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  • #16
    Helium Pond, I've checked the system. All factions are balanced w/ the system, even in SMAX, except the Cybernetic Consciousness (that -1 growth is something that needs to be
    altered)
    Wiio's First Law: Communication usually fails, except by accident.

    Comment


    • #17
      Tig,

      how does this sound to you

      +3 commerce (COMMERCE, 3)
      +3 interest (INTEREST, 3)
      +25% votes (VOTES, 1.25)
      90% cost to hurry (hurry, 90,)
      -2 probe
      -1 morale
      -1 planet
      no fundamentalism

      how close is that?

      korn469

      Comment


      • #18
        Korn.. i had a revelation. Why are you giving them a rush bonus? these are merchants, not engineers.. instead of a rush bonus (or penalty or whatever) you should give them a bonus to stockpile energy (I think you can do that)..maybe 25% just like the Energy Bank secret project.

        I'm not sure if its a balanced faction or not, but its in character. I've been thinking about a faction along the same lines for a while.. if you want I'll help test them out a few games.

        Tig

        Comment


        • #19
          Korn, I see you are giving out 3 coms with that faction. In my experiance, this ability simply does NOT work. Have you ever actually seen this function correctly?

          I'll throw one of my factions into the mix:

          The Jedi Council
          Starting Tech: Jedi Ethics (lets you build strong but costly PSI units at begining of game.)
          -1 Economy
          -1 Research
          One extra talent for every five citizens
          Max population at 4 before Hab Complexes
          All units and bases immune to mind control (same effect as +3 PROBE, but can never go away!)
          20 PSI in offence and defence
          Start with two Jedi Knights (those PSI units from the ethics tech)

          Can anyone suggest ways to improve this, or is it fine as is. Remember, these guys are supposed to be peaceful but skilled researchers.
          Banned on Black Saturday in the name of those who went before him.

          Realizes that no one probably remembers that event.

          Comment


          • #20
            Tig,

            Jasonian is right...you cannot give out comm frequencies that is why i droped it...also i only have SMAC and you cannot give a bonus to stockpiling energy in SMAC, interest is about the closest thing to it...i was giving them a hurry bonus because i was thinking of something like "90% cost to hurry because of cheap supply of parts and material" they are traders so they get the best deal on parts or whatever

            but what did you think about the above stats

            Jasonian

            hmmm it sounds pretty good but the economy and and research penalties hurt them from being a good research faction...what SE choice can't they use? and how powerful are Jedi Knights? give me the stats on Jedi Knights, and the SE aversion and i'll see how good they are, but i don't think that they are too powerful

            korn469

            Comment


            • #21
              quote:

              Originally posted by Googlie on 02-18-2000 02:22 AM
              heardie:

              did you get a copy of Vel's seven splinter factions?


              No but it sounds good...



              ------------------
              -Chiron Creators-
              "http://members.xoom.com/acchiron"

              Comment


              • #22
                More Jedi Knight stuff:

                Agression: Passive
                Interest in Growth? Yes
                Interest in Tech? Yes
                Interest in Infastructure? No
                Interest in Power? No

                Prefer Planned Economics
                May not use Wealth Values


                Feel free to suggest/delete abilities and interests to balance as you see fit, but try not to destroy the purpose of the faction (peaceful but disiplined researchers)

                Jedi Knights are PSI attack/PSI defence infantry with 'force abilities' (such as Deep Radar and Cloaking Device) They get +20 attack/defence from the factions PSI bonus.
                [This message has been edited by Jasonian (edited February 18, 2000).]
                Banned on Black Saturday in the name of those who went before him.

                Realizes that no one probably remembers that event.

                Comment


                • #23
                  Jasonian, I would get rid of the immunity to mind control because the Jedi were curruptible and did sometimes turn against the order. Possibly replace it with +2 probe instead.

                  Comment


                  • #24
                    Jasonian..that -1 energy, -1 research will keep people from ever playing them as a peaceful faction. Also with no interest in infrastructure and no interest in wars, they will suck as a computer faction with those penalties. However, with large bonus's to psi offense/defense they may very well get used as a momentum faction with green economics.

                    You might consider then removing the energy penalty at least, and probably the research one in favor of somethign else. Possibilities include -1 growth and -1 industry (few people can be jedi, etc).

