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  • Simple Alpha.txt changes to make SMAC more fun:

    Here are the most important changes I've come up with:

    *No crawlers!
    *"Forest and forget" strategy diminished in effectiveness
    *AI terraforming is much more useful now
    *Cost for all air units increased
    *Choppers moved back in tech tree and movement decreased
    *AAA ability now gives 150% bonus vs. air units
    *Because air units are less effective, tough land campaigns are still required far into the game.
    *No pop-booming possible with regular SMAC (without using golden ages) - this, along with no crawlers, really makes the game more competitive with the AI.
    *Land transports useful now!
    *Cool abilities moved forward, like carrier deck, deep pressure hull, etc.
    *Artillery made more powerful
    *New SE table makes greater distinction between conquer and build strategies

    Just by editing the alpha.txt file, I've made the game much more fun.

    Here's the full list of the Alpha.txt changes I've come up with: (the attached file is at the end). And don't forget, always keep a backup copy of the original alpha.txt file!

    Alpha.txt changes:

    No nutrient penalty for mine squares (makes AI’s farm+mine+road strategy useful)
    10% combat bonus for attacking along roads
    25% combat bonus for attacking from higher elevation
    25% combat penalty for attacking from lower elevation
    10% combat bonus for defending against mobile in rough
    Comm jammer bonus only 25% (Comm jammers no longer make rovers and hovertanks obsolete)
    Max arty damage to land units: 100%
    Additional arty damage per level of altitude: 33%
    Retool strictness: 3 (any switching, even between SP’s counts)
    Minimum # of turns between council: 10
    Minerals for harvesting forest: 10
    Tech that allows +1 min from mining platforms: Ecological Engineering (AI’s farm+mining platform strategy works better now)
    Humans cannot automatically contact each other in hotseat/pbem games from the start
    Prototypes cost 100% more (makes skunkworks facility more useful)
    Smacksim’s worldbuilder section used

    Terraforming: (My main goal was to decrease the effectiveness of “forest and forget”)
    Farms – 3 turns
    Soil enricher – 6 turns
    Mine – 6 turns
    Solar collector – 3 turns
    Forest- 6 turns
    Bunker – 2 turns (bunkers now have tactical significance)
    Airbase – 4 turns (ditto for airbases)
    Sensor arrays can be built in water after Adv. Mil. Algorithms


    Chassis:
    Infantry cargo – 3 (land transports are now really useful)
    Speeder cargo – 4
    Hovertank cargo – 5
    Hovertank chassis moved to monopole magnets (To get more use out of it)
    Foil moves: 5 (I wanted to increase the effectiveness of sea units in general)
    Foil cargo – 3
    Cruiser moves: 8
    Cruiser cargo – 6
    Needlejet cost increased (making a pure airpower strategy less effective)
    Chopper movement: 6
    Chopper cargo capacity - 3
    Chopper cost increased
    Chopper chassis moved to Nanomettalurgy
    Gravship cost increased


    Units:
    Probe cruiser added
    Crawlers completely disabled (This makes gamplay MUCH more fun)
    Probe team cost increased (Makes you use your probe teams more carefully. No more “mass producing 2 probe defenders in every base” strategy)

    Abilities:
    Deep pressure hull moved to silksteel alloys (now we actually get to use it!)
    Carrier deck moved to MMI (Ditto)
    AAA now gives +150% bonus vs. air units (Decreasing the overpowering effectiveness of air power)
    Clean reactor moved to frictionless surfaces (makes the game more difficult)
    Heavy transport moved to doctrine: Initiative (now you get to use this)
    Nerve gas pod cost doubled
    Repair bay moved to bioengineering

    Facilities and SPs:
    Skunkworks cost and maintenance decreased (encourages you to actually build them)
    Naval yard moved to doc:flex and cost and maintenance decreased (Ditto)
    Satellite costs increased (Makes mass producing satellites harder)
    Hologram theaters moved to optical computers (makes sense, right? Plus, I’m now making optical comp a useful tech)
    The virtual world moved to optical computers (Ditto)
    Nano Factory moved to nanominiaturization (Did this to make nanominiaturization a useful tech)
    Clinical Immortality moved to secrets of creation (Ditto for Secrets of Creation)
    Ascent to Transcendence cost increased

    Citizens:
    Technicians become available at industrial base
    Thinkers become available at applied relativity (taking away some of the overpowering usefulness of MMI)
    Transcendi only yield 2 econ, 2 psych, and 3 labs (Hopefully slowing down the endgame just a bit)

    Social Engineering settings:

    The basic idea behind the SE changes was to make a clearer distinction between a conquer strategy and a build strategy. For instance, PS/planned/power now makes an awesome conquer setting, whereas demo/fm/wealth now makes for an even better builder setting.

