Well we all know there are some shortfalls in SMAX/SMAC, that could be solved if there was a sort of version two, or the source code was released. I recently thought of the idea: why not rewrite it from scratch? The engine isn't impossible to replicate, and users could contribute to this (open source ), and someone good in graphics could make the graphics. I plan to write this in C/C++, and then use openGL for graphics, and this also will not take off without volunteers who can contribute in any way, any form.
This might not be an impossible task, again, already I have a source code file in the works that functions as the calculation code for battles. Ie. take factors, calculate, return, and integrate with the rest.
Main objectives:
Improve game balance and social balance - crawlers, choppers, ICS (ICS, you must agree, has to be toned down somewhat)
Fix some bugs
I think its also good if we thin the line between "builder" and "momentum" things - I mean, people in real life do not adopt a strategy like that at all.
Rewrite social engineering - its quite good, but could use improvement.
Even more dynamics! More SP's! More ways of representing the rhythm of unrest that surges through society, more ways of representing of representing the heavy hand of oppression, more ways of representing social structure ! More terrain improvements! Lets make a new wave of possibilities!
Warfare immersion:
Improve graphics
Make more movies?
Flexibility in community changes - easier to modify the AI/engine/graphics/etc for a new mod, make it open source.
Some sort of flexible engine: ie. its easier to modify one part without modifying all.
Changes in detail:
Moves and attacks: Have a separate value for how many times a units can move, passively, and how many times a unit can move, actively. This might fix the chopper problem. Ie. a fission copter will have 8 moves but only can attack twice.
Crawlers: Crawlers will now have to move to collect resources. They might now have to represent a worker as in RTS, they collect for a few turns, then they return to base. This might create a nice chain of "trade" though - crawlers will move between bases to collect resources, to be more efficient, (transport them assembly-line like). Economic techs might increase the capacity of crawlers, such that they return every four turns instead of eight. (Also a new command to make them return in emergencies, etc.). This is also makes for interesting situations where crawler dependent cities might effectively have supplies cut off in a siege. Commerce might also deal with this.
Some more, need suggestions!
So, what do you think? I am also aware of other failed similar projects, but perhaps we can continue their cause. Import their code and the like.
This might not be an impossible task, again, already I have a source code file in the works that functions as the calculation code for battles. Ie. take factors, calculate, return, and integrate with the rest.
Main objectives:
Improve game balance and social balance - crawlers, choppers, ICS (ICS, you must agree, has to be toned down somewhat)
Fix some bugs
I think its also good if we thin the line between "builder" and "momentum" things - I mean, people in real life do not adopt a strategy like that at all.
Rewrite social engineering - its quite good, but could use improvement.
Even more dynamics! More SP's! More ways of representing the rhythm of unrest that surges through society, more ways of representing of representing the heavy hand of oppression, more ways of representing social structure ! More terrain improvements! Lets make a new wave of possibilities!
Warfare immersion:
Improve graphics
Make more movies?
Flexibility in community changes - easier to modify the AI/engine/graphics/etc for a new mod, make it open source.
Some sort of flexible engine: ie. its easier to modify one part without modifying all.
Changes in detail:
Moves and attacks: Have a separate value for how many times a units can move, passively, and how many times a unit can move, actively. This might fix the chopper problem. Ie. a fission copter will have 8 moves but only can attack twice.
Crawlers: Crawlers will now have to move to collect resources. They might now have to represent a worker as in RTS, they collect for a few turns, then they return to base. This might create a nice chain of "trade" though - crawlers will move between bases to collect resources, to be more efficient, (transport them assembly-line like). Economic techs might increase the capacity of crawlers, such that they return every four turns instead of eight. (Also a new command to make them return in emergencies, etc.). This is also makes for interesting situations where crawler dependent cities might effectively have supplies cut off in a siege. Commerce might also deal with this.
Some more, need suggestions!
So, what do you think? I am also aware of other failed similar projects, but perhaps we can continue their cause. Import their code and the like.
Comment