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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Originally posted by BonehoardTaffer
Each box should come with an action figure of one of the faction leaders.
Now there is an excellent idea.
Put me down for a Deirdre and Santiago action figure.
Imagine the possibilities!
'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
G'Kar - from Babylon 5 episode "Z'ha'dum"
1. Improved AI. I'd want completely customizable behavior for units, via a scripting language. This would obviously be a feature reserved for advanced players, so better auto-AI would come into play for novice or non-scripters.
2. Better workshop interface. Unit design is a pain in the backside because it's difficult to see how the unit that's being design compares to existing units. In addition, the upgrading process seems a bit "awkward". Also, I'd like the lists to refresh in real time when I edit names and I'd like the workshop to keep custom names from one generation to another.
3. Ability to have ALL factions in the same scenario. I'd like to see Univ/Angels/Cyborgs vs. Care/Gaia/Cult vs. Pirates/Drones/Spartans.
4. Larger upper limit on map size. This would be necessary if all 14 factions are enabled.
You all got me thinking, and I remembered some ideas I'd like to see:
1) A revised system for crawlers, where you couldn't cash them in for mins at all. Reactor level (say, reactor *2) would determine the max quantity of a resource that they could work. And lose the never-used (by me anyway) convoy fuction. This would tie in nicely with...
2) A more detailed supply system, where you could stockpile mins and nuts, perhaps for trade (commodities market anyone?), maybe just for transport between your own bases. This would make your transports useful for something besides units, and would allow greater flexibility in resource organization. Instead of needing a native crawler to bring nuts to your base in the Great Dunes, you could bring them in with transports. This would give the notion of keeping your shipping lanes open some real teeth. And could relate to...
3) While I'm not familiar with Civ or its sequels, I have read a review of Civ 3, from which I learned that there are various types of resources in Civ, particularly "mineral"-type resources. Perhaps something similar could be done in SMAC, where different units or facilities required a particular type of mineral to build or maintain.
4) Speaking of maintenance, I'd like to see some sort of energy requirements for units, particularly military units. I like the SMAC support system for the most part, but it can get ridiculous... Support up to base size for free?!?
Just a couple things I've thought about over time...
Now everyone just click your heels together three times and say "There's no game like SMAC..., there's no game like SMAC..."
Not the first to write this, but it was my immediate response:
Put that MOM battle screen into SMAC.
Otherwise, just the obvious things like little things - tweaks to the AI as mentioned by Blake and Ned last year (smarter terraforming, more focus on building) and weaken those supply crawlers (crawl at 50% efficiency perhaps?).
It would be cool to get some smart programmers to make a really good AI editor. Then you would come to Apolyton after a couple of years and pick up a much better AI than the game authors could have written by themselves.
"I'm so happy I could go and drive a car crash!"
"What do you mean do I rape strippers too? Is that an insult?"
- Pekka
what do you mean? in my smac i can define the map as large as i want. ever played on a 300*300 or bigger? do you use the latest patch? there should be an option to define your map size.
but it would be a lonely game (even with 14 factions)...
A realistic growth rate that is based on more than just food production. You could tie this in with an age structure to your population; to begin with you have tons of young adults and middle-agers. Unless you get your birth rate up by say, building creches, you'll be left with a load of grandpas with no-one to look after them.
How about a death rate as well, with different causes of death listed as stuff like accidents, infection, radiation, old age, and conflict? Beat back on the different death rates by having different social policies and building different improvements.
#1 Thing for SAMC-II = Actual Existence instead of wishful thinking .
Can you hold your breath a reeeeeeeeeeeaaaaaaaaaaaaaallllllllllllllllly long time?
Other things for SMAC-II:
1) - A highly customizable AI, with lots of settings and possible variations. At the extreme, the ability to program your own where the game calls your subroutine to take the AI's turn, passing the subroutine the game data that the AI would "know" at that point in hte game and getting back a set of move instructions, etc. that constitute the AI's "turn" from your subroutine.