                    I'd also change them to a discover/pacifist faction.

                    Without seeing the info on that tech, or where it falls in the tech tree its hard to judge its balance on your faction.

                    Tig

                    Comment


                    • #25
                      I'm also interested in Vel's seven splinet factions. Wher are they?
                      "Spirit merges with matter to sanctify the universe. Matter transcends to return to spirit. The interchangeability of matter and spirit means the starlit magic of the outermost life of our universe becomes the soul-light magic of the innermost life of our self." - Dennis Kucinich, candidate for the U. S. presidency
                      "That’s the future of the Democratic Party: providing Republicans with a number of cute (but not that bright) comfort women." - Adam Yoshida, Canada's gift to the world

                      Comment


                      • #26
                        Jasonian

                        i agree with dinodoc and tig on this one

                        Starting Tech: Jedi Ethics
                        +2 probe
                        -1 growth
                        -1 industry
                        +20% PSI combat
                        One extra talent for every five citizens
                        Max population at 4 before Hab Complexes
                        Start with two Jedi Knights

                        korn469

                        Comment


                        • #27
                          ok jasonian created some more factions all of them based on starwars, however they just didn't feel right to me...so i am going to present his factions

                          The Galactic Empire

                          starting tech: empire ethics
                          +1 industry
                          +2 police
                          -1 support
                          -2 planet
                          +25 psi combat
                          110% hurry
                          free command centers when discovered
                          starting units: stormtroopers, AT-AT walker, Sith Lord
                          agenda: planned economics
                          aversion: democracy

                          The Rebel Alliance

                          starting tech: rebel ethics
                          Unit flags invisible
                          -1 industry
                          -1 research
                          85% cost to hurry
                          Gain techs possessed by three other factions they have inflitrated
                          snowspeeder, Rebel troopers
                          agenda: power
                          aversion: wealth

                          The Bountyhunters Guild

                          starting tech: freelance ethics
                          +2 morale
                          +20% offense
                          -2 police
                          -1 support
                          commerce 1
                          staring units: bounty hunter, infltrater
                          agenda: simple economics
                          aversion: planned

                          The Trade Federation

                          starting tech: federation ethics
                          +1 support
                          +1 economy
                          -2 morale
                          -1 growth
                          50 starting energy
                          All units gain Polymorphic Encryption when the tech is discovered
                          starting units: 2 droid armies, MTT
                          agenda: wealth
                          aversion: green

                          The Democracy of Naboo

                          starting tech: naboo ethics
                          +1 efficency
                          +1 planet
                          -1 industry
                          -1 police
                          Terraform up/down costs 1/2
                          starting units: gungan scouts, security volunteers
                          agenda: green
                          aversion: free market

                          The Galatic Republic

                          starting tech: republic ethics
                          +1 probe
                          -2 efficency
                          -2 support
                          2.5 times the votes
                          Free CHILDREN'S CRECHE with discovery of Ethical Calculus
                          1 commerce
                          starting units: standard transport, Republic guard
                          agenda: democratic
                          aversion: Fundamentalist

                          korn469
                          [This message has been edited by korn469 (edited February 19, 2000).]

                          Comment


                          • #28
                            Oh, here are descriptions of the units they get:

                            AT-AT: 4-4-1 with Air superiority and deep radar
                            Stormtroopers: 4-3-1
                            Sith Lord: PSI-PSI-1 with deep radar and cloaking device
                            Rebel troopers: 4-2-1
                            Snowspeeder: 2-2-10 needlejet with deep radar
                            Bounty hunter: 6*-3-1
                            * = res attack
                            Infltrater: 0-2-2 probe team
                            Droid army: 2-0-1
                            MTT: 0-2-3 drop transport with 3 cargo
                            Gungan scounts: 1-1-1 scout patrol
                            Security Volunteers: 1-2-1 with high morale
                            Standard transport 0-3-3 medical trasport with 3 cargo
                            Republic guard: 1-3-1

                            Also avaiable, not no one starts with it:
                            Death Star: 99-8-6 Planetbuster gravship with carrier deck and 4 cargo (able to hold 4 other Planet Busters!)
                            Banned on Black Saturday in the name of those who went before him.

                            Realizes that no one probably remembers that event.