    Frontier, None,

    Police State, DocLoy, ++POLICE, ++SUPPORT, +PROBE, -EFFIC, -ECONOMY, -GROWTH

    Democratic, EthCalc, ++GROWTH, +ECONOMY, +EFFIC, -SUPPORT, ---POLICE

    Fundamentalist, Brain, +MORALE, ++PROBE, -RESEARCH

    Simple, None,

    Free Market, IndEcon, ++ECONOMY, --PLANET, --POLICE, -SUPPORT

    Planned, PlaNets, +++INDUSTRY, +GROWTH, ---EFFIC

    Green, CentEmp, ++PLANET, ++EFFIC, +RESEARCH, --INDUSTRY
    Survival, None,

    Power, MilAlg, ++MORALE, ++SUPPORT, --ECONOMY, -RESEARCH

    Knowledge, Cyber, ++RESEARCH, +EFFIC, --PROBE

    Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE, -PLANET

    None, None,

    Cybernetic, DigSent, ++EFFIC, ++PLANET, ++RESEARCH, -POLICE, --GROWTH

    Eudaimonic, Eudaim, ++GROWTH, ++ECONOMY, +EFFIC, --MORALE

    Thought Control, WillPow, ++POLICE, ++MORALE, ++PROBE, --SUPPORT, -RESEARCH

    Miscellaneous:

    Diplomatic victory enabled at Homo Superior
    Commerce increases added to various techs
    Attached Files
    Last edited by Zeiter; August 12, 2004, 18:33.
    Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

  • #2
    True, forests should take a much more incredible time. I mean, a lot of people would be using forests if not for the fact that reforestation takes a lot of time to put up. 10-20 years, actually.

    But then, actually, it would actually increase the strategy of "forest and forget"....it would encourage building less forests, and emphasis on having the first forest square up.


    Thought control should NOT take away research. If one has read 1984, the thought control society knows how to make one loyal to the government without diminishing the ability to research science due to the doublethink ability.

    Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE, -PLANET


    Eh? Wealth driven doesn't necessarily mean lack of planetary concerns. Often they can go hand in hand, as well as oppose each other.

    The basic idea behind the SE changes was to make a clearer distinction between a conquer strategy and a build strategy.


    But I don't want such a distinction, actually. It doesn't seem as fun, actually.

    Democratic, EthCalc, ++GROWTH, +ECONOMY, +EFFIC, -SUPPORT, ---POLICE


    Too extreme. Democracy does not make for a better economy, not really, and the police?!

    I'd prefer the old setting.


    Free Market, IndEcon, ++ECONOMY, --PLANET, --POLICE, -SUPPORT


    Yes, that change is good.

    Green, CentEmp, ++PLANET, ++EFFIC, ++RESEARCH, --INDUSTRY
    Survival, None,

    The +2 research is way overpowered. Too extreme, even with --industry....the negative growth was a good trade off.

    Power, would lose even more charm as it is, and the minus research, nah. Eudaimonic does not make for more effic, etc. etc. I think you should take a second look at the SE settings, they are very extreme changes....its just my opinion, though.

    Transcendi only yield 1 econ, 2 psych, and 3 labs (Hopefully slowing down the endgame just a bit)


    Then empaths shouldn't be obsolete. Getting the tech for transcends would be actually be BAD. Having econ with psych goes a bit down....

    But disparity between engineers and transcends should be given: give Engineers +4 Econ.....

    Bulk matter transmitter cost decreased


    It increases your mineral output by 50% as well as +2 minerals, IIRC.

    Also, what about air transports?