2) - A more simultaneous "turn" system, perhaps something phased, like submitting moves for a turn and then having all the uncontested moves accepted and some kind of resolution system for the contested ones. Alternatively, the turn order could vary (perhaps the players who are behind could go first - or just have a better chance of going first) and/or have a global resolution phase for production/research/whatever so that turn order would not effect ResearchCost or who got SP's, etc.
More intelligent AI - They should know when to co-operate and when to be nasty, and also be more capable of *SMART* treachery - no more '2 base faction 1-1-1 unit sneak attacks 50 base faction 24-12-3 unit'.
A kind of strategic resources system - you have the basic resources, nuts, mins, energy, plus fungus, and u can use facilities to turn them into things like medical supplies, synthetic fossil fuels, and luxuries like better food, etc. Also make it possible to build and sell weapons rather than units, and to send your troops to other factions 'on loan', until they've finished their current war.
A happiness system you can interact with. Say you get Drone Riots somewhere, and your Security Advisor tells you that Drone leader X wants you to do Y to end the riots. Or you can use propaganda to try and persuade people to support you more.
Ability to share resources between bases without using crawlers.
Global support model - should need mins AND energy, but you can burn the one to replace the other.
turns that take up a month not a year, with tech advancment and building slowed a bit, and pop growth reduced a lot.
Have each pop point divided by 10 or something, speed up the growth, and have each one do less, but allow multiple pop points to work the same square.
More uses for chemical and biological warfare.
A Council with more proposals, that can also vote to demand an end to a certain war or impose sanctions on someone.
A trade system that ties factions together more; currently Morgan will want to keep everyone polite so he can make stacks of money off trading with them, but he should also be able to make the threat of ending trading, and if he does, i should hurt the other guy too.
Improved combat system.
Have a system where if you have too many units, your pop goes down cos of everyone who is in the army.
Allow units to be 'deactivated', no longer usable but also no longer taking up support costs (or not as much), that can be reactivated when neccesary (this should cost a turn though).
1) Intergrated Winzip support - so that MP turns are zipped and can be read by the program
2) An option that emails the finished turn for you and doesn't shut the game down as soon as you play it
3) An option to see what land will be affected if you raise or lower it and a hotkey that shows you what ground can have a borehole
4) I like the idea of culture from CIV3 and I think it could be added to SMAC2
5) I hate the idea in CIV3 of not being able to cash in your 'crawlers' for a wonder but it does make it more realistic
'No room for human error, and really it's thousands of times safer than letting drivers do it. But the one in ten million has come up once again, and the the cause of the accident is sits, something in the silicon.' - The Gold Coast - Kim Stanley Robinson
'Feels just like I can take a thousand miles in my stride hey yey' - Oh, Baby - Rhianna
How about a slower ascent to transendance. I never get to use to cool units with anti-grav struts or gravships, and I can usually get the two final projects completed in 2 turns using energy credits alone. ---And that was with tech-stag on!
How about a system under which the effects of certain facilities vary depending upon the Faction you're playing? For example, the Consciousness gets +2, +1, +1 from recycling tanks; Gaian units get +1 morale from Centauri Preserve, etc. A combination of positive and negatives. Although it could get confusing (and really mess with the datalinks' description of base facilities), it would further differentiate the factions from one another and how they are played.
Along the same lines, tech costs that vary according to factions and/ or their SE choices. Conquer techs cost more for Deirdre, less for Miriam, and vice versa. Also, the Transcendance tech should have double or triple cost - it is more than just ANY tech, and turns per tech is down to 1 or 2 by that point. That might help us savor the gravships and singularity lasers a little longer.
Originally posted by Sikander
Consider the fact that I have seen a lot of very intelligent people take years to develop very sophisticated methods of play in SMAC via this forum.
err.... smac isnt that old kid. More like a couple of years - give or take a few extra months.
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