The creators of SMAC clearly intended players to do a lot of breeding of native life. There are many facilities that increase the life cycle of native units (Bio Lab, Bioenchancement Center, Centauri Preserve, Temple of Planet) and many secret projects that enhance the breeding of native life. But how many of us ever use this feature, especially in multiplayer? You may see an occasional locust of chiron late in the game but they are obsolete as soon as real gravships appear.
Why don't players breed native life? Two reasons. One is cost --it's much cheaper to build conventional units. The second is fragility. Native units are strong on offense, but weak on defense. Any low-morale scout can take out a mind worm due to attacker's advantage. Another minor drawback of native versus conventional units is that sea and air native units lack the free deep radar ability that conventional sea and air units get.
All these problems can be eliminated by tweaking three lines in the #UNITS section of alpha(x).txt. I lowered the mineral cost of worms, isles and locusts to 2, 3 and 4 rows of minerals, respectively. I also gave each native unit two special abilities: trance and deep radar. Note that this does not affect wild or captured native life, only those bred in captivity.
Mind Worms, Infantry, Psi, Psi, 1, 2, 0, CentEmp, 3, 000000100000000000000010
Isle of the Deep, Foil, Psi, Psi, 7, 3, 4, CentMed, -1, 000000100000000000000010
Locusts of Chiron, Gravship, Psi, Psi, 4, 4, 0, CentGen, -1, 000000100000000000000010
These changes work well with another boost to psi units, increasing the influence of the Planet rating on psi combat, found in the #RULES section. I like to increase to bonus/penalty from 10% to 15%. A further increase to 20% is unbalancing.
15, ; Combat % -> Psi attack bonus/penalty per +PLANET
Why don't players breed native life? Two reasons. One is cost --it's much cheaper to build conventional units. The second is fragility. Native units are strong on offense, but weak on defense. Any low-morale scout can take out a mind worm due to attacker's advantage. Another minor drawback of native versus conventional units is that sea and air native units lack the free deep radar ability that conventional sea and air units get.
All these problems can be eliminated by tweaking three lines in the #UNITS section of alpha(x).txt. I lowered the mineral cost of worms, isles and locusts to 2, 3 and 4 rows of minerals, respectively. I also gave each native unit two special abilities: trance and deep radar. Note that this does not affect wild or captured native life, only those bred in captivity.
Mind Worms, Infantry, Psi, Psi, 1, 2, 0, CentEmp, 3, 000000100000000000000010
Isle of the Deep, Foil, Psi, Psi, 7, 3, 4, CentMed, -1, 000000100000000000000010
Locusts of Chiron, Gravship, Psi, Psi, 4, 4, 0, CentGen, -1, 000000100000000000000010
These changes work well with another boost to psi units, increasing the influence of the Planet rating on psi combat, found in the #RULES section. I like to increase to bonus/penalty from 10% to 15%. A further increase to 20% is unbalancing.
15, ; Combat % -> Psi attack bonus/penalty per +PLANET
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