    10% combat bonus for attacking along roads
    10% combat bonus for attacking from higher elevation
    10% combat penalty for attacking from lower elevation
    10% combat bonus for defending against mobile in rough


    25% from higher, actually. Really increases tactical significance.
    Arise ye starvelings from your slumbers; arise ye prisoners of want
    The reason for revolt now thunders; and at last ends the age of "can't"
    Away with all your superstitions -servile masses, arise, arise!
    We'll change forthwith the old conditions And spurn the dust to win the prize

    Comment


    • #3
      Thought control should NOT take away research. If one has read 1984, the thought control society knows how to make one loyal to the government without diminishing the ability to research science due to the doublethink ability.
      Yeah, I've read 1984, but I still think that there would be less innovation and free exchanging of information that is usually so vital to research under thought control. A faction could still have knowledge as their values, and would still have good research.

      Eh? Wealth driven doesn't necessarily mean lack of planetary concerns. Often they can go hand in hand, as well as oppose each other.
      I would figure that with businesses primarily concerned about wealth, that the planet would not be given any concern except for how it could be exploited. Yes, certain environments could be protected if they helped to meet those ends, but in general, planet abuse would go up. Plus, the planetmind just wouldn't like all of the industry.

      Note with the SE table: You still have middle of the road strategies, like fundy/green/knowledge and such. I just wanted to give the conquerors and builders more to work with. This setting for power actually makes it so much stronger. When you are running power, you should be doing so for conquest and short term aims. The former industry penalty really hurt in this regard before, but with an econ and research penalty, the short term potential to crank out military units isn't dampened, which really makes power much more effective.

      As far as green: yeah, I originally had it at only +1 research. I may change it back. But the -2 industry really hurts, especially when you consider that you could be having +3 industry with planned. That's a 50% difference in production capacity. A faction running planned would just roll right over a faction running green, all other things being equal.

      Too extreme. Democracy does not make for a better economy, not really, and the police?!
      I definitely think that democracy leads to a bad police rating. The citizens get to question the government and protest, and many citizens will be pacifists, and will protest military units being sent abroad. Overall, I think it's still balanced.

      Then empaths shouldn't be obsolete. Getting the tech for transcends would be actually be BAD. Having econ with psych goes a bit down....
      Whoops! I didn't realize that. Thanks for pointing that out! I'll probably change transcends to have +2 econ then. Although I'm a little leary about giving engineers +4 econ. They already way overpower thinkers.

      It increases your mineral output by 50% as well as +2 minerals, IIRC.
      Really? Wow, I didn't know that. Okay, I'll change it back then.

      Also, what about air transports?
      Ah yes, I forgot to mention that I also gave choppers a cargo capacity of 3.

      25% from higher, actually. Really increases tactical significance.
      Okay, I'll try that.

      Thanks for all of the tips! I stick by most of my SE changes, but I see your points. I'm going to update this mod with some of your suggestions.

      Edit: Revised version posted.
      Last edited by Zeiter; August 10, 2004, 02:53.
      Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

      Comment


      • #4
        You put another ability on MMI?

        Correct me if I'm wrong, but doesn't that mean MMI =
        Choppers
        CBA
        Carriers
        (more...?)

        Also, I think the attack on roads thing is broken. Darsnan would be able to confirm either way, given he wrote/knows about his/the Alpha(x).txt guide.
        #play s.-cd#g+c-ga#+dgfg#+cf----q.c
        #endgame

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

        Comment


        • #5
          Is there a cloning vats SP?

          You are keeping in mind that Cloning Vats will still take away the detriments of power and thought control; network backbone taking away the detriments of cybernetic society, etc.
          Arise ye starvelings from your slumbers; arise ye prisoners of want
          The reason for revolt now thunders; and at last ends the age of "can't"
          Away with all your superstitions -servile masses, arise, arise!
          We'll change forthwith the old conditions And spurn the dust to win the prize

          Comment


          • #6
            You put another ability on MMI?
            But like I said, I moved choppers to nanomettalurgy, and I moved thinkers to applied relativity. So now, MMI has the cyborg factory, drop pods, and the carrier deck. Still a very useful tech, but not quite as overpowering. And also, I don't have SMAX, so this alpha.txt is meant to be played with SMAC. If I did have SMAX, I'd disable the CBA entirely, as it sounds way overpowered.

            You are keeping in mind that Cloning Vats will still take away the detriments of power and thought control; network backbone taking away the detriments of cybernetic society, etc.
            Yep. Actually, I haven't changed the positives of these SE choices at all, so they would have the exact same effect with the Cloning Vats and Network backbone as they used to have.

