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Simple Alpha.txt changes to make SMAC more fun:

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  • #16
    Carriers and subs in an MP game will be great. It's just a matter of setting it up with players willing to play from a folder containing the modified text. Been talked about many times, but I only recall one such game actually being played.

    With the elevation bonus you may want to increase artillery's effectiveness. Increasing it from 99% --> 100% ability to destroy units, etc..

    looks like some well thought out changes
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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    • #17
      Remember that if artillery can inflict 100% damage, it will instantly, almost assuredly, kill ordinary probe teams in the open, regardless of stacks. You may consider this desireable, but should be aware of it nonetheless.
      "Cutlery confused Stalin"
      -BBC news

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      • #18
        Ah, yes, I forgot, I also edited the max artillery damage for land units to 100%. Should I also increase the modifier for each level of elevation? Would 50% be too much? Or how about increasing it slightly to 33%? Ah, yes, I think I'll do that.

        Edit: New version with modified artillery damage posted up above.
        Last edited by Zeiter; August 12, 2004, 18:37.
        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.

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        • #19
          Re: Simple Alpha.txt changes to make SMAC more fun:

          Originally posted by Zeiter
          10% combat bonus for attacking along roads
          This is broken, in that the bonus is applied everywhere, in every battle, regardless of whether both/either/neither the attacker's or defender's space contains a road.
          I am on a mission to see how much coffee it takes to actually achieve time travel.

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          • #20
            Well, that's a pity. If it doesn't make any difference, then I guess I'll just leave it in there.
            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.

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            • #21
              I've been experimenting a few years with preventing the 'forest and forget' terraforming strategy. I've had very good results with reducing the default forests output to:

              0 Nutrients, 1 Minerals, 1 Energy

              Forests are still a viable terraforming choice when playing on low rainfall/abundant native life worlds.

              I use this setting whenever I play single player games (not challenges, though) and I highly recommend this alpha/x.txt change.

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              • #22
                Uh....what about 1 nutrient, 1 minerals and 1 energy? I think thats far better. They do provide food, minerals to build, AND stuff to burn.

                There should be a "young forest" and "mature forest" and "ancient forest" with more rewards as the forest becomes older kind of thing: Thus it will encourage actively planting forest to get more older forest squares as possible.

                The problem this is also going to encourage continously building forests, then chopping them down by building a farm or something. Or maybe it should be that way? Then you should get a higher reward for chopping them down. Units should get health points for chopping down enemy forests then too! Or something.
                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

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                • #23
                  What about increasing the benefits of farms and solar collectors? The AI builds tons of these, while humans build very few. Thus, raising farms to +2 nutrients and solar collectors to +2 energy would benefit the AI greatly. You could even have farms give +2 nutrients and +1 minerals, to make them more competitive with forests.
                  Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
                  http://guild.ask-klan.net.pl/eng/index.html

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                  • #24
                    Originally posted by Rubin
                    I've been experimenting a few years with preventing the 'forest and forget' terraforming strategy. I've had very good results with reducing the default forests output to:

                    0 Nutrients, 1 Minerals, 1 Energy

                    Forests are still a viable terraforming choice when playing on low rainfall/abundant native life worlds.
                    I suppose that the initial 0 nutrient of forests doesn't disable the Tree Farm and Hybrid Forest extra nut?
                    The same result can be reached by removing one of those two facilities in the game, so the initial forest nut can be saved. Also, it possibly forces players then to look for a replacement facility for the 50% econ loss of one of those two facilities.
                    He who knows others is wise.
                    He who knows himself is enlightened.
                    -- Lao Tsu

                    SMAC(X) Marsscenario

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                    • #25
                      Originally posted by DilithiumDad
                      What about increasing the benefits of farms and solar collectors? The AI builds tons of these, while humans build very few. Thus, raising farms to +2 nutrients and solar collectors to +2 energy would benefit the AI greatly. You could even have farms give +2 nutrients and +1 minerals, to make them more competitive with forests.
                      As far as I know, farms can never add minerals or energy, mines can never add nutrients or energy, and solar panels can never add nutrients or minerals.
                      "Cutlery confused Stalin"
                      -BBC news

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                      • #26
                        Geo: Yes, the Tree Farm and Hybrid Farm nutrient bonuses would still apply. A better approch would be to reduce minerals so that forests are 1-1-1 or take away the energy.
                        Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
                        http://guild.ask-klan.net.pl/eng/index.html

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