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Aldebaran 2: Smax

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  • One other thing, we currently have more than 7 Aldebaran factions, do we want to trim it down?
    I think yes.
    Do you think any of them is not worthy being there?
    (which one and why)
    -- 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.

    Comment


    • I don't think you need to trim down faction number - leave them to the user to choose which ones to play.
      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

      Comment


      • I like the idea of "SMAC Factions" "SMAX Factions", except as "Aldebaran Factions" "Aldebaran Super AI Factions"

        I'd look for re-hashes of current factions but I am on holiday...
        #play s.-cd#g+c-ga#+dgfg#+cf----q.c
        #endgame

        Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

        Comment


        • About trimming - if we let in more factions, we need to incorporate them in story.
          IIRC in SMAC Aldebaran there was 1 faction who was not represented in the story..

          About AI facs - they were made to make AIs stronger, but they're very unhandy..

          There is another way to bost AIs without giving anything special to them:

          By default in GAIAN.txt there stands:

          Economics, Green, PLANET //positive
          Economics, Free Market, nil //negative

          which means Gaia will instate Green in 90% cases and go for SE which has positive PLANET (and avoid SE which has it negative) and FM will be disabled to her

          If you alter it like

          Politics, Democracy, INDUSTRY //positive
          Economics, Free Market, nil //negative

          Gaia instates very nice Demo/Planned/Wealth combo and goes for Eudaimonia when available (as she regards INDUSTRY highly)

          If you alter it even more:

          Politics, Democracy, INDUSTRY //positive
          Economics, Free Market, POLICE //negative

          You have Gaia which will NEVER have police state (which would be rather characteristic) and regard Cybernetic Future Society higher than Eudaimonia not because Cybernetic has +2 Planet, but because it has -3 police and it's a bigger penalty than +2 INDUSTRY of Eudaimonia is bonus..

          So we canhave rather a Gaianistic Deirdre, but at the same time a very powerful entity.

          I placed Gaia on Monsoon to test this and you know what, I barely managed to Planet Buster her before she had her planet busters in place!
          Why?
          She was booming away like hell.

          Also - you can alter the "Discover", "Explore", "Conquer", "Build" choices to get more expansive Faction (pure Explore does it), and alter agresiveness to get reasonable diplomacy..

          I wonder if anyone has done it before, but if not I will make a manual of this and post it here in downloadable form.

          For this project - Im ready to do this task if you're ready to allow it to me!
          -- 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.

          Comment


          • In this post I will review the AI scripting and I want you all to give some opinion about them.
            I think that the worst mistake I can make would be aligning some faction to a SE which is not characteristic.
            So feel free to add comments/suggestions.

            SE list:

            Code:
            Propaganda, Economics, Protocol, Production
            Dogmatic,        None,
            Intolerance,     Human1,  +SUPPORT, +MORALE, -RESEARCH, -POLICE
            Paranoia,        Tacit3,   +PROBE, +POLICE, +SUPPORT, -INDUSTRY
            Unity,           Arbor1,    +ECONOMY, ++EFFIC, -INDUSTRY, -SUPPORT
            Barter,          None,
            L. Faire,        Commerc,  +ECONOMY, ++EFFIC, -PLANET, --POLICE
            State,           Tacit2,   +INDUSTRY, ++POLICE, +PROBE, --EFFIC
            Utopian,         Transp,   ++EFFIC, +++RESEARCH, +GROWTH, +MORALE
            Survival,        None,
            Controlled,      Cyborg,   +INDUSTRY, +SUPPORT, +GROWTH, --RESEARCH
            Extractive,      Extra,    ++ECONOMY, ---PLANET, ---POLICE, --SUPPORT
            Green,           pArm3,    ++PLANET, +INDUSTRY, +POLICE, -EFFIC
            Not Much,        None,
            Military,        Command,  +SUPPORT, ++MORALE, +PROBE, -ECONOMY
            Citizens,        Arbor2,   ++++GROWTH, -PLANET, -ECONOMY, -INDUSTRY
            Macroeconomic,   MacroE,   +POLICE, +ECONOMY, +INDUSTRY, +EFFIC
            