                            Comment


                            • #29
                              ok here are my proposed changes based on my how i feel about each faction (yeah i have all the star wars movies a million times too)

                              The Galactic Empire

                              starting tech: empire ethics
                              +1 industry
                              +1 police
                              -1 morale
                              -1 planet
                              +20% offense
                              drone for every three citizens
                              robust efficiency
                              free ability: non-lethal methods
                              starting units: stormtroopers, AT-AT walker, Sith Lord
                              agenda: police state
                              aversion: democracy


                              The Rebel Alliance

                              starting tech: rebel ethics
                              Unit flags invisible
                              +1 morale
                              -2 support
                              techsteal
                              Gain techs possessed by four other factions they have infiltrated
                              *50% chance revolting bases will join them
                              free Flechette Defense System when tech is discovered (base defenses like on hoth)
                              snowspeeder, Rebel troopers
                              agenda: democratic
                              aversion: police state

                              *note: i'm unsure how revolt works since i don't have SMACX but the rebels should have this ability

                              The Bountyhunters Guild

                              get rid of this faction and replace it with Jabba the Hut's faction, whatever the name of his gangster organization was called

                              Jabba the Hut

                              starting tech: freelance ethics
                              -2 research
                              -20% cost to probe team actions (excel at bribing corrupt officials)
                              +2 commerce (smugglers)
                              All units get POLYMORPHIC ENCRYPTION when the tech is discovered (huts are immune to jedi mind tricks)
                              units are immune to negative morale modifiers (morale, 0 in faction.txt)
                              +1 energy per base (Interest, 0 in faction.txt) (income from illegal activities)
                              staring units: bounty hunter, infiltrator
                              agenda: wealth
                              aversion: planned

                              The Trade Federation

                              starting tech: federation ethics
                              +1 economy
                              -1 growth
                              -2 morale
                              *-2 industry (buy most of their goods)
                              *75% cost to hurry (competition amongst trading partners keep costs low)
                              1 commerce
                              50 starting energy
                              Max population at 5 before Hab Complexes
                              All units gain CLEAN REACTORS when the tech is discovered (droid armies)
                              starting units: 2 droid armies, MTT
                              agenda: free market?
                              aversion: green

                              *note: this is about the same as +1 bonus to industry

                              The Democracy of Naboo

                              starting tech: naboo ethics
                              +1 planet
                              +1 efficiency
                              -3 police
                              -20% on offense
                              1 talent per every six citizens (benefits of a free society)
                              +1 nutrients from fungus squares
                              +1 minerals from fungus squares
                              +1 energy from fungus squares
                              starting units: gungan scouts, security volunteers
                              agenda: green
                              aversion: power

                              The Galactic Republic

                              starting tech: republic ethics
                              +2 growth
                              -2 efficiency
                              3 drones made content per base (NODRONE, 3 in the faction.txt)
                              impunity democratic
                              Hurry cost 150% (bureaucratic inertia plagues the Republic)
                              -3% interest per turn (corruption exists on every level)
                              2 times the amount of votes
                              starting units: standard transport, Republic guard
                              agenda: democratic
                              aversion: Fundamentalist

                              The Jedi Council

                              Starting Tech: Jedi Ethics
                              +2 probe
                              -1 growth
                              -1 industry
                              +20% PSI combat
                              One extra talent for every five citizens
                              Max population at 4 before Hab Complexes
                              starting units: two Jedi Knights
                              agenda: knowledge
                              aversion: wealth

                              korn469
                              [This message has been edited by korn469 (edited February 20, 2000).]

                              Comment


                              • #30
                                My only current custom faction I call the Family of Chiron, as follows:

                                +1 GROWTH
                                +1 MORALE
                                -2 PROBE
                                -1 RESEARCH

                                Starting tech Social Psych
                                Free Children's Creche on discovery of Ethical Calc

                                Extra Talent for Every 4 Citizens

                                Agenda - Democracy, GROWTH
                                Aversion - Thought Control


                                By my counting that's a point's score of 8. Thoughts? And Playtesters anyone?
                                The church is the only organisation that exists for the benefit of its non-members
                                Buy your very own 4-dimensional, non-orientable, 1-sided, zero-edged, zero-volume, genus 1 manifold immersed in 3-space!
                                All women become like their mothers. That is their tragedy. No man does. That's his.
                                "They offer us some, but we have no place to store a mullet." - Chegitz Guevara

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