repair bay is bugged and dosnt even work.and its not advantagous either,its better to just move your units so in reality there is no apc
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Aplha Centauri 2 Wishlist
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I would like to have better graphics, though not at the price of losing the perspective; that would allow you to zoom in and see the bases in all their glory; a fully customizable and moddable game (but easier to work with than the first one) especially when it comes to Planet. I hated the pink fungus. A feature worth keeping is the ability to play it straight or to drop in any combination of factions and Brian Renolds must be at the helm (he is Alpha Centauri). That's a start.
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I think they need to separate experience from morale for units.
Morale is variable according to situation, experience increases with time and um, experience.
One of the cool things you can do with this is, the morale of your units can be affected by your reputation. If you have been playing like a totally rotten turncoat, your units suffer heavy hits in morale. While if your reputation is a sterling Noble, your units get at least a +1.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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There's two changes I hope they'll make to SMAC 2 if they decide to make that game:
1) Make the graphics less disgusting. The colors for the game are just awful
2) Remove the workshop
Originally posted by sprucemoose3311
Without checking the forums I am sure that this has been done before. However, a new pole is up at firaxis
( http://www.firaxis.com/community/polls.php ) which hints at the possibility for a sequel. Therefore a list should once again be created.
2. What is your gaming platform of choice (aside from the PC)?
There's no "None" option. I don't like the Xbox, I don't like the PS2, I don't like the gamecube and it's not like the last option is any betterThis space is empty... or is it?
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Originally posted by Chaos Theory
The workshop is wonderful! How else could you make Trance Singularity Deathspheres?
Another idea involving the workshop: Would we want to eliminate the "upgrade and then move" feature? Perhaps every unit upgraded via the workshop should lose its movement points if it hasn't already moved that turn."The avalanche has already started. It is too late for the pebbles to vote."
-- Kosh
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2) Remove the workshop
Are you a smac fan or a sabotageur?!-- What history has taught us is that people do not learn from history.
-- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
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Better AI scripts and more options of diplomacy with the AI (i want to actually be able to humiliate them, eg no military units, 20% of ur ec earnings if they want a truce but won't become submissive), remove the bugs and a splash of new paint over the graphics. Everything else im happy withLearn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.
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Simultaneous-turn PBEMs: receive a turn from a server, play it, send it back before a deadline, all turns are played at once and sent back out. This could also limit the information distributed to each player to what they actually need, and limit random events to occurring on the server.
Imprintable rules
AI customization, both for AI players and for governors and automated units
Probabilistic tech trees
Floating-point numbers: I want to be able to harvest 1.73 units of food, or pay 9.5 ECs to hurry something! At least combat handled this correctly.
Automated worker placement, as in FreeCiv, and non-discrete worker placement
Specialists subject to happiness/unhappiness. No more cheating the bureaucracy mechanism or pacifism drones!
Situation-dependent happiness/unhappiness: if you're the Gaians and you pact with Morgan running Free Market, happiness should suffer. If you're the Believers crusading against Yang, happiness should rise. If you betray a trade partner, happiness should suffer. Citizens in an undefended front-line city should be unhappy, and perhaps wrest control of the city's production from you."Cutlery confused Stalin"
-BBC news
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Originally posted by Chaos Theory
Simultaneous-turn PBEMs: receive a turn from a server, play it, send it back before a deadline, all turns are played at once and sent back out. This could also limit the information distributed to each player to what they actually need, and limit random events to occurring on the server.
Imprintable rules
Probabilistic tech trees
Floating-point numbers: I want to be able to harvest 1.73 units of food, or pay 9.5 ECs to hurry something! At least combat handled this correctly.
Automated worker placement, as in FreeCiv, and non-discrete worker placement
Specialists subject to happiness/unhappiness. No more cheating the bureaucracy mechanism or pacifism drones!
Situation-dependent happiness/unhappiness: if you're the Gaians and you pact with Morgan running Free Market, happiness should suffer. If you're the Believers crusading against Yang, happiness should rise. If you betray a trade partner, happiness should suffer. Citizens in an undefended front-line city should be unhappy, and perhaps wrest control of the city's production from you.
Neighboring bases would exchange culture points according to the strength of the bases.
Trade would cause culture exchange. Pacting would increase exchange.
Extra Drones/Talents/Commerce would be generated based on the ratio of culture points acquired by that base and your diplomatic relations with the factions the culture comes from.
The extent to which you are affected by enemy culture points might be affected by your Probe rating, although both Police and Morale may have a part to play.
The Morganites would be given resistance to enemy culture acquired through trade so as not to cripple themselves by being traders. They might also transfer more of their culture through trade.
As a slight tweak I also thought that perhaps the Believers would have stronger cultural exchange with neighboring bases representing evangelism. While the Hive and Spartans might wish to avoid commerce so as to avoid unrest and decadance in their ranks it would be nice to have a culturally strong momentum faction.
Oh, and as a final part of my model bases would NEVER culture flip Civ3 style but might become more prone to Drone riots and cheaper to mind control.
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Originally posted by Senethro
I've never played with simultaneous turns. How do they work in combat situations?
Probabilistic tech trees would have partially randomized links and perhaps randomized availability of techs to research, based on a variety of conditions. Perhaps Industrial Automation only appears .1 of the time if you have Industrial Economics and Planetary Networks, but if you throw on Adaptive Economics, it appears .4 of the time.
I'm struggling to think of a situation where 1.73 units of food would be possible.
Do you just mean the same as already exists but better? Possibly make it customisable so that you can emphasise nuts/mins/energy?
Thats the whole point of specialists! I personally think that making what they produce (not psych) subject to inefficiency would be enough."Cutlery confused Stalin"
-BBC news
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Originally posted by Chaos Theory How can 160000 engineers possibly be content without so much as a rec commons?!
I think the problem of all specialist bases can be laid at the feet of Mr Supply Crawler.
Should they be subjected to inefficiency? Should they have limits per base? Would these limits be equal to your pop or some deviant combination of your SE effic/industry/support?
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