            
            
            Colonist:
            
            Galactic Colonists, The Colonists, Colonists, M, 2, Shi Tarza, F,  0,  0, 0, 0, 0,
              ALIEN, 0, SOCIAL, -PLANET, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +INDUSTRY, UNIT, 1, TECH, Tacit1, TECHCOST, 80, IMMUNITY, EFFIC
             Propaganda, Unity, EFFIC
             Protocol, Green, nil
            
            Such a setup would most likely make them go for:
            
            Unity/L.Faire/Controlled/Macroeconomic
            
            Questions could appear here, so explanation follows:
            
            Unity, L.Faire and Macroeconomic - efficency
            Controlled - in cases AI doesn't know where to go (has no prefs) it goes for INDUSTRY
            
            
            My opinion:
            [quote]
            Propaganda, [b]Unity[/b], EFFIC
            [/quote]
            
            Why is Unity here?
            The efficency pref anyways will make this AI go for Unity.
            So we can free up this slot and fill in what really characterises this faction:
            
             Protocol, [b]Controlled[/b], EFFIC
             Protocol, Green, nil
            
            Remember? Outlaws are fighting this SE setting!
            
            So we have a nice AI which will almost always go for:
            Unity/L.Faire/Controlled/Macroeconomic
            
            BUT:
            
            I really question whether Unity and Laissez Faire is right for such a dictatoristic character as Empress Railey!
            I see her more like running:
            
            Intolerance/State/Controlled/Military
            
            Intolerance - she dislikes other factions
            State and Controlled - quite relative SE + quite characteristic
            Military - wasn't she that dirty ***** which was going to conquer entire planet??
            
            For such Empress we will have a completely different setup:
            
            Economics, State, SUPPORT
            Propaganda, Paranoia, nil
            
            Why Paranioa - paranoia has the same Support setting as Intolerance, so we must disable it to make Empress go for intolerance..
            I think it makes more sense than disabling Green.
            
            So please state your opinion:
            
            1st setup:
             Protocol, Controlled, EFFIC
             Protocol, Green, nil
            
            aka: Unity/L.Faire/Controlled/Macroeconomic
            
            Which will in result give:
            
            +7 EFFIC
            +3 ECONOMY
            +2 INDUSTRY
            +1 GROWTH
            -2 RESEARCH (which will make ~0 together with techcost, 80)
            -2 PLANET
            -3 POLICE (+1 drone for >1 unit away from territory)
            
            or
            
            2nd setup:
             Economics, State, SUPPORT
             Propaganda, Paranoia, nil
            
            aka: Intolerance/State/Controlled/Military
            
            Which will in result give:
            
            +3 INDUSTRY
            +3 SUPPORT (good one! each base support 4 units + 1 for each pop above 4!)
            +3 MORALE
            +2 PROBE
            +1 GROWTH
            -1 ECONOMY (not so bad IMO)
            -3 RESEARCH (which will make ~ -1 together with techcost, 80)
            
            AND
            
            +2 EFFICENCY if "IMMUNITY, EFFIC" is changed to "IMPUNITY, State"
            
            
            
            I think the 2nd setup is more characteristic and gives some good credit for AI (especially - support and industry)
            
            
            Also - I've spotted that there are 9 parameters for the faction and I propose to remove "ALIEN, 0" it has NO sense whatsover - Colonists are still humanoids!
            
            Also there are no direction for research and building..
            SO it should look like:
            
            Galactic Colonists, The Colonists, Colonists, M, 2, Shi Tarza, F,  [b]1[/b],  [b]1[/b], 0, 0, [b]1[/b],
              SOCIAL, -PLANET, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +INDUSTRY, UNIT, 1, TECH, Tacit1, TECHCOST, 80, [b]IMPUNITY, State[/b]
            
            I also propose to change "techcost, 80" to "++RESEARCH" as noone actually sees techcost in the SE screen, but research is being displayed there..
            -- 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.

