a few free Tecs off the Planetary Datalinks but this only shows that the AI was staying in the tec Race even if they were always behind. AI's were benifiting greatly from the 2 labs per base bonus and even with 0% Labs I still put out about 100 labs a turn (vs 800-1000 with 50%, for the AI's it was probly half their output). Tec Costs are realy stagering ofcorse, I was still solidly Mid game with Costs of 10,000+

        A number of the Tecnology changes also helped slowdown overly powerfull tecs, for example Air Power is occuring much later.

        I won an Economic Victory which is a first for me, it took 6000 Credits and then no one attacked me for 20 years (except for Planet ofcorse). High Maintence costs on my facilites was keeping me from making too much money and the Interest didnt seem too powerfull. When I finaly got the Planetary Energy Grid I when 80% Econ and make 600 Credits a Year and saved up till I had the nessary Credits. Interest for Morgan on 6000 Credits is 240 Credits a Year (120 for the other factions). It seemed that the Interest was helping the AI as it likes to save credits, at one Point Miriam was ahead in wealth but then spent it Mind Controling some Spartan Bases.


        Another observation, the Morgans FreeAbility Fungacidal Tanks did not imediatly aply to all my formers as I though it would, instead I had to design an upgrade. But Fungacidal was not one of the ability choices so I made Trance Formers which costed only 3 rows. When I upgraded my formers to this new standard at 30 Credits a Piece they all recived Fungacidal Tanks (though the tank Graphic did not get added) and began removing Fungus Double speed (I cleaned out nearly the whole Continent). It would seem this is how all FreeAbilites work, I had been under the impression that they got added to all your units imediatly.


        Another Observation, the Mass Industrial Complex (Bulk Matter Transmiter renamed) seems to be giving me +50% Minerals in all bases rather then the stated +2 Minerals in each base. I have rairly ever built this project in single Player as it occures so late in the game but has anyone else observed this to be the effect of the Project? If so I will have to reconsider its placement in the Tec Tree.

        Lastly I had another little Idea with regard to the Belivers, I gave them a +25% Defence Modifier to balace the +25% offence. It seems logical that Fanatisim should give them a bonus in defence too right? Also I am considering Free Recreation Commons for them as well.
        Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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        • #34
          is the manifold nexus landmark hardcoded? can you change it so there are multiple ones with different bonuses? they may work like resources in civ3 then.

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          • #35
            Impaler, this woud probably be great for SP, but for a DG, we need a faster game, not a slower game. 7 turn techs in the end game is about 2-3 months per tech

            -Jam
            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
            Taht 'ventisular link be woo to clyck.

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            • #36
              hm, what about a special mod for democracy games, that will actually *reduce* techs, buildings, etc, optimized to play fast games on small maps? may be hard to balance, but probably worth it...

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              • #37
                Originally posted by Satyagraha
                hm, what about a special mod for democracy games, that will actually *reduce* techs, buildings, etc, optimized to play fast games on small maps? may be hard to balance, but probably worth it...
                Reducing tech costs would tend to favour those factions with +Research modifiers, and I think these factions already get a pretty good run of things.
                Trithemius
                ["Power performs the Miracle." - Johannes Trithemius

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                • #38
                  Originally posted by Trithemius
                  Reducing tech costs would tend to favour those factions with +Research modifiers, and I think these factions already get a pretty good run of things.
                  i meant reducing the number of techs, buildings, weapons etc. to keep the pace the same & still make it shorter.

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                  • #39
                    Latest thoughts and changes

                    As I was reading some opinions on Biology Labs in Jamski's Facility guide I realized that no one do I never build them it seems no one else dose either. Hense I have desided to give them a bost.

                    Cost was reduced to 4 rows, maintance remains 1 and Prerequisite changed to Centauri Ecology. The new cost means that a Biology Lab will now be adsactly half the cost and maintance of a Net Node (yes I incressed their maintance to 2) and will give 2 labs which would be equal to a Net Node if 4 raw Energy is going to labs. Most bases wont put that much to labs untill their atleast size 5 so for a good streatch the Biology lab will be the superior tec facility.


                    And whial I was at it I figured why not give the Gaians this new beefy Biology Lab as a FreeFacility. They will benifit greatly from the +1 lifecycle and their early game reserch will get a great bost helping to balance the delay in their ability to capture and use mindworms (cant get higher then 0 Planet rating untill Green Econ or Manifold).

                    Another idea that struck me was to alter the Brood Pit, basicaly remaking it into the "Police Station" (open to sugjestions for a better more futuritic name). Will greatly reduce cost/maintance to something on between a Hologram Theather and a Rec Commons and try to make it a viable alternative to these Drone Pacifiers. It will also help make it easier to get into wars under SE setting that would normaly make that hard. The native life effects would be side bonuses that likly wont come into play most of the time. Also think I will change the Prerequiste to Doc Loyalty, some of the other Doc Loyalty stuff might move as a result.
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                    • #40
                      Re: Biology labs... wtf? I know I certainly build them; an extra 2 research per base can be quite handy when you have a lot of them.

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                      • #41
                        Originally posted by Impaler[WrG]
                        Another idea that struck me was to alter the Brood Pit, basicaly remaking it into the "Police Station" (open to sugjestions for a better more futuritic name).
                        Figures, I'm doing this trick already quite some time when modding.

                        'Police Station' is shortest, I once played with the idea of calling it 'Security Station' or 'Anti-crime Post'.
                        He who knows others is wise.
                        He who knows himself is enlightened.
                        -- Lao Tsu

                        SMAC(X) Marsscenario

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                        • #42
                          Facility that gives +2 police so early? This would be to good to believe- move it up a bit!
                          SMAC/X FAQ | Chiron Archives
                          The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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                          • #43
                            Originally posted by GeoModder
                            'Police Station' is shortest, I once played with the idea of calling it 'Security Station' or 'Anti-crime Post'.
                            What about Security Nexus. That seems to be what they call the central control for the monitoring systems on the Unity in Journey to Alpha Centuari?

                            Someone needs to come up with a better reason for the +2 Lifecycle bonus though, unless it can just be removed?
                            Trithemius
                            ["Power performs the Miracle." - Johannes Trithemius

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                            • #44
                              Originally posted by obstructor
                              Facility that gives +2 police so early? This would be to good to believe- move it up a bit!
                              Perhaps it could go in with the tech that grants the Self-Aware Colony SP? The Security Nexus (I like the name okay ) could be a lesser form of the SAC.
                              Trithemius
                              ["Power performs the Miracle." - Johannes Trithemius

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                              • #45
                                Or with intellectual integrity or Cyberethics, the techs are a related to the non-lethal methods ability or, in case of Cyberethics, it could resemble a 'big brother' watching office 'manned' by computers.
                                He who knows others is wise.
                                He who knows himself is enlightened.
                                -- Lao Tsu

                                SMAC(X) Marsscenario

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