            Huh, the road bonuses don't work? I'm pretty sure they show up on the combat panel along with all of the other bonuses. Although it's possible that they just aren't factored in. Oh well, doesn't hurt to try to incorporate road attack bonuses.
            Last edited by Zeiter; August 10, 2004, 10:57.
            Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

            Comment


            • #7
              Yes, except now the detriments combined with the other SE choices that were neutralised or reduced will suddenly jump back up again, possibly too much.
              Arise ye starvelings from your slumbers; arise ye prisoners of want
              The reason for revolt now thunders; and at last ends the age of "can't"
              Away with all your superstitions -servile masses, arise, arise!
              We'll change forthwith the old conditions And spurn the dust to win the prize

              Comment


              • #8
                Originally posted by Natalinasmpf
                Yes, except now the detriments combined with the other SE choices that were neutralised or reduced will suddenly jump back up again, possibly too much.
                Er...I'm sorry, I'm not sure what you mean. Do you mean that the other SE choices will be less viable? Or that there are too many negatives on the SE table? Or what?
                Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

                Comment


                • #9
                  As in, with Cybernetic, that had earlier discouraged pop booming, would allow it with golden ages....etc.

                  Because now these SP's take away two penalties to an Future Society choice, rather than just one, which could radically change the predefined settings you had in mind...
                  Arise ye starvelings from your slumbers; arise ye prisoners of want
                  The reason for revolt now thunders; and at last ends the age of "can't"
                  Away with all your superstitions -servile masses, arise, arise!
                  We'll change forthwith the old conditions And spurn the dust to win the prize

                  Comment


                  • #10
                    Oh, I see what you mean. Well, first of all, I intended to make it so that there would be absolutely no pop-booming. It works on SMAC, because the GA growth bonus doesn't work. However, on SMAX, I'd have to do something different to make sure pop booms don't happen. I guess take away the growth bonus of planned and reduce the democracy growth bonus to +1, is what I'd have to do.

                    Second: even though there are now penalties from two different categories in some of the future choice settings, there are the same number of penalties total. Like with thought control, instead of -3 support, it now has -2 support and -1 research. It still has 3 penalties though. So I don't see how this will negatively effect how the cloning vats and network backbone function. And if thought control and cybernetic are a little stronger compared to eudaimonic now, I think that's good, because I always thought that eudaimonic was a little overpowered, even when the player had the cloning vats and network backbone.

                    Although now, if a player gets the cloning vats, PS/planned/power/thought control is just an insanely strong conquer setup. Although, to counter that, there's demo/green/knowledge/cybernetic, which gives insane +5 research, or there's demo/green/wealth/eudaimonic, which gives +4 econ, +4 efficiency, +1 industry, and +1 research!
                    Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

                    Comment


                    • #11
                      Re: Simple Alpha.txt changes to make SMAC more fun:

                      Originally posted by Zeiter

                      No nutrient penalty for mine squares (makes AI’s farm+mine+road strategy useful)
                      I like this! In my own mod I've also given boreholes a nutrient bonus, which, even though the AI still won't build them ( ), why they will now use boreholes, and does give the AI's a nice mid-game boost when they discover the restriction lifting techs.

                      10% combat bonus for attacking along roads
                      25% combat bonus for attacking from higher elevation
                      25% combat penalty for attacking from lower elevation
                      10% combat bonus for defending against mobile in rough
                      Comm jammer bonus only 25% (Comm jammers no longer make rovers and hovertanks obsolete)
                      I've made some changes in this area as well, and so have others. See gwillybj's alphax.txt changes thread


                      Terraforming: (My main goal was to decrease the effectiveness of “forest and forget”)
                      Farms – 3 turns
                      Soil enricher – 6 turns
                      Mine – 6 turns
                      Solar collector – 3 turns
                      Forest- 6 turns
                      Bunker – 2 turns (bunkers now have tactical significance)
                      Airbase – 4 turns (ditto for airbases)
                      Sensor arrays can be built in water after Adv. Mil. Algorithms
                      Actually I really like SmackSim's strategy of moving farms up the tech tree while decreasing the turns for forests. Essentially I'm finding for a human player that ganging formers together (which is a natural human strategy) defeats the increased turn strategy, and turns the AI even farther off to terraforming forests. By not having farms immediately available upon Planetfall, then at least the core AI bases will have quickly established lots of nice forest squares. The only downside to this I am finding is that when I conquer the AI's why I don't have to bring along a bunh of formers to build forests!