            Comment


            • The idea behind making the galactics aliens was to make them require the tech "Sapiens Galacticus" for the lesser humans to be able to communicate with them.
              #play s.-cd#g+c-ga#+dgfg#+cf----q.c
              #endgame

              Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

              Comment


              • The idea behind making the galactics aliens was to make them require the tech "Sapiens Galacticus" for the lesser humans to be able to communicate with them.
                Yeah, but the downsides are:

                1.They've got 9 parameters now (the last one will be ignored)
                2.Almost noone would want to play them now (aliens are advantaged at the start and disadvantaged at late game)

                IMO if these "Sapiens Galacticus" are so superior they SHOULD understand other humans for these reasons:

                1.They're ascended form Homo Sapiens, so they have very similar thinking scheme
                2.They're superior. It's like Homo Superior - it should understand many things that Homo Sapiens do not.
                3.Communication does not require both sides to be equal. If one of the sides can understand the other's language, communication is possible


                ALSO:
                If Sapiens Galacticus is Alien, then the Outlaws should be too as they're related to Sapiens Galacticus..

                IMO there are too much downsides in transofrming one faction which actually is humanoids into Aliens.

                The issues are both story-related (entire story should change with that) and gameplay-related (many people dislike aliens + they're unbalanced).

                In general I think it's nonsense.

                There are other ways to make em less talkative and friendly.
                -- 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.

                Comment


                • I agree, but I was posting what I presumed was SS's reasoning. If you can make them arrogant, then go for it. I did some looking into the alien flag and it seemed to do the following:

                  Set directed research on if they were the first player
                  Set unity survey on if they were the first player
                  Add a MKI battle ogre and extra colony pod on planetfall
                  Make them require Progenitor Psych to be able to talk with them, or they can discover Social Psych as an alternitive
                  Give them the free tech: Field Modulation
                  Make it impossible to trade with them, giving the energy grid instead
                  Make them a little more arrogant and (in theory) make it impossible to treaty with more than one of them at a time
                  Make them especially intolerant of the other aliens
                  #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                  #endgame

                  Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                  Comment


                  • Ok, then leave them aliens, but we must then redo the three techs related to them: Soc Psy, Prog Psy and Field Mod.

                    Also - what do we do about battle ogres?
                    Has this been discussed?
                    -- 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.

                    Comment


                    • Hm... I haven't heard anything about the ogres, except perhaps relating to some 'storyline'. I think we may be better off leaving them as humans. Do you think we should poll this in a separate thread?
                      #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                      #endgame

                      Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                      Comment


                      • Originally posted by binTravkin

                        Also - what do we do about battle ogres?
                        Has this been discussed?
                        Battle Ogres are Progenitor artifacts (as are the "Library Nodules"): either we include them in the storyline (meaning Aldebaran was once a Progenitor controlled Planet) or if we can find someone to give us new graphics then we could come up with a different storyline. Problem is none of us (as far as I know) are graphics gurus...


                        D

                        Comment


                        • Hmm, can't they just be disabled by deleting their unit line?

                          And deleting them from alien flag?


                          But In general I think the best solution would be removing Alien, 0 from Colonist.txt file.

                          Also - what was your thoughts about my AI analysis in post above?
                          -- 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.

                          Comment


                          • Originally posted by binTravkin
                            Hmm, can't they just be disabled by deleting their unit line?
                            You can only change the lines - you can't delete them as the Battle Ogres and artifacts are "poddable" items, and the game will "pod" whatever item holds that slot in the alphax.txt file. FYI.


                            Originally posted by binTravkin
                            But In general I think the best solution would be removing Alien, 0 from Colonist.txt file.
                            I agree. We can still make them "alien" enough without looking like a Prog.


                            Originally posted by binTravkin
                            Also - what was your thoughts about my AI analysis in post above?
                            I'll see about reviewing it this weekend.


                            D

                            Comment


                            • Originally posted by Darsnan
                              Problem is none of us (as far as I know) are graphics gurus...


                              D
                              They do not have to be very pretty. Ogres are not going to date anyone or something...
                              Mart
                              Map creation contest
                              WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                              Comment


                              • They do not have to be very pretty. Ogres are not going to date anyone or something...


                                But they still should look qualitative.
                                -- 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.

                                Comment

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