I've played Civ2, Civ3 and SMAC, and SMAC is the best game of the lot by far. The first time I played Civ 2 I played it for 10 hours straight (starting at 9pm
), but SMAC is definately better. Lately I've been playing it heaps; I've started 3 games in the last 5 days (finishing them all except for my current game which I expect to finish tonight
). When I'm at school I say to myself "ahh this is boring, I wanna go play Alpha Centauri". I thought that eventually I'd get sick of doing the same thing over & over but you don't get sick of it for some reason. It's a great game, go buy it
), but SMAC is definately better. Lately I've been playing it heaps; I've started 3 games in the last 5 days (finishing them all except for my current game which I expect to finish tonight
). When I'm at school I say to myself "ahh this is boring, I wanna go play Alpha Centauri". I thought that eventually I'd get sick of doing the same thing over & over but you don't get sick of it for some reason. It's a great game, go buy it
Than having them pitifuly surrender
:
AO, you are correct. Whatever graphics engine they use is kludgy. When I first got the game it was unbearable on my old PII 300 64M w/generic 8M video. My present Athlon doesn't have a decent graphics card, but even with a super-duper system the graphics are still strangely sluggish (if you're using XP with less than 512M then you take another hit off the speed, but that isn't the graphics' fault).
Adalbertus, SMAC attack values are double the defense values at equivalent tech levels ("Impact" and above). Defensive bonuses are negligible (eg, +25% in base defends at 8:5 instead of 2:1). Bunker gives squat except against artillery. Probe actions favor the attacker, while psi attacks are normally 3:2. In other words, there is zero defensive strategy: attack, attack, attack. As though to make up for that flaw they took a step back in gameplay. Now aircraft and fast units can only attack once no matter how little damage they take.
These are secondary to the main complaints I have about the game. Ugh, what a (inter)face! Besides the gloomy, monotonous pallette there are too many irksome traits and little bugs to list any but the most annoying: Lack of organization. Start with the unit design workshop. It is a great idea, but try to find units in that clunky scrolling unit list with no organization whatsoever. Upgrading many units is agonizing. The next choice, pop-up review, keeps presenting unit designs that you have rejected or changed previously. The last option, auto-design w/o review, forces you to wade through the unorganized unit list to prune the ones you'll never use. I end up disabling it all rather than wrestle with the artificial idiot's suggestions. Aargh!
Then the unit chassis types get me. Airplanes, submarines, aircraft carriers, rockets, turbojets, helicopters, hovercraft, hydrofoils, missiles… these have all been developed within a 100 year period which began with dreadfully primitive manufacturing capabilites. These colonists start out with all the general knowledge we've got, plus some, and they can't build a simple ship or airframe? THEY CAN'T EVEN BUILD A FRIGGIN' ATV? Talk about reinventing the wheel! 
What, do hydraulics (displacement, drag, etc) work differently on Chiron? Does the airfoil work differently? They don't have to build a 100k ton supercarrier, just a simple ship. They don't have to build a Mach 2.5 marvel of technology, just something rugged and practical like the A-10, or even the prop-driven A-26 and C-130.
Hovercraft is the most versatile form of transport; capable of sea, litoral, and inland operation (over unbroken ground). With Chiron's 75% greater air density a hovercraft would have better load/deadweight ratio than on Earth, and better rough terrain handling. You wouldn't need amphibious modifications for any troops or equipment being delivered to the shore by hovercraft (unless faced with sheer cliffs).
Then there's the whole energy-based economy model. C'mon. Energy Bank? A giant Duracell attached to a capacitor? Get real! Why is there any limit to energy if compact, efficient, and relatively non-polluting fission is available? Obviously there is no political squeemishness, given all the nuclear powered vessels around. No two forms of usable energy are interchangeable in value, which derives from the cost of making it available and demand for its use. If I need to recharge my cellphone and don't have a converter all the power plants in the world mean nothing.
There is nothing beyond hand weapons. How about tanks and field artillery? No, not imaginary "artillery" with 200+ km (2 tile) range (the "bombardment" model is a joke), tactical heavy weapons that are the backbone of ground forces. SMAC has the same weapons in vehicles that the infantry carry. No firepower differential, exactly the same. Ships are limited to small arms too; how the hell do you attack a 10k+ ton ship with these things? ("If we fire enough 15mm rounds maybe the weight of the lead will sink her, sir.") I guess they forgot how to make bombs for aircraft, too… I could go on.
Then the ridiculous stuff. How do you make laser/energy weapon "artillery?" That is, how do you "bombard" from over the horizon, or to bypass line-of-sight defenses, with a line-of-sight weapon? Carrier deck and pressure hull as "special abilities" instead of separate chassis types? Training is a "special ability" of the vessel, not the crew? I picture normal crew compartments being unable to accomodate their enlarged brains.
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