                      Units:
                      Probe cruiser added
                      Googlie went to Deity status in my book when he introduced this mod to the game!


                      Crawlers completely disabled (This makes gamplay MUCH more fun)
                      I have to say from playing games like this that it prolongs the "grey area" of whether you are going to win or lose a game. It is a nice SP tool.

                      Probe team cost increased (Makes you use your probe teams more carefully. No more “mass producing 2 probe defenders in every base” strategy)
                      Is this to penalize humans in MP or AI's in SP, as the AI's are relatively good at focusing their probe teams when need be, IMO.

                      Abilities:
                      Deep pressure hull moved to silksteel alloys (now we actually get to use it!)
                      I moved it to Doc Init in my mod, what with the MCC movie featuring a sub in it!

                      Carrier deck moved to MMI
                      I have only once seen an AI land an air unit on a carrier!

                      AAA now gives +150% bonus vs. air units (Decreasing the overpowering effectiveness of air power)
                      I was in an air defense unit in the military and all I can say is that it really is a "hit and miss" affair... However in SMAC(X) why decreasing the overwhelming advantage of aerial units is not a bad idea, IMO.

                      Heavy transport moved to doctrine: Initiative (now you get to use this)
                      I'd do it for MMI or something in that region. Also, the AI has absolutely no idea how to handle land transports from my experience.


                      Nerve gas pod cost doubled
                      Now that I really like! Reflects the unwillingness of people to build such things, thus extra "incentives" are needed in order to coerce them into doing this.

                      Repair bay moved to bioengineering
                      Does the AI build these? I've never seen the AI do this myself.

                      All in all some really nice ideas! I'd say look over gwillybj's mods as well, as there are some really good ideas encompased there.

                      D

                      Comment


                      • #12
                        I just read gwillybj's thread, and he definitely had some great ideas.

                        Is this to penalize humans in MP or AI's in SP, as the AI's are relatively good at focusing their probe teams when need be, IMO.
                        This is meant to penalize humans, both in SP and MP. From what I've experienced, the AI's probe team use can be easily countered. All a human has to do is either station probe defenders in key bases or stack a few units on a vital road approach to a base. The AI will then mindlessly send its probe teams off to get slaughtered. Even in conquests, when the human player is most vulnerable to probe activities, the AI doesn't exploit the opportunity like it should, so I decided to make it harder for the player to keep up tech parity with the AI and mind control incoming AI armies by making probe teams cost more. If I could lower the success rates or make these things cost more, I'd do that instead, but unfortunately those are hardcoded.

                        Yeah, it's unlikely that the AI will use things like carriers, but it's still nice to let the human player(s) use these nifty things.
                        Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

                        Comment


                        • #13
                          Aren't repair bays broken?
                          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                          #endgame

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

                          Comment


                          • #14
                            Are they? They seem to work very well.

                            Oh the AI uses them a lot if only you gave them the design. Or if they probe it from you. After I lost a police fusion silksteel garrison to Yang, they suddenly built it across their lands, and Yang especially who got ascetic virtues (!!) uh, made it very hard suddenly to incite drone riots.

                            Drop probe teams is another thing. I gave one to an ally, and when it turned on me, guess what happened....
                            Arise ye starvelings from your slumbers; arise ye prisoners of want
                            The reason for revolt now thunders; and at last ends the age of "can't"
                            Away with all your superstitions -servile masses, arise, arise!
                            We'll change forthwith the old conditions And spurn the dust to win the prize

                            Comment


                            • #15
                              Re: Re: Simple Alpha.txt changes to make SMAC more fun:

                              Originally posted by Darsnan
                              I moved it to Doc Init in my mod, what with the MCC movie featuring a sub in it!
                              From the 'flavor' text file...

                              #DEEP PRESSURE HULL
                              Desc.: Reinforced Silksteel chassis
                              Effect: Operates underwater
                              Limits: Combat units only
                              Domain: Sea

                              He who knows others is wise.
                              He who knows himself is enlightened.
                              -- Lao Tsu

                              SMAC(X) Marsscenario

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